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openrw/tests/test_character.cpp

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#include <boost/test/unit_test.hpp>
#include <objects/GTACharacter.hpp>
#include <ai/GTADefaultAIController.hpp>
#include "test_globals.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 );
auto controller = new GTADefaultAIController(character);
// Check the initial activity is Idle.
BOOST_CHECK_EQUAL( controller->getCurrentActivity(), GTAAIController::Idle );
// Check that Idle activities are instantly displaced.
controller->setNextActivity(GTAAIController::GoTo, glm::vec3{ 1000.f, 0.f, 0.f });
BOOST_CHECK_EQUAL( controller->getCurrentActivity(), GTAAIController::GoTo );
BOOST_CHECK_EQUAL( controller->getNextActivity(), GTAAIController::Idle );
Global::get().e->destroyObject(character);
delete controller;
}
{
GTAAIController::ActivityParameter ap { glm::vec3 { 1.f, 2.f, 3.f } };
BOOST_CHECK_EQUAL( ap.position, glm::vec3( 1.f, 2.f, 3.f ) );
}
}
BOOST_AUTO_TEST_CASE(test_activities)
{
{
auto character = Global::get().e->createPedestrian(1, {0.f, 0.f, 0.f});
BOOST_REQUIRE( character != nullptr );
auto controller = new GTADefaultAIController(character);
controller->setNextActivity( GTAAIController::GoTo, { glm::vec3{ 10.f, 0.f, 0.f } } );
BOOST_CHECK_EQUAL( controller->getCurrentActivity(), GTAAIController::GoTo );
BOOST_CHECK_EQUAL( controller->getCurrentActivityParameter().position, glm::vec3( 10.f, 0.f, 0.f ) );
for(float t = 0.f; t < 11.f; 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);
}
// This check will undoubtably break in the future, please improve.
BOOST_CHECK_CLOSE( glm::distance(character->getPosition(), {10.f, 0.f, 0.f}), 0.038f, 1.0f );
Global::get().e->destroyObject(character);
delete controller;
}
}
BOOST_AUTO_TEST_SUITE_END()