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151 lines
4.2 KiB
C++
151 lines
4.2 KiB
C++
#include <boost/test/unit_test.hpp>
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#include <objects/CharacterObject.hpp>
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#include <objects/VehicleObject.hpp>
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#include <ai/DefaultAIController.hpp>
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#include "test_globals.hpp"
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#include <engine/Animator.hpp>
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BOOST_AUTO_TEST_SUITE(CharacterTests)
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#if RW_TEST_WITH_DATA
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BOOST_AUTO_TEST_CASE(test_create)
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{
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{
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auto character = 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 = new DefaultAIController(character);
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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( new 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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delete controller;
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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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{
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auto character = 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 = new DefaultAIController(character);
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controller->setNextActivity( new 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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BOOST_CHECK_LT( glm::distance(character->getPosition(), {10.f, 10.f, 0.f}), 0.1f);
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Global::get().e->destroyObject(character);
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delete controller;
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}
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{
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VehicleObject* vehicle = Global::get().e->createVehicle(90u, glm::vec3(10.f, 0.f, 0.f), glm::quat());
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BOOST_REQUIRE(vehicle != nullptr);
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BOOST_REQUIRE(vehicle->model != 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 = new DefaultAIController(character);
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controller->setNextActivity( new 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( new 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( new 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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delete controller;
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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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{
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auto character = 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 = new DefaultAIController(character);
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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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dmg.type = GameObject::DamageInfo::Bullet;
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dmg.hitpoints = character->getCurrentState().health + 1.f;
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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.ko_shot_front);
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Global::get().e->destroyObject(character);
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delete controller;
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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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