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openrw/tests/test_character.cpp

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#include <boost/test/unit_test.hpp>
#include <objects/GTACharacter.hpp>
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#include <objects/GTAVehicle.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);
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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, 0.f});
BOOST_REQUIRE( character != nullptr );
auto controller = new GTADefaultAIController(character);
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controller->setNextActivity( new Activities::GoTo( glm::vec3{ 10.f, 0.f, 0.f } ) );
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BOOST_CHECK_EQUAL( controller->getCurrentActivity()->name(), "GoTo" );
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;
}
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{
GTAVehicle* vehicle = Global::get().e->createVehicle(90u, glm::vec3(10.f, 0.f, 0.f), glm::quat());
BOOST_REQUIRE(vehicle != nullptr);
auto character = Global::get().e->createPedestrian(1, {0.f, 0.f, 0.f});
BOOST_REQUIRE( character != nullptr );
auto controller = new GTADefaultAIController(character);
controller->setNextActivity( new Activities::EnterVehicle( vehicle, 0 ) );
for(float t = 0.f; t < 2.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);
}
BOOST_CHECK_EQUAL( nullptr, character->getCurrentVehicle() );
for(float t = 0.f; t < 10.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);
}
BOOST_CHECK_EQUAL( vehicle, character->getCurrentVehicle() );
}
}
BOOST_AUTO_TEST_SUITE_END()