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Fix test
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@ -72,16 +72,16 @@ public:
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CMap * getMap();
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/// Clears the terrain. The free level is filled with water and the underground level with rock.
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void clearTerrain(vstd::RNG * gen = nullptr);
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void clearTerrain(vstd::RNG * gen);
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/// Draws terrain at the current terrain selection. The selection will be cleared automatically.
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void drawTerrain(TerrainId terType, int decorationsPercentage, vstd::RNG * gen = nullptr);
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void drawTerrain(TerrainId terType, int decorationsPercentage, vstd::RNG * gen);
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/// Draws roads at the current terrain selection. The selection will be cleared automatically.
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void drawRoad(RoadId roadType, vstd::RNG * gen = nullptr);
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void drawRoad(RoadId roadType, vstd::RNG * gen);
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/// Draws rivers at the current terrain selection. The selection will be cleared automatically.
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void drawRiver(RiverId riverType, vstd::RNG * gen = nullptr);
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void drawRiver(RiverId riverType, vstd::RNG * gen);
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void insertObject(CGObjectInstance * obj);
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void insertObjects(std::set<CGObjectInstance *> & objects);
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@ -25,15 +25,16 @@ TEST(MapManager, DrawTerrain_Type)
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try
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{
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auto map = std::make_unique<CMap>(nullptr);
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CRandomGenerator rand;
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map->width = 52;
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map->height = 52;
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map->initTerrain();
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auto editManager = map->getEditManager();
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editManager->clearTerrain();
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editManager->clearTerrain(&rand);
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// 1x1 Blow up
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editManager->getTerrainSelection().select(int3(5, 5, 0));
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editManager->drawTerrain(ETerrainId::GRASS, 10);
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editManager->drawTerrain(ETerrainId::GRASS, 10, &rand);
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static const int3 squareCheck[] = { int3(5,5,0), int3(5,4,0), int3(4,4,0), int3(4,5,0) };
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for(const auto & tile : squareCheck)
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{
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@ -42,20 +43,20 @@ TEST(MapManager, DrawTerrain_Type)
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// Concat to square
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editManager->getTerrainSelection().select(int3(6, 5, 0));
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editManager->drawTerrain(ETerrainId::GRASS, 10);
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editManager->drawTerrain(ETerrainId::GRASS, 10, &rand);
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EXPECT_EQ(map->getTile(int3(6, 4, 0)).terType->getId(), ETerrainId::GRASS);
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editManager->getTerrainSelection().select(int3(6, 5, 0));
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editManager->drawTerrain(ETerrainId::LAVA, 10);
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editManager->drawTerrain(ETerrainId::LAVA, 10, &rand);
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EXPECT_EQ(map->getTile(int3(4, 4, 0)).terType->getId(), ETerrainId::GRASS);
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EXPECT_EQ(map->getTile(int3(7, 4, 0)).terType->getId(), ETerrainId::LAVA);
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// Special case water,rock
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editManager->getTerrainSelection().selectRange(MapRect(int3(10, 10, 0), 10, 5));
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editManager->drawTerrain(ETerrainId::GRASS, 10);
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editManager->drawTerrain(ETerrainId::GRASS, 10, &rand);
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editManager->getTerrainSelection().selectRange(MapRect(int3(15, 17, 0), 10, 5));
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editManager->drawTerrain(ETerrainId::GRASS, 10);
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editManager->drawTerrain(ETerrainId::GRASS, 10, &rand);
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editManager->getTerrainSelection().select(int3(21, 16, 0));
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editManager->drawTerrain(ETerrainId::GRASS, 10);
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editManager->drawTerrain(ETerrainId::GRASS, 10, &rand);
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EXPECT_EQ(map->getTile(int3(20, 15, 0)).terType->getId(), ETerrainId::GRASS);
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// Special case non water,rock
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@ -66,16 +67,16 @@ TEST(MapManager, DrawTerrain_Type)
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{
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editManager->getTerrainSelection().select(tile);
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}
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editManager->drawTerrain(ETerrainId::GRASS, 10);
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editManager->drawTerrain(ETerrainId::GRASS, 10, &rand);
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EXPECT_EQ(map->getTile(int3(35, 44, 0)).terType->getId(), ETerrainId::WATER);
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// Rock case
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editManager->getTerrainSelection().selectRange(MapRect(int3(1, 1, 1), 15, 15));
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editManager->drawTerrain(ETerrainId::SUBTERRANEAN, 10);
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editManager->drawTerrain(ETerrainId::SUBTERRANEAN, 10, &rand);
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std::vector<int3> vec({ int3(6, 6, 1), int3(7, 6, 1), int3(8, 6, 1), int3(5, 7, 1), int3(6, 7, 1), int3(7, 7, 1),
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int3(8, 7, 1), int3(4, 8, 1), int3(5, 8, 1), int3(6, 8, 1)});
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editManager->getTerrainSelection().setSelection(vec);
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editManager->drawTerrain(ETerrainId::ROCK, 10);
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editManager->drawTerrain(ETerrainId::ROCK, 10, &rand);
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EXPECT_TRUE(!map->getTile(int3(5, 6, 1)).terType->isPassable() || !map->getTile(int3(7, 8, 1)).terType->isPassable());
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//todo: add checks here and enable, also use smaller size
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