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vcmi/test/map/CMapEditManagerTest.cpp
AlexVinS 0b70baa95e Spells configuration version 2 (effect-based)
* Indirect spell effects loading
* Json serializer improvements
* spell->canBeCastAt do not allow useless cast for any spell
* Added proxy caster class for spell-created obstacles
* Handle damage from spell-created obstacles inside mechanics
* Experimental GameState integration/regression tests
* Ignore mod settings and load only "vcmi" mod when running tests
* fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests)
* Huge improvements of BattleAI regarding spell casts
* AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells.
* Possible fix for https://bugs.vcmi.eu/view.php?id=1811
* CStack factored out to several classes
* [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional
* [Battle] Allowed BattleAction have multiple destinations
* [Spells] Converted limit|immunity to target condition
* [Spells] Use partial configuration reload for backward compatibility handling
* [Tests] Started tests for CUnitState
* Partial fixes of fire shield effect
* [Battle] Do HP calculations in 64 bits
* [BattleAI] Use threading for spell cast evaluation
* [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state)
* Implemented https://bugs.vcmi.eu/view.php?id=2811
* plug rare freeze when hypnotized unit shots vertically
* Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense
* [BattleAI] Try to not waste a cast if battle is actually won already
* Extended JsonSerializeFormat API
* fixed https://bugs.vcmi.eu/view.php?id=2847
* Any unit effect can be now chained (not only damage like Chain Lightning)
** only damage effect for now actually uses "chainFactor"
* Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2018-02-08 11:37:21 +03:00

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6.0 KiB
C++

/*
* CMapEditManagerTest.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "../lib/filesystem/ResourceID.h"
#include "../lib/mapping/CMapService.h"
#include "../lib/mapping/CMap.h"
#include "../lib/JsonNode.h"
#include "../lib/mapping/CMapEditManager.h"
#include "../lib/int3.h"
#include "../lib/CRandomGenerator.h"
#include "../lib/VCMI_Lib.h"
TEST(MapManager, DrawTerrain_Type)
{
try
{
auto map = make_unique<CMap>();
map->width = 52;
map->height = 52;
map->initTerrain();
auto editManager = map->getEditManager();
editManager->clearTerrain();
// 1x1 Blow up
editManager->getTerrainSelection().select(int3(5, 5, 0));
editManager->drawTerrain(ETerrainType::GRASS);
static const int3 squareCheck[] = { int3(5,5,0), int3(5,4,0), int3(4,4,0), int3(4,5,0) };
for(int i = 0; i < ARRAY_COUNT(squareCheck); ++i)
{
EXPECT_EQ(map->getTile(squareCheck[i]).terType, ETerrainType::GRASS);
}
// Concat to square
editManager->getTerrainSelection().select(int3(6, 5, 0));
editManager->drawTerrain(ETerrainType::GRASS);
EXPECT_EQ(map->getTile(int3(6, 4, 0)).terType, ETerrainType::GRASS);
editManager->getTerrainSelection().select(int3(6, 5, 0));
editManager->drawTerrain(ETerrainType::LAVA);
EXPECT_EQ(map->getTile(int3(4, 4, 0)).terType, ETerrainType::GRASS);
EXPECT_EQ(map->getTile(int3(7, 4, 0)).terType, ETerrainType::LAVA);
// Special case water,rock
editManager->getTerrainSelection().selectRange(MapRect(int3(10, 10, 0), 10, 5));
editManager->drawTerrain(ETerrainType::GRASS);
editManager->getTerrainSelection().selectRange(MapRect(int3(15, 17, 0), 10, 5));
editManager->drawTerrain(ETerrainType::GRASS);
editManager->getTerrainSelection().select(int3(21, 16, 0));
editManager->drawTerrain(ETerrainType::GRASS);
EXPECT_EQ(map->getTile(int3(20, 15, 0)).terType, ETerrainType::GRASS);
// Special case non water,rock
static const int3 diagonalCheck[] = { int3(31,42,0), int3(32,42,0), int3(32,43,0), int3(33,43,0), int3(33,44,0),
int3(34,44,0), int3(34,45,0), int3(35,45,0), int3(35,46,0), int3(36,46,0),
int3(36,47,0), int3(37,47,0)};
for(int i = 0; i < ARRAY_COUNT(diagonalCheck); ++i)
{
editManager->getTerrainSelection().select(diagonalCheck[i]);
}
editManager->drawTerrain(ETerrainType::GRASS);
EXPECT_EQ(map->getTile(int3(35, 44, 0)).terType, ETerrainType::WATER);
// Rock case
editManager->getTerrainSelection().selectRange(MapRect(int3(1, 1, 1), 15, 15));
editManager->drawTerrain(ETerrainType::SUBTERRANEAN);
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),
int3(8, 7, 1), int3(4, 8, 1), int3(5, 8, 1), int3(6, 8, 1)});
editManager->getTerrainSelection().setSelection(vec);
editManager->drawTerrain(ETerrainType::ROCK);
EXPECT_TRUE(map->getTile(int3(5, 6, 1)).terType == ETerrainType::ROCK || map->getTile(int3(7, 8, 1)).terType == ETerrainType::ROCK);
//todo: add checks here and enable, also use smaller size
#if 0
// next check
auto map2 = make_unique<CMap>();
map2->width = 128;
map2->height = 128;
map2->initTerrain();
auto editManager2 = map2->getEditManager();
editManager2->getTerrainSelection().selectRange(MapRect(int3(0, 0, 1), 128, 128));
editManager2->drawTerrain(ETerrainType::SUBTERRANEAN);
std::vector<int3> selection({ int3(95, 43, 1), int3(95, 44, 1), int3(94, 45, 1), int3(95, 45, 1), int3(96, 45, 1),
int3(93, 46, 1), int3(94, 46, 1), int3(95, 46, 1), int3(96, 46, 1), int3(97, 46, 1),
int3(98, 46, 1), int3(99, 46, 1)});
editManager2->getTerrainSelection().setSelection(selection);
editManager2->drawTerrain(ETerrainType::ROCK);
#endif // 0
}
catch(const std::exception & e)
{
FAIL()<<e.what();
throw;
}
}
TEST(MapManager, DrawTerrain_View)
{
try
{
const ResourceID testMap("test/TerrainViewTest", EResType::MAP);
// Load maps and json config
CMapService mapService;
const auto originalMap = mapService.loadMap(testMap);
auto map = mapService.loadMap(testMap);
// Validate edit manager
auto editManager = map->getEditManager();
CRandomGenerator gen;
const JsonNode viewNode(ResourceID("test/terrainViewMappings", EResType::TEXT));
const auto & mappingsNode = viewNode["mappings"].Vector();
for (const auto & node : mappingsNode)
{
// Get terrain group and id
const auto & patternStr = node["pattern"].String();
std::vector<std::string> patternParts;
boost::split(patternParts, patternStr, boost::is_any_of("."));
if(patternParts.size() != 2) throw std::runtime_error("A pattern should consist of two parts, the group and the id. Continue with next pattern.");
const auto & groupStr = patternParts[0];
const auto & id = patternParts[1];
auto terGroup = VLC->terviewh->getTerrainGroup(groupStr);
// Get mapping range
const auto & pattern = VLC->terviewh->getTerrainViewPatternById(terGroup, id);
const auto & mapping = (*pattern).mapping;
const auto & positionsNode = node["pos"].Vector();
for (const auto & posNode : positionsNode)
{
const auto & posVector = posNode.Vector();
if(posVector.size() != 3) throw std::runtime_error("A position should consist of three values x,y,z. Continue with next position.");
int3 pos(posVector[0].Float(), posVector[1].Float(), posVector[2].Float());
const auto & originalTile = originalMap->getTile(pos);
editManager->getTerrainSelection().selectRange(MapRect(pos, 1, 1));
editManager->drawTerrain(originalTile.terType, &gen);
const auto & tile = map->getTile(pos);
bool isInRange = false;
for(const auto & range : mapping)
{
if(tile.terView >= range.first && tile.terView <= range.second)
{
isInRange = true;
break;
}
}
EXPECT_TRUE(isInRange);
if(!isInRange)
FAIL()<<("No or invalid pattern found for current position.");
}
}
}
catch(const std::exception & e)
{
FAIL()<<e.what();
throw;
}
}