First cut of pulling out the relevant parts of my original game to make a little framework.
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tests/save.cpp
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65
tests/save.cpp
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#include <catch2/catch_test_macros.hpp>
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#include <fmt/core.h>
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#include <string>
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#include "algos/dinkyecs.hpp"
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#include "game/components.hpp"
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#include "save.hpp"
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#include <optional>
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#include <iostream>
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#include "game/map.hpp"
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#include "game/worldbuilder.hpp"
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#include "tser.hpp"
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using namespace fmt;
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using std::string;
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using namespace components;
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TEST_CASE("basic save a world", "[save]") {
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/*
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DinkyECS::World world;
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Map map(20, 20);
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WorldBuilder builder(map);
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builder.generate_map();
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// configure a player as a fact of the world
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Player player{world.entity()};
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world.set_the<Player>(player);
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world.set<Position>(player.entity, {10,10});
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world.set<Motion>(player.entity, {0, 0});
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world.set<Combat>(player.entity, {100, 10});
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world.set<Tile>(player.entity, {"@"});
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world.set<Inventory>(player.entity, {102});
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save::to_file("./savetest.world", world, map);
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DinkyECS::World in_world;
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Map in_map(0, 0); // this will be changed on load
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save::from_file("./savetest.world", in_world, in_map);
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Position &position1 = world.get<Position>(player.entity);
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Position &position2 = in_world.get<Position>(player.entity);
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REQUIRE(position1.location.x == position2.location.x);
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REQUIRE(position1.location.y == position2.location.y);
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Combat &combat1 = world.get<Combat>(player.entity);
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Combat &combat2 = in_world.get<Combat>(player.entity);
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REQUIRE(combat1.hp == combat2.hp);
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Motion &motion1 = world.get<Motion>(player.entity);
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Motion &motion2 = in_world.get<Motion>(player.entity);
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REQUIRE(motion1.dx == motion2.dx);
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REQUIRE(motion1.dy == motion2.dy);
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Tile &tile1 = world.get<Tile>(player.entity);
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Tile &tile2 = in_world.get<Tile>(player.entity);
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REQUIRE(tile1.chr == tile2.chr);
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REQUIRE(map.width() == in_map.width());
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REQUIRE(map.height() == in_map.height());
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REQUIRE(map.$walls == in_map.$walls);
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Inventory &inv = world.get<Inventory>(player.entity);
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REQUIRE(inv.gold == 102);
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*/
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}
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