#include #include #include #include #include #include #include "test_globals.hpp" class TestPickup : public PickupObject { public: bool picked_up = false; TestPickup(GameWorld* engine, const glm::vec3& position) : PickupObject(engine, position, 0, OnStreet) {} bool onCharacterTouch(CharacterObject *character) { picked_up = true; return true; } }; BOOST_AUTO_TEST_SUITE(PickupTests) BOOST_AUTO_TEST_CASE(test_pickup_interaction) { { auto character = Global::get().e->createPedestrian(1, { 30.1f, 0.f, 0.f }); BOOST_REQUIRE( character != nullptr ); TestPickup* p = new TestPickup(Global::get().e, { 30.f, 0.f, 0.f } ); //Global::get().e->insertObject(p); BOOST_CHECK( ! p->picked_up ); Global::get().e->dynamicsWorld->stepSimulation(0.016f); p->tick(0.f); BOOST_CHECK( p->picked_up ); p->picked_up = false; BOOST_CHECK( ! p->picked_up ); Global::get().e->dynamicsWorld->stepSimulation(0.016f); p->tick(0.f); BOOST_CHECK( ! p->picked_up ); Global::get().e->dynamicsWorld->stepSimulation(0.016f); p->tick(60.5f); BOOST_CHECK( p->picked_up ); Global::get().e->destroyObject(p); Global::get().e->destroyObject(character); } } BOOST_AUTO_TEST_CASE(test_item_pickup) { { auto character = Global::get().e->createPedestrian(1, { 30.1f, 0.f, 0.f }); BOOST_REQUIRE( character != nullptr ); auto item = Global::get().e->getInventoryItem(3); BOOST_REQUIRE(item != nullptr); ItemPickup* p = new ItemPickup(Global::get().e, { 30.f, 0.f, 0.f }, PickupObject::OnStreet, item); Global::get().e->allObjects.push_back(p); // Check the characters inventory is empty. for (int i = 0; i < maxInventorySlots; ++i) { BOOST_CHECK( character->getCurrentState().weapons[i].weaponId == 0 ); } Global::get().e->dynamicsWorld->stepSimulation(0.016f); p->tick(0.f); auto& inventory = character->getCurrentState().weapons; BOOST_CHECK( std::any_of( std::begin(inventory), std::end(inventory), [&](const CharacterWeaponSlot& i) { return i.weaponId == item->getInventorySlot(); }) ); Global::get().e->destroyObject(p); Global::get().e->destroyObject(character); } } BOOST_AUTO_TEST_SUITE_END()