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openrw/tests/test_Character.cpp

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#include <ai/DefaultAIController.hpp>
#include <boost/test/unit_test.hpp>
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#include <engine/Animator.hpp>
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#include <objects/CharacterObject.hpp>
#include <objects/VehicleObject.hpp>
#include "test_Globals.hpp"
BOOST_AUTO_TEST_SUITE(CharacterTests, DATA_TEST_PREDICATE)
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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 = character->controller;
BOOST_REQUIRE(controller != nullptr);
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// Check the initial activity is Idle.
BOOST_CHECK_EQUAL(controller->getCurrentActivity(), nullptr);
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// Check that Idle activities are instantly displaced.
controller->setNextActivity(
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std::make_unique<ai::Activities::GoTo>(glm::vec3{1000.f, 0.f, 0.f}));
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BOOST_CHECK_EQUAL(controller->getCurrentActivity()->name(), "GoTo");
BOOST_CHECK_EQUAL(controller->getNextActivity(), nullptr);
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Global::get().e->destroyObject(character);
}
}
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BOOST_AUTO_TEST_CASE(test_activities) {
{
auto character =
Global::get().e->createPedestrian(1, {0.f, 0.f, 225.6f});
BOOST_REQUIRE(character != nullptr);
auto controller = character->controller;
BOOST_REQUIRE(controller != nullptr);
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controller->setNextActivity(
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std::make_unique<ai::Activities::GoTo>(glm::vec3{10.f, 10.f, 0.f}));
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BOOST_CHECK_EQUAL(controller->getCurrentActivity()->name(), "GoTo");
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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);
}
// Actually GoTo ignores z axis (up)
BOOST_CHECK_LT(glm::distance(glm::vec2{character->getPosition()},
{10.f, 10.f}),
0.1f);
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Global::get().e->destroyObject(character);
}
{
VehicleObject* vehicle = Global::get().e->createVehicle(
90u, glm::vec3(10.f, 0.f, 0.f), glm::quat{1.0f,0.0f,0.0f,0.0f});
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BOOST_REQUIRE(vehicle != nullptr);
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BOOST_REQUIRE(vehicle->getClump() != 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 = character->controller;
BOOST_REQUIRE(controller != nullptr);
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controller->setNextActivity(
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std::make_unique<ai::Activities::EnterVehicle>(vehicle, 0));
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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);
}
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BOOST_CHECK_EQUAL(nullptr, character->getCurrentVehicle());
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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);
}
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BOOST_CHECK_EQUAL(vehicle, character->getCurrentVehicle());
controller->setNextActivity(
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std::make_unique<ai::Activities::ExitVehicle>());
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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);
}
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BOOST_CHECK_EQUAL(nullptr, character->getCurrentVehicle());
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character->setPosition(glm::vec3(5.f, 0.f, 0.f));
controller->setNextActivity(
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std::make_unique<ai::Activities::EnterVehicle>(vehicle, 0));
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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);
}
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BOOST_CHECK_EQUAL(nullptr, character->getCurrentVehicle());
controller->skipActivity();
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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);
}
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BOOST_CHECK_EQUAL(nullptr, character->getCurrentVehicle());
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Global::get().e->destroyObject(character);
}
}
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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);
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BOOST_CHECK_EQUAL(character->getCurrentState().health, 100.f);
BOOST_CHECK(character->isAlive());
GameObject::DamageInfo dmg {
GameObject::DamageInfo::DamageType::Bullet,
{}, {},
character->getCurrentState().health + 1.f
};
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// Do some damage
BOOST_CHECK(character->takeDamage(dmg));
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BOOST_CHECK(!character->isAlive());
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character->tick(0.16f);
BOOST_CHECK_EQUAL(
character->animator->getAnimation(0),
character->animations->animation(AnimCycle::KnockOutShotFront0));
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Global::get().e->destroyObject(character);
}
}
BOOST_AUTO_TEST_CASE(test_cycle_animating) {
{
auto character =
Global::get().e->createPedestrian(1, {100.f, 100.f, 50.f});
BOOST_REQUIRE(character != nullptr);
// Set the character cycle
character->playCycle(AnimCycle::ArrestGun);
BOOST_CHECK_EQUAL(static_cast<uint32_t>(character->getCurrentCycle()),
static_cast<uint32_t>(AnimCycle::ArrestGun));
}
}
BOOST_AUTO_TEST_SUITE_END()