Save system should work better now, just needed to switch to basic map. This would probably a lot better if tser.hpp supported std::any.

This commit is contained in:
Zed A. Shaw 2024-11-05 06:11:50 -05:00
parent d113dba42f
commit 71bc97a016
3 changed files with 38 additions and 24 deletions

View file

@ -70,11 +70,15 @@ TEST_CASE("basic save a world", "[save]") {
Position &position1 = world.get<Position>(player.entity);
Position &position2 = in_world.get<Position>(player.entity);
// BUGGGGGGGG! This doesn't actually work, it's all fake
// The world uses an internal id to increment entities so
// by default player gets the first one, but all data after
// that is wrong.
REQUIRE(position1.location.x == position2.location.x);
REQUIRE(position1.location.y == position2.location.y);
Combat &combat1 = in_world.get<Combat>(player.entity);
Combat &combat2 = in_world.get<Combat>(player.entity);
REQUIRE(combat1.hp == combat2.hp);
Motion &motion1 = in_world.get<Motion>(player.entity);
Motion &motion2 = in_world.get<Motion>(player.entity);
REQUIRE(motion1.dx == motion2.dx);
REQUIRE(motion1.dy == motion2.dy);
}