mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-09 12:22:34 +01:00
5c78930c1b
They served no purpose other than to awkwardly implement weapon firing This is now handled in the Weapon::fire* functions, and everything else has been changed to reference weapon data or inventory indices directly
96 lines
2.7 KiB
C++
96 lines
2.7 KiB
C++
#include <boost/test/unit_test.hpp>
|
|
#include <data/WeaponData.hpp>
|
|
#include <objects/CharacterObject.hpp>
|
|
#include <objects/ItemPickup.hpp>
|
|
#include <objects/PickupObject.hpp>
|
|
#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)
|
|
|
|
#if RW_TEST_WITH_DATA
|
|
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 pistol = Global::get().d->weaponData[1].get();
|
|
auto model = Global::get().d->modelinfo[pistol->modelID].get();
|
|
|
|
ItemPickup* p = new ItemPickup(Global::get().e, {30.f, 0.f, 0.f}, model,
|
|
PickupObject::OnStreet, pistol);
|
|
|
|
Global::get().e->allObjects.push_back(p);
|
|
|
|
// Check the characters inventory is empty.
|
|
for (int i = 0; i < kMaxInventorySlots; ++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 == pistol->inventorySlot;
|
|
}));
|
|
|
|
Global::get().e->destroyObject(p);
|
|
Global::get().e->destroyObject(character);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
BOOST_AUTO_TEST_SUITE_END()
|