Iterators are now working far more reliably and have more extensive tests that randomize inputs and fuzz them to check they keep working.
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11 changed files with 318 additions and 84 deletions
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@ -10,33 +10,35 @@
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using namespace lighting;
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TEST_CASE("lighting a map works", "[lighting]") {
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Map map(20,20);
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WorldBuilder builder(map);
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builder.generate();
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for(int i = 0; i < 5; i++) {
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Map map(20+i,23+i);
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WorldBuilder builder(map);
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builder.generate();
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Point light1 = map.place_entity(0);
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Point light2 = map.place_entity(1);
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LightSource source1{7,1};
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LightSource source2{3,2};
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Point light1 = map.place_entity(0);
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Point light2 = map.place_entity(1);
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LightSource source1{7,1};
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LightSource source2{3,2};
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LightRender lr(map.width(), map.height());
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LightRender lr(map.width(), map.height());
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lr.reset_light();
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lr.reset_light();
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lr.set_light_target(light1);
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lr.set_light_target(light2);
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lr.set_light_target(light1);
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lr.set_light_target(light2);
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lr.path_light(map.walls());
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lr.path_light(map.walls());
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lr.render_light(source1, light1);
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lr.render_light(source2, light2);
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lr.render_light(source1, light1);
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lr.render_light(source2, light2);
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lr.clear_light_target(light1);
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lr.clear_light_target(light2);
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lr.clear_light_target(light1);
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lr.clear_light_target(light2);
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const auto &lighting = lr.lighting();
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const auto &lighting = lr.lighting();
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// confirm light is set at least at and around the two points
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REQUIRE(lighting[light1.y][light1.x] == lighting::LEVELS[source1.strength]);
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REQUIRE(lighting[light2.y][light2.x] == lighting::LEVELS[source2.strength]);
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// confirm light is set at least at and around the two points
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REQUIRE(lighting[light1.y][light1.x] == lighting::LEVELS[source1.strength]);
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REQUIRE(lighting[light2.y][light2.x] == lighting::LEVELS[source2.strength]);
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}
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}
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101
tests/matrix.cpp
101
tests/matrix.cpp
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@ -3,6 +3,7 @@
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#include <string>
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#include "config.hpp"
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#include "matrix.hpp"
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#include "rand.hpp"
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#include "components.hpp"
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#include <nlohmann/json.hpp>
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#include <fstream>
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@ -19,34 +20,104 @@ TEST_CASE("basic matrix iterator", "[matrix]") {
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Matrix walls = test["walls"];
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matrix::dump("ITERATOR DUMP", walls);
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println("VS matrix::each_row ------");
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for(matrix::each_row it{walls}; it.next();) {
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REQUIRE(walls[it.y][it.x] == it.cell);
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print("{} ", it.cell);
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if(it.row) print("\n");
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}
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// tests going through straight cells but also
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// using two iterators on one matrix (or two)
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matrix::each_cell cells{walls};
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cells.next(); // kick it off
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size_t row_count = 0;
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for(matrix::each_row it{walls};
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it.next(); cells.next())
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{
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REQUIRE(walls[cells.y][cells.x] == it.cell);
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REQUIRE(walls[cells.y][cells.x] == walls[it.y][it.x]);
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row_count += it.row;
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}
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println("END TEST=============");
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REQUIRE(row_count == walls.size());
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{
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// test getting the correct height in the middle
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row_count = 0;
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matrix::in_box box{walls, 2,2, 1};
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while(box.next()) {
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row_count += box.x == box.left;
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walls[box.y][box.x] = 3;
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}
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matrix::dump("2,2 WALLS", walls, 2, 2);
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REQUIRE(row_count == 3);
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}
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{
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matrix::dump("1:1 POINT", walls, 1,1);
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// confirm boxes have the right number of rows
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// when x goes to 0 on first next call
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row_count = 0;
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matrix::in_box box{walls, 1, 1, 1};
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while(box.next()) {
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row_count += box.x == box.left;
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}
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REQUIRE(row_count == 3);
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}
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}
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TEST_CASE("matrix_assign works", "[matrix]") {
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inline void random_matrix(Matrix &out) {
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for(size_t y = 0; y < out.size(); y++) {
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for(size_t x = 0; x < out[0].size(); x++) {
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out[y][x] = Random::uniform<int>(-10,10);
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}
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}
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}
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TEST_CASE("matrix_dump works", "[matrix]") {
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TEST_CASE("thash matrix iterators", "[matrix]") {
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for(int count = 0; count < Random::uniform<int>(10,30); count++) {
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size_t width = Random::uniform<size_t>(1, 100);
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size_t height = Random::uniform<size_t>(1, 100);
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Matrix test(width, matrix::Row(height));
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random_matrix(test);
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// first make a randomized matrix
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matrix::each_cell cells{test};
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cells.next(); // kick off the other iterator
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for(matrix::each_row it{test};
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it.next(); cells.next())
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{
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REQUIRE(test[cells.y][cells.x] == test[it.y][it.x]);
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}
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}
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}
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TEST_CASE("thrash box iterators", "[matrix]") {
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for(int count = 0; count < 20; count++) {
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size_t width = Random::uniform<size_t>(1, 25);
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size_t height = Random::uniform<size_t>(1, 33);
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Matrix test(height, matrix::Row(width));
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random_matrix(test);
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// this will be greater than the random_matrix cells
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int test_i = Random::uniform<size_t>(20,30);
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// go through every cell
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for(matrix::each_cell target{test}; target.next();) {
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PointList result;
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// make a random size box
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size_t size = Random::uniform<int>(1, 33);
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matrix::in_box box{test, target.x, target.y, size};
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while(box.next()) {
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test[box.y][box.x] = test_i;
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result.push_back({box.x, box.y});
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}
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for(auto point : result) {
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REQUIRE(test[point.y][point.x] == test_i);
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test[point.y][point.x] = 10; // kind of reset it for another try
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}
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}
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}
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}
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@ -10,25 +10,27 @@ using namespace nlohmann;
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using std::string;
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TEST_CASE("bsp algo test", "[builder]") {
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Map map(20, 20);
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Map map(31, 20);
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WorldBuilder builder(map);
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builder.generate();
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}
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TEST_CASE("dumping and debugging", "[builder]") {
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Map map(20, 20);
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WorldBuilder builder(map);
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builder.generate();
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matrix::dump("GENERATED", map.paths());
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map.dump();
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}
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TEST_CASE("pathing", "[builder]") {
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Map map(20, 20);
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Map map(23, 14);
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WorldBuilder builder(map);
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builder.generate();
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REQUIRE(map.can_move({0,0}) == false);
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REQUIRE(map.iswall(0,0) == true);
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matrix::dump("WALLS", map.$walls, 0,0);
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println("wall at 0,0=={}", map.$walls[0][0]);
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for(matrix::each_cell it{map.$walls}; it.next();) {
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if(map.$walls[it.y][it.x] == WALL_VALUE) {
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REQUIRE(map.iswall(it.x, it.y) == true);
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REQUIRE(map.can_move({it.x, it.y}) == false);
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} else {
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REQUIRE(map.iswall(it.x, it.y) == false);
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REQUIRE(map.can_move({it.x, it.y}) == true);
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}
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}
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}
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