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168 lines
5.4 KiB
C++
168 lines
5.4 KiB
C++
#include <ai/DefaultAIController.hpp>
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#include <boost/test/unit_test.hpp>
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#include <engine/Animator.hpp>
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#include <objects/CharacterObject.hpp>
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#include <objects/VehicleObject.hpp>
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#include "test_Globals.hpp"
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BOOST_AUTO_TEST_SUITE(CharacterTests, DATA_TEST_PREDICATE)
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BOOST_AUTO_TEST_CASE(test_create) {
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{
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auto character =
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Global::get().e->createPedestrian(1, {100.f, 100.f, 50.f});
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BOOST_REQUIRE(character != nullptr);
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auto controller = character->controller;
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BOOST_REQUIRE(controller != nullptr);
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// Check the initial activity is Idle.
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BOOST_CHECK_EQUAL(controller->getCurrentActivity(), nullptr);
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// Check that Idle activities are instantly displaced.
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controller->setNextActivity(
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std::make_unique<ai::Activities::GoTo>(glm::vec3{1000.f, 0.f, 0.f}));
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BOOST_CHECK_EQUAL(controller->getCurrentActivity()->name(), "GoTo");
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BOOST_CHECK_EQUAL(controller->getNextActivity(), nullptr);
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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_activities) {
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{
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auto character =
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Global::get().e->createPedestrian(1, {0.f, 0.f, 225.6f});
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BOOST_REQUIRE(character != nullptr);
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auto controller = character->controller;
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BOOST_REQUIRE(controller != nullptr);
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controller->setNextActivity(
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std::make_unique<ai::Activities::GoTo>(glm::vec3{10.f, 10.f, 0.f}));
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BOOST_CHECK_EQUAL(controller->getCurrentActivity()->name(), "GoTo");
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for (float t = 0.f; t < 11.5f; t += (1.f / 60.f)) {
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controller->update(1.f / 60.f);
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character->tick(1.f / 60.f);
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Global::get().e->dynamicsWorld->stepSimulation(1.f / 60.f);
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}
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// Actually GoTo ignores z axis (up)
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BOOST_CHECK_LT(glm::distance(glm::vec2{character->getPosition()},
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{10.f, 10.f}),
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0.1f);
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Global::get().e->destroyObject(character);
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}
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{
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VehicleObject* vehicle = Global::get().e->createVehicle(
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90u, glm::vec3(10.f, 0.f, 0.f), glm::quat{1.0f,0.0f,0.0f,0.0f});
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BOOST_REQUIRE(vehicle != nullptr);
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BOOST_REQUIRE(vehicle->getClump() != nullptr);
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auto character = Global::get().e->createPedestrian(1, {0.f, 0.f, 0.f});
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BOOST_REQUIRE(character != nullptr);
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auto controller = character->controller;
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BOOST_REQUIRE(controller != nullptr);
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controller->setNextActivity(
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std::make_unique<ai::Activities::EnterVehicle>(vehicle, 0));
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for (float t = 0.f; t < 0.5f; t += (1.f / 60.f)) {
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character->tick(1.f / 60.f);
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Global::get().e->dynamicsWorld->stepSimulation(1.f / 60.f);
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}
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BOOST_CHECK_EQUAL(nullptr, character->getCurrentVehicle());
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for (float t = 0.f; t < 9.0f; t += (1.f / 60.f)) {
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character->tick(1.f / 60.f);
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Global::get().e->dynamicsWorld->stepSimulation(1.f / 60.f);
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}
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BOOST_CHECK_EQUAL(vehicle, character->getCurrentVehicle());
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controller->setNextActivity(
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std::make_unique<ai::Activities::ExitVehicle>());
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for (float t = 0.f; t < 9.0f; t += (1.f / 60.f)) {
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character->tick(1.f / 60.f);
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Global::get().e->dynamicsWorld->stepSimulation(1.f / 60.f);
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}
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BOOST_CHECK_EQUAL(nullptr, character->getCurrentVehicle());
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character->setPosition(glm::vec3(5.f, 0.f, 0.f));
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controller->setNextActivity(
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std::make_unique<ai::Activities::EnterVehicle>(vehicle, 0));
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for (float t = 0.f; t < 0.5f; t += (1.f / 60.f)) {
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character->tick(1.f / 60.f);
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Global::get().e->dynamicsWorld->stepSimulation(1.f / 60.f);
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}
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BOOST_CHECK_EQUAL(nullptr, character->getCurrentVehicle());
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controller->skipActivity();
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for (float t = 0.f; t < 5.0f; t += (1.f / 60.f)) {
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character->tick(1.f / 60.f);
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Global::get().e->dynamicsWorld->stepSimulation(1.f / 60.f);
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}
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BOOST_CHECK_EQUAL(nullptr, character->getCurrentVehicle());
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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_death) {
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{
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auto character =
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Global::get().e->createPedestrian(1, {100.f, 100.f, 50.f});
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BOOST_REQUIRE(character != nullptr);
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BOOST_CHECK_EQUAL(character->getCurrentState().health, 100.f);
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BOOST_CHECK(character->isAlive());
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GameObject::DamageInfo dmg {
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GameObject::DamageInfo::DamageType::Bullet,
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{}, {},
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character->getCurrentState().health + 1.f
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};
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// Do some damage
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BOOST_CHECK(character->takeDamage(dmg));
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BOOST_CHECK(!character->isAlive());
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character->tick(0.16f);
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BOOST_CHECK_EQUAL(
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character->animator->getAnimation(0),
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character->animations->animation(AnimCycle::KnockOutShotFront0));
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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_cycle_animating) {
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{
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auto character =
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Global::get().e->createPedestrian(1, {100.f, 100.f, 50.f});
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BOOST_REQUIRE(character != nullptr);
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// Set the character cycle
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character->playCycle(AnimCycle::ArrestGun);
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BOOST_CHECK_EQUAL(static_cast<uint32_t>(character->getCurrentCycle()),
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static_cast<uint32_t>(AnimCycle::ArrestGun));
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}
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}
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BOOST_AUTO_TEST_SUITE_END()
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