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96 lines
2.3 KiB
C++
96 lines
2.3 KiB
C++
#include <boost/test/unit_test.hpp>
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#include <objects/PickupObject.hpp>
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#include <objects/ItemPickup.hpp>
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#include <items/InventoryItem.hpp>
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#include <data/WeaponData.hpp>
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#include <objects/CharacterObject.hpp>
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#include "test_globals.hpp"
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class TestPickup : public PickupObject
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{
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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, 0)
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{}
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bool onCharacterTouch(CharacterObject *character) {
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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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{
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auto character = Global::get().e->createPedestrian(1, { 30.1f, 0.f, 0.f });
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BOOST_REQUIRE( character != nullptr );
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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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{
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auto character = Global::get().e->createPedestrian(1, { 30.1f, 0.f, 0.f });
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BOOST_REQUIRE( character != nullptr );
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auto item = Global::get().e->getInventoryItem(3);
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BOOST_REQUIRE(item != nullptr);
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ItemPickup* p = new ItemPickup(Global::get().e, { 30.f, 0.f, 0.f }, item );
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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 < maxInventorySlots; ++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 == item->getInventorySlot(); }) );
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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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