mirror of
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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>
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#include <data/WeaponData.hpp>
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#include <objects/CharacterObject.hpp>
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#include <objects/ItemPickup.hpp>
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#include <objects/PickupObject.hpp>
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#include "test_globals.hpp"
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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, 0, OnStreet) {
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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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#if RW_TEST_WITH_DATA
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BOOST_AUTO_TEST_CASE(test_pickup_interaction) {
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{
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auto character =
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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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auto character =
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Global::get().e->createPedestrian(1, {30.1f, 0.f, 0.f});
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BOOST_REQUIRE(character != nullptr);
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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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#endif
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BOOST_AUTO_TEST_SUITE_END()
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