First cut of pulling out the relevant parts of my original game to make a little framework.
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tests/map.cpp
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tests/map.cpp
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#include <catch2/catch_test_macros.hpp>
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#include <fmt/core.h>
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#include <nlohmann/json.hpp>
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#include <fstream>
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#include "game/map.hpp"
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#include "game/level.hpp"
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#include "game/systems.hpp"
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#include <cmath>
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#include "graphics/textures.hpp"
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#include "algos/rand.hpp"
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using namespace fmt;
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using namespace nlohmann;
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using std::string;
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json load_test_data(const string &fname) {
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std::ifstream infile(fname);
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return json::parse(infile);
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}
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TEST_CASE("camera control", "[map]") {
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GameDB::init();
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auto& level = GameDB::current_level();
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auto& map = *level.map;
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Point center = map.center_camera({10,10}, 5, 5);
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// map.dump(center.x, center.y);
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REQUIRE(center.x == 8);
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REQUIRE(center.y == 8);
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Point translation = map.map_to_camera({10,10}, center);
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REQUIRE(translation.x == 2);
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REQUIRE(translation.y == 2);
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}
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TEST_CASE("map placement test", "[map-fail]") {
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GameDB::init();
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for(int i = 0; i < 10; i++) {
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auto& level = GameDB::create_level();
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for(size_t rnum = 0; rnum < level.map->room_count(); rnum++) {
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Point pos;
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REQUIRE(level.map->place_entity(rnum, pos));
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REQUIRE(!level.map->iswall(pos.x, pos.y));
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REQUIRE(level.map->inmap(pos.x, pos.y));
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}
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}
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}
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TEST_CASE("map image test", "[map]") {
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GameDB::init();
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auto& level = GameDB::current_level();
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Matrix map_tiles = matrix::make(7,7);
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EntityGrid entity_map;
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auto render = std::make_shared<sf::RenderTexture>();
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sf::Sprite sprite{render->getTexture()};
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auto player = level.world->get_the<components::Player>();
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auto& player_pos = level.world->get<components::Position>(player.entity);
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auto player_display = level.world->get<components::Tile>(player.entity).display;
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for(matrix::each_row it{level.map->walls()}; it.next();) {
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player_pos.location.x = it.x;
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player_pos.location.y = it.y;
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System::draw_map(map_tiles, entity_map);
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System::render_map(map_tiles, entity_map, *render, 2, player_display);
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// randomly test about 80% of them
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if(Random::uniform(0, 100) < 20) break;
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#ifdef TEST_RENDER
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// confirm we get two different maps
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auto out_img = render->getTexture().copyToImage();
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bool worked = out_img.saveToFile(fmt::format("tmp/map_render{}{}.png", it.x, it.y));
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REQUIRE(worked);
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#endif
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}
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}
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