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Split object tests into individual cases
The object data test case contained multiple tests. Split them to increase test granularity and to provide more descriptive unit names.
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@ -6,52 +6,48 @@
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BOOST_AUTO_TEST_SUITE(ObjectDataTests)
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#if RW_TEST_WITH_DATA
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BOOST_AUTO_TEST_CASE(test_object_data) {
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{
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LoaderIDE l;
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BOOST_AUTO_TEST_CASE(parses_basic_instance) {
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LoaderIDE l;
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l.load(Global::get().getGamePath() + "/data/maps/generic.ide", {});
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l.load(Global::get().getGamePath() + "/data/maps/generic.ide", {});
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BOOST_ASSERT(l.objects.find(1100) != l.objects.end());
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BOOST_ASSERT(l.objects.find(1100) != l.objects.end());
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auto obj = l.objects[1100].get();
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auto obj = l.objects[1100].get();
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auto def = dynamic_cast<SimpleModelInfo*>(obj);
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auto def = dynamic_cast<SimpleModelInfo *>(obj);
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BOOST_ASSERT(def->type() == ModelDataType::SimpleInfo);
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BOOST_ASSERT(def->type() == ModelDataType::SimpleInfo);
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BOOST_CHECK_EQUAL(def->name, "rd_Corner1");
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BOOST_CHECK_EQUAL(def->textureslot, "generic");
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BOOST_CHECK_EQUAL(def->getNumAtomics(), 1);
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BOOST_CHECK_EQUAL(def->getLodDistance(0), 220);
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BOOST_CHECK_EQUAL(def->flags, 0);
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}
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{
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LoaderIDE l;
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l.load(Global::get().getGamePath() + "/data/default.ide", {});
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BOOST_ASSERT(l.objects.find(90) != l.objects.end());
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auto obj = l.objects[90].get();
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auto def = dynamic_cast<VehicleModelInfo*>(obj);
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BOOST_ASSERT(def->type() == ModelDataType::VehicleInfo);
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BOOST_CHECK_EQUAL(def->name, "landstal");
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BOOST_CHECK_EQUAL(def->textureslot, "landstal");
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BOOST_CHECK_EQUAL(def->vehicletype_, VehicleModelInfo::CAR);
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BOOST_CHECK_EQUAL(def->handling_, "LANDSTAL");
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BOOST_CHECK_EQUAL(def->vehiclename_, "LANDSTK");
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BOOST_CHECK_EQUAL(def->vehicleclass_, VehicleModelInfo::RICHFAMILY);
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BOOST_CHECK_EQUAL(def->frequency_, 10);
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BOOST_CHECK_EQUAL(def->wheelmodel_, 164);
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BOOST_CHECK_CLOSE(def->wheelscale_, 0.8f, 0.01f);
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}
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BOOST_CHECK_EQUAL(def->name, "rd_Corner1");
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BOOST_CHECK_EQUAL(def->textureslot, "generic");
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BOOST_CHECK_EQUAL(def->getNumAtomics(), 1);
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BOOST_CHECK_EQUAL(def->getLodDistance(0), 220);
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BOOST_CHECK_EQUAL(def->flags, 0);
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}
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BOOST_AUTO_TEST_CASE(test_gamedata_data) {
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BOOST_AUTO_TEST_CASE(parses_vehicle) {
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LoaderIDE l;
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l.load(Global::get().getGamePath() + "/data/default.ide", {});
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BOOST_ASSERT(l.objects.find(90) != l.objects.end());
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auto obj = l.objects[90].get();
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auto def = dynamic_cast<VehicleModelInfo*>(obj);
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BOOST_ASSERT(def->type() == ModelDataType::VehicleInfo);
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BOOST_CHECK_EQUAL(def->name, "landstal");
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BOOST_CHECK_EQUAL(def->textureslot, "landstal");
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BOOST_CHECK_EQUAL(def->vehicletype_, VehicleModelInfo::CAR);
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BOOST_CHECK_EQUAL(def->handling_, "LANDSTAL");
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BOOST_CHECK_EQUAL(def->vehiclename_, "LANDSTK");
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BOOST_CHECK_EQUAL(def->vehicleclass_, VehicleModelInfo::RICHFAMILY);
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BOOST_CHECK_EQUAL(def->frequency_, 10);
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BOOST_CHECK_EQUAL(def->wheelmodel_, 164);
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BOOST_CHECK_CLOSE(def->wheelscale_, 0.8f, 0.01f);
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}
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#endif
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