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openrw/tests/test_pickup.cpp

96 lines
2.3 KiB
C++

#include <boost/test/unit_test.hpp>
#include <objects/PickupObject.hpp>
#include <objects/ItemPickup.hpp>
#include <items/InventoryItem.hpp>
#include <data/WeaponData.hpp>
#include <objects/CharacterObject.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)
{}
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 }, 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()