mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-07 03:12:36 +01:00
f9fc588d64
Fixed: mission timer Timer was going crazy due to missing 02d9 opcode, update timer 25 times per second Fixed: mission timer Don't beep on every timer update
101 lines
2.9 KiB
C++
101 lines
2.9 KiB
C++
#include <boost/test/unit_test.hpp>
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#include <data/WeaponData.hpp>
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#include <objects/CharacterObject.hpp>
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#include <objects/PickupObject.hpp>
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#include "test_Globals.hpp"
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#if RW_TEST_WITH_DATA
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class TestPickup : public PickupObject {
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public:
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bool picked_up = false;
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TestPickup(GameWorld* engine, const glm::vec3& position)
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: PickupObject(engine, position, Global::get().d->modelinfo[0].get(),
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OnStreet) {
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}
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bool onPlayerTouch() {
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picked_up = true;
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return true;
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}
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};
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BOOST_AUTO_TEST_SUITE(PickupTests)
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BOOST_AUTO_TEST_CASE(test_pickup_interaction) {
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{
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auto objectID = 9999;
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auto character =
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Global::get().e->createPlayer({30.1f, 0.f, 0.f}, {1.f, 0.f, 0.f, 0.f}, objectID);
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BOOST_REQUIRE(character != nullptr);
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Global::get().e->state->playerObject = objectID;
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TestPickup* p = new TestPickup(Global::get().e, {30.f, 0.f, 0.f});
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// Global::get().e->insertObject(p);
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BOOST_CHECK(!p->picked_up);
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Global::get().e->dynamicsWorld->stepSimulation(0.016f);
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p->tick(0.f);
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BOOST_CHECK(p->picked_up);
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p->picked_up = false;
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BOOST_CHECK(!p->picked_up);
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Global::get().e->dynamicsWorld->stepSimulation(0.016f);
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p->tick(0.f);
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BOOST_CHECK(!p->picked_up);
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Global::get().e->dynamicsWorld->stepSimulation(0.016f);
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p->tick(60.5f);
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BOOST_CHECK(p->picked_up);
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Global::get().e->destroyObject(p);
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Global::get().e->destroyObject(character);
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}
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}
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BOOST_AUTO_TEST_CASE(test_item_pickup) {
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{
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auto objectID = 9999;
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auto character =
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Global::get().e->createPlayer({30.1f, 0.f, 0.f}, {1.f, 0.f, 0.f, 0.f}, objectID);
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BOOST_REQUIRE(character != nullptr);
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Global::get().e->state->playerObject = objectID;
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auto pistol = Global::get().d->weaponData[1].get();
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auto model = Global::get().d->modelinfo[pistol->modelID].get();
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ItemPickup* p = new ItemPickup(Global::get().e, {30.f, 0.f, 0.f}, model,
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PickupObject::OnStreet, pistol);
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Global::get().e->allObjects.push_back(p);
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// Check the characters inventory is empty.
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for (int i = 0; i < kMaxInventorySlots; ++i) {
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BOOST_CHECK(character->getCurrentState().weapons[i].weaponId == 0);
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}
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Global::get().e->dynamicsWorld->stepSimulation(0.016f);
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p->tick(0.f);
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auto& inventory = character->getCurrentState().weapons;
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BOOST_CHECK(std::any_of(std::begin(inventory), std::end(inventory),
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[&](const CharacterWeaponSlot& i) {
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return i.weaponId == pistol->inventorySlot;
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}));
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Global::get().e->destroyObject(p);
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Global::get().e->destroyObject(character);
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}
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}
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BOOST_AUTO_TEST_SUITE_END()
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#endif
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