Refactor some code to have better naming and move Point and related point things into their own .hpp.

This commit is contained in:
Zed A. Shaw 2024-10-26 18:26:42 -04:00
parent c19cd707d1
commit 5a123ae74c
7 changed files with 45 additions and 40 deletions

View file

@ -7,7 +7,7 @@
using DinkyECS::Entity;
using namespace fmt;
FoundList require_found(const SpatialHashTable& collider, Point at, bool diag, size_t expect_size) {
EntityList require_found(const spatial_map& collider, Point at, bool diag, size_t expect_size) {
println("TEST require_found at={},{}", at.x, at.y);
auto [found, nearby] = collider.neighbors(at, diag);
REQUIRE(found == true);
@ -21,7 +21,7 @@ TEST_CASE("confirm basic collision operations", "[collision]") {
Entity player = world.entity();
Entity enemy = world.entity();
SpatialHashTable collider;
spatial_map collider;
collider.insert({11,11}, player);
collider.insert({21,21}, enemy);
@ -32,7 +32,7 @@ TEST_CASE("confirm basic collision operations", "[collision]") {
}
// found
FoundList nearby = require_found(collider, {10,10}, true, 1);
EntityList nearby = require_found(collider, {10,10}, true, 1);
REQUIRE(nearby[0] == player);
{ // removed
@ -68,13 +68,13 @@ TEST_CASE("confirm multiple entities moving", "[collision]") {
Entity e2 = world.entity();
Entity e3 = world.entity();
SpatialHashTable collider;
spatial_map collider;
collider.insert({11,11}, player);
collider.insert({10,10}, e2);
collider.insert({11,10}, e3);
collider.insert({21,21}, e1);
FoundList nearby = require_found(collider, {11,11}, false, 1);
EntityList nearby = require_found(collider, {11,11}, false, 1);
REQUIRE(nearby[0] == e3);
nearby = require_found(collider, {11,11}, true, 2);
@ -91,13 +91,13 @@ TEST_CASE("test edge cases that might crash", "[collision]") {
Entity player = world.entity();
Entity enemy = world.entity();
SpatialHashTable collider;
spatial_map collider;
collider.insert({0,0}, player);
Point enemy_at = {1, 0};
collider.insert(enemy_at, enemy);
FoundList nearby = require_found(collider, {0,0}, true, 1);
EntityList nearby = require_found(collider, {0,0}, true, 1);
collider.move({1,0}, {1,1}, enemy);
nearby = require_found(collider, {0,0}, true, 1);
@ -113,7 +113,7 @@ TEST_CASE("check all diagonal works", "[collision]") {
Entity player = world.entity();
Entity enemy = world.entity();
SpatialHashTable collider;
spatial_map collider;
Point player_at = {1,1};
collider.insert(player_at, player);
@ -123,7 +123,7 @@ TEST_CASE("check all diagonal works", "[collision]") {
for(size_t x = 0; x <= 2; x++) {
for(size_t y = 0; y <= 2; y++) {
if(enemy_at.x == player_at.x && enemy_at.y == player_at.y) continue; // skip player spot
FoundList nearby = require_found(collider, player_at, true, 1);
EntityList nearby = require_found(collider, player_at, true, 1);
REQUIRE(nearby[0] == enemy);
// move the enemy to a new spot around the player