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openrw/tests/test_character.cpp

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#include <boost/test/unit_test.hpp>
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#include <objects/CharacterObject.hpp>
#include <objects/VehicleObject.hpp>
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#include <ai/DefaultAIController.hpp>
#include "test_globals.hpp"
#include <engine/Animator.hpp>
BOOST_AUTO_TEST_SUITE(CharacterTests)
BOOST_AUTO_TEST_CASE(test_create)
{
{
auto character = Global::get().e->createPedestrian(1, {100.f, 100.f, 50.f});
BOOST_REQUIRE( character != nullptr );
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auto controller = new DefaultAIController(character);
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// Check the initial activity is Idle.
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BOOST_CHECK_EQUAL( controller->getCurrentActivity(), nullptr );
// Check that Idle activities are instantly displaced.
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controller->setNextActivity( new Activities::GoTo( glm::vec3{ 1000.f, 0.f, 0.f } ) );
BOOST_CHECK_EQUAL( controller->getCurrentActivity()->name(), "GoTo" );
BOOST_CHECK_EQUAL( controller->getNextActivity(), nullptr );
Global::get().e->destroyObject(character);
delete controller;
}
}
BOOST_AUTO_TEST_CASE(test_activities)
{
{
auto character = Global::get().e->createPedestrian(1, {0.f, 0.f, 225.6f});
BOOST_REQUIRE( character != nullptr );
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auto controller = new DefaultAIController(character);
controller->setNextActivity( new Activities::GoTo( glm::vec3{ 10.f, 10.f, 0.f } ) );
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BOOST_CHECK_EQUAL( controller->getCurrentActivity()->name(), "GoTo" );
for(float t = 0.f; t < 11.5f; t+=(1.f/60.f)) {
controller->update(1.f/60.f);
character->tick(1.f/60.f);
Global::get().e->dynamicsWorld->stepSimulation(1.f/60.f);
}
BOOST_CHECK_LT( glm::distance(character->getPosition(), {10.f, 10.f, 0.f}), 0.1f);
Global::get().e->destroyObject(character);
delete controller;
}
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{
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VehicleObject* vehicle = Global::get().e->createVehicle(90u, glm::vec3(10.f, 0.f, 0.f), glm::quat());
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BOOST_REQUIRE(vehicle != nullptr);
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BOOST_REQUIRE(vehicle->model != nullptr);
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auto character = Global::get().e->createPedestrian(1, {0.f, 0.f, 0.f});
BOOST_REQUIRE( character != nullptr );
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auto controller = new DefaultAIController(character);
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controller->setNextActivity( new Activities::EnterVehicle( vehicle, 0 ) );
for(float t = 0.f; t < 0.5f; t+=(1.f/60.f)) {
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character->tick(1.f/60.f);
Global::get().e->dynamicsWorld->stepSimulation(1.f/60.f);
}
BOOST_CHECK_EQUAL( nullptr, character->getCurrentVehicle() );
for(float t = 0.f; t < 9.0f; t+=(1.f/60.f)) {
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character->tick(1.f/60.f);
Global::get().e->dynamicsWorld->stepSimulation(1.f/60.f);
}
BOOST_CHECK_EQUAL( vehicle, character->getCurrentVehicle() );
controller->setNextActivity( new Activities::ExitVehicle( ) );
for(float t = 0.f; t < 9.0f; t+=(1.f/60.f)) {
character->tick(1.f/60.f);
Global::get().e->dynamicsWorld->stepSimulation(1.f/60.f);
}
BOOST_CHECK_EQUAL( nullptr, character->getCurrentVehicle() );
character->setPosition(glm::vec3(5.f, 0.f, 0.f));
controller->setNextActivity( new Activities::EnterVehicle( vehicle, 0 ) );
for(float t = 0.f; t < 0.5f; t+=(1.f/60.f)) {
character->tick(1.f/60.f);
Global::get().e->dynamicsWorld->stepSimulation(1.f/60.f);
}
BOOST_CHECK_EQUAL( nullptr, character->getCurrentVehicle() );
controller->skipActivity();
for(float t = 0.f; t < 5.0f; t+=(1.f/60.f)) {
character->tick(1.f/60.f);
Global::get().e->dynamicsWorld->stepSimulation(1.f/60.f);
}
BOOST_CHECK_EQUAL( nullptr, character->getCurrentVehicle() );
Global::get().e->destroyObject(character);
delete controller;
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}
}
BOOST_AUTO_TEST_CASE(test_death)
{
{
auto character = Global::get().e->createPedestrian(1, {100.f, 100.f, 50.f});
BOOST_REQUIRE( character != nullptr );
auto controller = new DefaultAIController(character);
BOOST_CHECK_EQUAL( character->getCurrentState().health, 100.f );
BOOST_CHECK( character->isAlive() );
GameObject::DamageInfo dmg;
dmg.type = GameObject::DamageInfo::Bullet;
dmg.hitpoints = character->getCurrentState().health + 1.f;
// Do some damage
BOOST_CHECK(character->takeDamage(dmg));
BOOST_CHECK( ! character->isAlive() );
character->tick(0.16f);
BOOST_CHECK_EQUAL(
character->animator->getAnimation(0),
character->animations.ko_shot_front);
Global::get().e->destroyObject(character);
delete controller;
}
}
BOOST_AUTO_TEST_SUITE_END()