#include #include #include #include #include "test_Globals.hpp" BOOST_AUTO_TEST_SUITE(WeaponTests) #if RW_TEST_WITH_DATA BOOST_AUTO_TEST_CASE(TestWeaponScan) { { // Test RADIUS scan auto character = Global::get().e->createPedestrian(1, {0.f, 0.f, 0.f}); BOOST_REQUIRE(character != nullptr); BOOST_REQUIRE(character->getModel() != nullptr); BOOST_REQUIRE(character->physObject != nullptr); WeaponScan scan(10.f, {0.f, 0.f, 10.f}, {0.f, 0.f, -10.f}); Global::get().e->doWeaponScan(scan); BOOST_CHECK(character->getCurrentState().health < 100.f); Global::get().e->destroyObject(character); } } BOOST_AUTO_TEST_CASE(TestProjectile) { { auto character = Global::get().e->createPedestrian(1, {25.f, 0.f, 0.f}); BOOST_REQUIRE(character != nullptr); auto wepdata = Global::get().e->data->weaponData[5].get(); auto projectile = new ProjectileObject( Global::get().e, {26.f, 1.f, 10.f}, {ProjectileObject::Grenade, {0.f, 0.f, -1.f}, 2.0f, 5.0f, wepdata}); Global::get().e->allObjects.push_back(projectile); BOOST_CHECK(character->getCurrentState().health == 100.f); for (float t = 0.f; t <= 5.f; t += 0.016f) { Global::get().e->dynamicsWorld->stepSimulation(0.016f, 0, 0); projectile->tick(0.016f); } BOOST_CHECK_LT( glm::distance(character->getPosition(), projectile->getPosition()), 10.f); BOOST_CHECK_LT( glm::distance(character->getPosition(), projectile->getPosition()), 5.f); // Grenade should have dentonated by this point BOOST_CHECK(character->getCurrentState().health < 100.f); Global::get().e->destroyObjectQueued(character); Global::get().e->destroyQueuedObjects(); } { auto character = Global::get().e->createPedestrian(1, {25.f, 0.f, 0.f}); BOOST_REQUIRE(character != nullptr); auto wepdata = Global::get().e->data->weaponData[6].get(); auto projectile = new ProjectileObject( Global::get().e, {26.f, 1.f, 10.f}, {ProjectileObject::Molotov, {0.f, 0.f, -1.f}, 2.0f, 10.f, wepdata}); Global::get().e->allObjects.push_back(projectile); BOOST_CHECK(character->getCurrentState().health == 100.f); for (float t = 0.f; t <= 9.0f; t += 0.016f) { Global::get().e->dynamicsWorld->stepSimulation(0.016f, 0, 0); projectile->tick(0.016f); } BOOST_CHECK(projectile->getPosition().z < 10.f); BOOST_CHECK(projectile->getPosition().z > 0.f); BOOST_CHECK(character->getCurrentState().health < 100.f); Global::get().e->destroyObjectQueued(character); Global::get().e->destroyQueuedObjects(); } { auto character = Global::get().e->createPedestrian(1, {25.f, 0.f, 0.f}); BOOST_REQUIRE(character != nullptr); auto wepdata = Global::get().e->data->weaponData[7].get(); auto projectile = new ProjectileObject( Global::get().e, {26.f, 1.f, 10.f}, {ProjectileObject::RPG, {0.f, 0.f, -1.f}, 2.0f, 10.f, wepdata}); Global::get().e->allObjects.push_back(projectile); BOOST_CHECK(character->getCurrentState().health == 100.f); for (float t = 0.f; t <= 9.f; t += 0.016f) { Global::get().e->dynamicsWorld->stepSimulation(0.016f, 0, 0); projectile->tick(0.016f); } BOOST_CHECK(projectile->getPosition().z < 10.f); BOOST_CHECK(character->getCurrentState().health < 100.f); Global::get().e->destroyObjectQueued(character); Global::get().e->destroyQueuedObjects(); } } #endif BOOST_AUTO_TEST_SUITE_END()