Better unit test for the collision system.
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3 changed files with 115 additions and 59 deletions
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@ -7,55 +7,57 @@
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using DinkyECS::Entity;
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using namespace fmt;
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FoundList require_found(const SpatialHashTable& collider, Point at, bool diag, size_t expect_size) {
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println("TEST require_found at={},{}", at.x, at.y);
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auto [found, nearby] = collider.neighbors(at, diag);
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REQUIRE(found == true);
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REQUIRE(nearby.size() == expect_size);
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return nearby;
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}
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TEST_CASE("confirm basic collision operations", "[collision]") {
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DinkyECS::World world;
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Entity player = world.entity();
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Entity enemy = world.entity();
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SpatialHashTable coltable;
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coltable.insert({11,11}, player);
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coltable.insert({21,21}, enemy);
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SpatialHashTable collider;
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collider.insert({11,11}, player);
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collider.insert({21,21}, enemy);
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{ // not found
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auto [found, nearby] = coltable.neighbors({1,1});
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auto [found, nearby] = collider.neighbors({1,1});
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REQUIRE(!found);
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REQUIRE(nearby.empty());
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}
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{ // found
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auto [found, nearby] = coltable.neighbors({10,10}, true);
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REQUIRE(found);
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REQUIRE(nearby[0] == player);
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}
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// found
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FoundList nearby = require_found(collider, {10,10}, true, 1);
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REQUIRE(nearby[0] == player);
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{ // removed
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coltable.remove({11,11});
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auto [found, nearby] = coltable.neighbors({10,10}, true);
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collider.remove({11,11});
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auto [found, nearby] = collider.neighbors({10,10}, true);
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REQUIRE(!found);
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REQUIRE(nearby.empty());
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}
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coltable.insert({11,11}, player); // setup for the move test
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{ // moving
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coltable.move({11,11}, {12, 12}, player);
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auto [found, nearby] = coltable.neighbors({10,10}, true);
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collider.insert({11,11}, player); // setup for the move test
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{ // moving, not found
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collider.move({11,11}, {12, 12}, player);
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auto [found, nearby] = collider.neighbors({10,10}, true);
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REQUIRE(!found);
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REQUIRE(nearby.empty());
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}
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{ // find it after move
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auto [found, nearby] = coltable.neighbors({11,11}, true);
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REQUIRE(found);
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REQUIRE(nearby[0] == player);
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}
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nearby = require_found(collider, {11,11}, true, 1);
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REQUIRE(nearby[0] == player);
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{
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REQUIRE(coltable.occupied({12,12}));
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REQUIRE(coltable.occupied({21,21}));
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REQUIRE(!coltable.occupied({1,10}));
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}
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// confirm occupied works
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REQUIRE(collider.occupied({12,12}));
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REQUIRE(collider.occupied({21,21}));
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REQUIRE(!collider.occupied({1,10}));
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}
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@ -66,27 +68,68 @@ TEST_CASE("confirm multiple entities moving", "[collision]") {
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Entity e2 = world.entity();
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Entity e3 = world.entity();
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SpatialHashTable coltable;
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coltable.insert({11,11}, player);
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coltable.insert({10,10}, e2);
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coltable.insert({11,10}, e3);
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coltable.insert({21,21}, e1);
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SpatialHashTable collider;
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collider.insert({11,11}, player);
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collider.insert({10,10}, e2);
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collider.insert({11,10}, e3);
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collider.insert({21,21}, e1);
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{ // find e3 and e2
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auto [found, nearby] = coltable.neighbors({11, 11}, true);
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REQUIRE(found);
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REQUIRE(nearby.size() == 2);
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// BUG: replace this with std::find/std::search
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REQUIRE(nearby[0] == e3);
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REQUIRE(nearby[1] == e2);
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}
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FoundList nearby = require_found(collider, {11,11}, false, 1);
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REQUIRE(nearby[0] == e3);
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coltable.move({11,11}, {20,20}, player);
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{ // should only find the e1
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auto [found, nearby] = coltable.neighbors({20,20}, true);
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REQUIRE(found);
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REQUIRE(nearby.size() == 1);
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// BUG: replace this with std::find/std::search
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REQUIRE(nearby[0] == e1);
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nearby = require_found(collider, {11,11}, true, 2);
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REQUIRE(nearby[0] == e3);
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REQUIRE(nearby[1] == e2);
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collider.move({11,11}, {20,20}, player);
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nearby = require_found(collider, {20,20}, true, 1);
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REQUIRE(nearby[0] == e1);
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}
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TEST_CASE("test edge cases that might crash", "[collision]") {
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DinkyECS::World world;
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Entity player = world.entity();
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Entity enemy = world.entity();
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SpatialHashTable collider;
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collider.insert({0,0}, player);
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Point enemy_at = {1, 0};
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collider.insert(enemy_at, enemy);
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FoundList nearby = require_found(collider, {0,0}, true, 1);
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collider.move({1,0}, {1,1}, enemy);
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nearby = require_found(collider, {0,0}, true, 1);
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REQUIRE(nearby[0] == enemy);
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collider.move({1,1}, {0,1}, enemy);
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nearby = require_found(collider, {0,0}, true, 1);
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REQUIRE(nearby[0] == enemy);
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}
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TEST_CASE("check all diagonal works", "[collision]") {
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DinkyECS::World world;
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Entity player = world.entity();
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Entity enemy = world.entity();
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SpatialHashTable collider;
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Point player_at = {1,1};
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collider.insert(player_at, player);
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Point enemy_at = {1, 0};
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collider.insert(enemy_at, enemy);
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for(size_t x = 0; x <= 2; x++) {
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for(size_t y = 0; y <= 2; y++) {
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if(enemy_at.x == player_at.x && enemy_at.y == player_at.y) continue; // skip player spot
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FoundList nearby = require_found(collider, player_at, true, 1);
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REQUIRE(nearby[0] == enemy);
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// move the enemy to a new spot around the player
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Point move_to = {enemy_at.x + x, enemy_at.y + y};
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collider.move(enemy_at, move_to, enemy);
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enemy_at = move_to;
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}
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}
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}
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