#include #include #include #include #include "test_globals.hpp" #include 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 DefaultAIController(character); // Check the initial activity is Idle. BOOST_CHECK_EQUAL( controller->getCurrentActivity(), nullptr ); // Check that Idle activities are instantly displaced. 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, 225.6f}); BOOST_REQUIRE( character != nullptr ); auto controller = new DefaultAIController(character); controller->setNextActivity( new Activities::GoTo( glm::vec3{ 10.f, 10.f, 0.f } ) ); BOOST_CHECK_EQUAL( controller->getCurrentActivity()->name(), "GoTo" ); 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); } // This check will undoubtably break in the future, please improve. BOOST_CHECK_CLOSE( glm::distance(character->getPosition(), {10.f, 10.f, 0.f}), 1.0f, 100.0f ); Global::get().e->destroyObject(character); delete controller; } { VehicleObject* vehicle = Global::get().e->createVehicle(90u, glm::vec3(10.f, 0.f, 0.f), glm::quat()); BOOST_REQUIRE(vehicle != nullptr); BOOST_REQUIRE(vehicle->model != nullptr); auto character = Global::get().e->createPedestrian(1, {0.f, 0.f, 0.f}); BOOST_REQUIRE( character != nullptr ); auto controller = new DefaultAIController(character); controller->setNextActivity( new Activities::EnterVehicle( vehicle, 0 ) ); 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); } BOOST_CHECK_EQUAL( nullptr, character->getCurrentVehicle() ); 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); } BOOST_CHECK_EQUAL( vehicle, character->getCurrentVehicle() ); Global::get().e->destroyObject(character); delete controller; } } BOOST_AUTO_TEST_CASE(test_death) { { auto character = Global::get().e->createPedestrian(1, {100.f, 100.f, 50.f}); BOOST_REQUIRE( character != nullptr ); auto controller = new DefaultAIController(character); BOOST_CHECK_EQUAL( character->getCurrentState().health, 100.f ); BOOST_CHECK( character->isAlive() ); GameObject::DamageInfo dmg; dmg.type = GameObject::DamageInfo::Bullet; dmg.hitpoints = character->getCurrentState().health + 1.f; // Do some damage BOOST_CHECK(character->takeDamage(dmg)); BOOST_CHECK( ! character->isAlive() ); character->tick(0.16f); BOOST_CHECK_EQUAL( character->animator->getAnimation(0), character->animations.ko_shot_front); Global::get().e->destroyObject(character); delete controller; } } BOOST_AUTO_TEST_SUITE_END()