Did a full code coverage review and improved many of the tests and a bunch of code. I'll do one more final walk through all the code before getting back to work on the new combat system.
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29 changed files with 119 additions and 1218 deletions
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@ -3,6 +3,7 @@
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#include "dinkyecs.hpp"
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#include "config.hpp"
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#include <iostream>
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#include "easings.hpp"
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using namespace components;
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using namespace DinkyECS;
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@ -27,3 +28,66 @@ TEST_CASE("confirm component loading works", "[components]") {
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}
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}
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}
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TEST_CASE("make sure json_mods works", "[components]") {
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Config config("assets/bosses.json");
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// this confirms that loading something with an optional
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// field works with the json conversions in json_mods.hpp
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for(auto& comp_data : config["RAT_KING"]["components"]) {
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if(comp_data["_type"] == "BossFight") {
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auto comp = components::convert<components::BossFight>(comp_data);
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// the boss fight for the rat king doesn't have a stage so false=optional
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REQUIRE(comp.stage == std::nullopt);
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}
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}
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// this then confirms everything else about the json conversion
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ComponentMap comp_map;
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components::configure(comp_map);
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DinkyECS::World world;
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auto rat_king = world.entity();
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components::configure_entity(comp_map, world, rat_king, config["RAT_KING"]["components"]);
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auto boss = world.get<BossFight>(rat_king);
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REQUIRE(boss.stage == std::nullopt);
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// now load the other one for the other way optional is used
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auto devils_fingers = world.entity();
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components::configure_entity(comp_map, world, devils_fingers, config["DEVILS_FINGERS"]["components"]);
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auto boss2 = world.get<BossFight>(devils_fingers);
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REQUIRE(boss2.stage != std::nullopt);
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}
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TEST_CASE("animation component special cases", "[components]") {
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Animation anim;
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anim.easing = ease::NONE;
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float res = anim.twitching();
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REQUIRE(res == 0.0);
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anim.easing = ease::SINE;
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anim.subframe = 1.0f;
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res = anim.twitching();
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REQUIRE(!std::isnan(res));
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anim.easing = ease::OUT_CIRC;
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res = anim.twitching();
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REQUIRE(!std::isnan(res));
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anim.easing = ease::OUT_BOUNCE;
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res = anim.twitching();
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REQUIRE(!std::isnan(res));
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anim.easing = ease::IN_OUT_BACK;
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res = anim.twitching();
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REQUIRE(!std::isnan(res));
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anim.easing = ease::FUCKFACE;
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bool throws = false;
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try { anim.twitching(); } catch(...) { throws = true; }
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REQUIRE(throws);
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}
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