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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
119 lines
3.8 KiB
C++
119 lines
3.8 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/ProjectileObject.hpp>
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#include "test_globals.hpp"
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BOOST_AUTO_TEST_SUITE(WeaponTests)
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#if RW_TEST_WITH_DATA
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BOOST_AUTO_TEST_CASE(TestWeaponScan) {
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{
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// Test RADIUS scan
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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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BOOST_REQUIRE(character->getModel() != nullptr);
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BOOST_REQUIRE(character->physObject != nullptr);
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WeaponScan scan(10.f, {0.f, 0.f, 10.f}, {0.f, 0.f, -10.f});
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Global::get().e->doWeaponScan(scan);
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BOOST_CHECK(character->getCurrentState().health < 100.f);
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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(TestProjectile) {
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{
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auto character = Global::get().e->createPedestrian(1, {25.f, 0.f, 0.f});
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BOOST_REQUIRE(character != nullptr);
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auto wepdata = Global::get().e->data->weaponData[5].get();
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auto projectile = new ProjectileObject(
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Global::get().e, {26.f, 1.f, 10.f},
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{ProjectileObject::Grenade, {0.f, 0.f, -1.f}, 2.0f, 5.0f, wepdata});
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Global::get().e->allObjects.push_back(projectile);
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BOOST_CHECK(character->getCurrentState().health == 100.f);
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for (float t = 0.f; t <= 5.f; t += 0.016f) {
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Global::get().e->dynamicsWorld->stepSimulation(0.016f, 0, 0);
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projectile->tick(0.016f);
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}
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BOOST_CHECK_LT(
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glm::distance(character->getPosition(), projectile->getPosition()),
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10.f);
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BOOST_CHECK_LT(
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glm::distance(character->getPosition(), projectile->getPosition()),
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5.f);
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// Grenade should have dentonated by this point
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BOOST_CHECK(character->getCurrentState().health < 100.f);
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Global::get().e->destroyObjectQueued(character);
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Global::get().e->destroyQueuedObjects();
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}
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{
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auto character = Global::get().e->createPedestrian(1, {25.f, 0.f, 0.f});
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BOOST_REQUIRE(character != nullptr);
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auto wepdata = Global::get().e->data->weaponData[6].get();
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auto projectile = new ProjectileObject(
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Global::get().e, {26.f, 1.f, 10.f},
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{ProjectileObject::Molotov, {0.f, 0.f, -1.f}, 2.0f, 10.f, wepdata});
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Global::get().e->allObjects.push_back(projectile);
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BOOST_CHECK(character->getCurrentState().health == 100.f);
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for (float t = 0.f; t <= 9.0f; t += 0.016f) {
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Global::get().e->dynamicsWorld->stepSimulation(0.016f, 0, 0);
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projectile->tick(0.016f);
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}
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BOOST_CHECK(projectile->getPosition().z < 10.f);
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BOOST_CHECK(projectile->getPosition().z > 0.f);
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BOOST_CHECK(character->getCurrentState().health < 100.f);
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Global::get().e->destroyObjectQueued(character);
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Global::get().e->destroyQueuedObjects();
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}
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{
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auto character = Global::get().e->createPedestrian(1, {25.f, 0.f, 0.f});
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BOOST_REQUIRE(character != nullptr);
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auto wepdata = Global::get().e->data->weaponData[7].get();
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auto projectile = new ProjectileObject(
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Global::get().e, {26.f, 1.f, 10.f},
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{ProjectileObject::RPG, {0.f, 0.f, -1.f}, 2.0f, 10.f, wepdata});
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Global::get().e->allObjects.push_back(projectile);
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BOOST_CHECK(character->getCurrentState().health == 100.f);
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for (float t = 0.f; t <= 9.f; t += 0.016f) {
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Global::get().e->dynamicsWorld->stepSimulation(0.016f, 0, 0);
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projectile->tick(0.016f);
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}
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BOOST_CHECK(projectile->getPosition().z < 10.f);
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BOOST_CHECK(character->getCurrentState().health < 100.f);
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Global::get().e->destroyObjectQueued(character);
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Global::get().e->destroyQueuedObjects();
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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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