cyphesis/tests/TerrainModPropertyTest.cpp
Erik Ogenvik 1c69b3aae6 Use camel casing for tests.
This makes it much easier to find them in various editors.
2016-06-26 20:17:18 +02:00

188 lines
4.1 KiB
C++

// Cyphesis Online RPG Server and AI Engine
// Copyright (C) 2009 Alistair Riddoch
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software Foundation,
// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
#ifdef NDEBUG
#undef NDEBUG
#endif
#ifndef DEBUG
#define DEBUG
#endif
#include "PropertyCoverage.h"
#include "common/TypeNode.h"
#include "rulesets/Entity.h"
#include "rulesets/TerrainModProperty.h"
#include "rulesets/TerrainProperty.h"
#include "stubs/common/stubTypeNode.h"
#include "stubs/common/stubCustom.h"
using Atlas::Message::ListType;
using Atlas::Message::MapType;
static int run_coverage()
{
TerrainModProperty * ap = new TerrainModProperty;
PropertyChecker<TerrainModProperty> pc(ap);
MapType shape;
MapType mod;
mod["type"] = 1;
pc.testDataAppend(mod);
mod.clear();
shape.clear();
mod["type"] = "unknown";
pc.testDataAppend(mod);
mod.clear();
shape.clear();
mod["type"] = "slopemod";
mod["slopes"] = 1;
pc.testDataAppend(mod);
mod["slopes"] = ListType();
pc.testDataAppend(mod);
mod.clear();
shape.clear();
mod["type"] = "slopemod";
mod["slopes"] = ListType(2, 1.f);
shape["type"] = "ball";
mod["shape"] = shape;
pc.testDataAppend(mod);
shape["type"] = "ball";
mod["shape"] = shape;
pc.testDataAppend(mod);
shape["type"] = "rotbox";
mod["shape"] = shape;
pc.testDataAppend(mod);
shape["type"] = "polygon";
mod["shape"] = shape;
pc.testDataAppend(mod);
mod.clear();
shape.clear();
mod["type"] = "levelmod";
pc.testDataAppend(mod);
mod.clear();
shape.clear();
mod["type"] = "adjustmod";
pc.testDataAppend(mod);
mod.clear();
shape.clear();
mod["type"] = "cratermod";
shape["type"] = "ball";
mod["shape"] = shape;
pc.testDataAppend(mod);
pc.basicCoverage();
pc.tlve()->setProperty("terrain", new TerrainProperty);
pc.basicCoverage();
return 0;
}
static TerrainProperty * stub_getTerrain_return = 0;
int main()
{
{
TerrainModProperty * ap = new TerrainModProperty;
MapType shape;
MapType mod;
shape["type"] = "polygon";
shape["points"] = ListType(3, ListType(2, 1.1f));
mod["shape"] = shape;
mod["type"] = "levelmod";
ap->set(mod);
// FIXME verify that the mod really takes effect
// ap->apply(0);
}
return run_coverage();
}
// stubs
#include "TestWorld.h"
void TestWorld::message(const Operation & op, LocatedEntity & ent)
{
}
LocatedEntity * TestWorld::addNewEntity(const std::string &,
const Atlas::Objects::Entity::RootEntity &)
{
return 0;
}
#include "rulesets/TerrainModTranslator.h"
#include "modules/TerrainContext.h"
#include <Mercator/TerrainMod.h>
const TerrainProperty * TerrainEffectorProperty::getTerrain(LocatedEntity * owner)
{
return stub_getTerrain_return;
}
TerrainModTranslator::TerrainModTranslator()
{
}
bool TerrainModTranslator::parseData(const WFMath::Point<3> & pos,
const WFMath::Quaternion & orientation,
const MapType& modElement)
{
WFMath::Polygon<2> p;
p.addCorner(0, WFMath::Point<2>(0., 0.));
m_mod = new Mercator::LevelTerrainMod<WFMath::Polygon>(1.f, p);
return true;
}
Mercator::TerrainMod* TerrainModTranslator::getModifier()
{
return m_mod;
}
TerrainContext::TerrainContext(LocatedEntity * e) : m_entity(e)
{
}
TerrainContext::~TerrainContext()
{
}
EntityRef::EntityRef(LocatedEntity* e) : m_inner(e)
{
}