Files
oboe/test/map_write.cpp
Celtic Minstrel 9fd65cd597 Vehicles fixes
- Fix boats being saved as horses
- Fix first boat/horse not saving property status in scenario map data
- Game finally supports boats that start outdoors... probably
2015-09-03 12:22:13 -04:00

176 lines
5.1 KiB
C++

//
// map_write.cpp
// BoE
//
// Created by Celtic Minstrel on 15-07-09.
//
//
#include <fstream>
#include "catch.hpp"
#include "map_parse.hpp"
#include "scenario.hpp"
#include "regtown.hpp"
using namespace std;
extern void loadOutMapData(map_data&& data, location which, cScenario& scen);
extern void loadTownMapData(map_data&& data, int which, cScenario& scen);
extern map_data buildOutMapData(location which, cScenario& scenario);
extern map_data buildTownMapData(size_t which, cScenario& scenario);
static void in_and_out(string name, map_data& map, bool town) {
string fpath = "junk/";
fpath += name;
fpath += ".map";
ofstream fout;
fout.exceptions(ios::badbit);
fout.open(fpath);
map.writeTo(fout);
fout.close();
// Reconstruct the map, to ensure that it doesn't just pass due to old data still being around
map.~map_data();
new(&map) map_data();
ifstream fin;
fin.exceptions(ios::badbit);
fin.open(fpath);
map = load_map(fin, town, name);
}
static void in_and_out(cScenario& scen, bool town) {
map_data map = town ? buildTownMapData(0, scen) : buildOutMapData(loc(0,0), scen);
// Reconstruct the scenario, to ensure that it doesn't just pass due to old data still being around
scen.~cScenario();
new(&scen) cScenario();
scen.ter_types.resize(50);
if(town) {
// Reconstruct the town, to ensure that it doesn't just pass due to old data still being around
scen.addTown<cTinyTown>();
loadTownMapData(move(map), 0, scen);
} else {
// Reconstruct the sector, to ensure that it doesn't just pass due to old data still being around
scen.outdoors.resize(1,1);
scen.outdoors[0][0] = new cOutdoors(scen);
loadOutMapData(move(map), loc(0,0), scen);
}
}
TEST_CASE("Saving map data to file") {
map_data map;
vector<pair<eMapFeature,int>> test;
for(int x = 0; x < 5; x++)
for(int y = 0; y < 5; y++)
map.set(x, y, 1 + y * 5 + x);
SECTION("Basic") {
in_and_out("basic", map, true);
for(int y = 0; y < 5; y++) {
for(int x = 0; x < 5; x++) {
int ter = 1 + y * 5 + x;
CAPTURE(x);
CAPTURE(y);
CAPTURE(ter);
CHECK(map.get(x, y) == ter);
}
}
}
SECTION("With vehicles") {
map.addFeature(0, 0, eMapFeature::BOAT, 1);
map.addFeature(1, 1, eMapFeature::BOAT, -2);
map.addFeature(2, 2, eMapFeature::HORSE, 3);
map.addFeature(3, 3, eMapFeature::HORSE, -4);
in_and_out("vehicles", map, true);
test.emplace_back(make_pair(eMapFeature::BOAT, 1));
CHECK(map.getFeatures(0, 0) == test);
test[0].second = -2;
CHECK(map.getFeatures(1, 1) == test);
test[0].first = eMapFeature::HORSE;
test[0].second = 3;
CHECK(map.getFeatures(2, 2) == test);
test[0].second = -4;
CHECK(map.getFeatures(3, 3) == test);
}
}
TEST_CASE("Building map data") {
ifstream fin;
map_data map;
fin.exceptions(ios::badbit);
cScenario scen;
scen.outdoors.resize(1,1);
scen.outdoors[0][0] = new cOutdoors(scen);
scen.addTown<cTinyTown>();
scen.ter_types.resize(50);
for(int x = 0; x < 5; x++)
for(int y = 0; y < 5; y++) {
int n = 1 + y * 5 + x;
scen.towns[0]->terrain(x, y) = n;
scen.outdoors[0][0]->terrain[x][y] = n;
}
SECTION("Basic") {
in_and_out(scen, true);
for(int y = 0; y < 5; y++) {
for(int x = 0; x < 5; x++) {
int ter = 1 + y * 5 + x;
CAPTURE(x);
CAPTURE(y);
CAPTURE(ter);
CHECK(scen.towns[0]->terrain(x, y) == ter);
}
}
}
SECTION("With vehicles") {
scen.boats[0].property = true;
scen.boats[0].loc = {1,1};
scen.boats[1].property = false;
scen.boats[1].loc = {2,2};
scen.horses[0].property = true;
scen.horses[0].loc = {3,3};
scen.horses[1].property = false;
scen.horses[1].loc = {4,4};
SECTION("Outdoors") {
scen.boats[0].which_town = scen.horses[0].which_town = 200;
scen.boats[1].which_town = scen.horses[1].which_town = 200;
scen.boats[0].sector = scen.horses[0].sector = {0,0};
scen.boats[1].sector = scen.horses[1].sector = {0,0};
in_and_out(scen, false);
CHECK(scen.boats[0].property);
CHECK(scen.boats[0].loc == loc(1,1));
CHECK(scen.boats[0].which_town == 200);
CHECK(scen.boats[0].sector == loc(0,0));
CHECK_FALSE(scen.boats[1].property);
CHECK(scen.boats[1].loc == loc(2,2));
CHECK(scen.boats[1].which_town == 200);
CHECK(scen.boats[1].sector == loc(0,0));
CHECK(scen.horses[0].property);
CHECK(scen.horses[0].loc == loc(3,3));
CHECK(scen.horses[0].which_town == 200);
CHECK(scen.horses[0].sector == loc(0,0));
CHECK_FALSE(scen.horses[1].property);
CHECK(scen.horses[1].loc == loc(4,4));
CHECK(scen.horses[1].which_town == 200);
CHECK(scen.horses[1].sector == loc(0,0));
}
SECTION("In town") {
scen.boats[0].which_town = scen.horses[0].which_town = 0;
scen.boats[1].which_town = scen.horses[1].which_town = 0;
in_and_out(scen, true);
CHECK(scen.boats[0].property);
CHECK(scen.boats[0].loc == loc(1,1));
CHECK(scen.boats[0].which_town == 0);
CHECK_FALSE(scen.boats[1].property);
CHECK(scen.boats[1].loc == loc(2,2));
CHECK(scen.boats[1].which_town == 0);
CHECK(scen.horses[0].property);
CHECK(scen.horses[0].loc == loc(3,3));
CHECK(scen.horses[0].which_town == 0);
CHECK_FALSE(scen.horses[1].property);
CHECK(scen.horses[1].loc == loc(4,4));
CHECK(scen.horses[1].which_town == 0);
}
}
}