First cut of pulling out the relevant parts of my original game to make a little framework.
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252
tests/spatialmap.cpp
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252
tests/spatialmap.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/spatialmap.hpp"
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#include "algos/dinkyecs.hpp"
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#include "algos/rand.hpp"
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#include <limits>
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#include <fmt/core.h>
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using DinkyECS::Entity;
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using namespace fmt;
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TEST_CASE("SpatialMap::insert", "[spatialmap]") {
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DinkyECS::World world;
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SpatialMap map;
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auto player = world.entity();
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auto item = world.entity();
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auto potion = world.entity();
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auto enemy = world.entity();
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Point at{10,10};
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Point enemy_at{11,11};
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map.insert(at, item, false);
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map.insert(at, potion, false);
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REQUIRE(!map.occupied(at));
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map.insert(at, player, true);
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REQUIRE(map.occupied_by(at) == player);
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REQUIRE_THROWS(map.insert(at, enemy, true));
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map.insert(enemy_at, enemy, true);
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REQUIRE(map.occupied_by(enemy_at) == enemy);
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REQUIRE(map.occupied(enemy_at));
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}
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TEST_CASE("SpatialMap::remove", "[spatialmap]") {
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DinkyECS::World world;
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SpatialMap map;
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auto player = world.entity();
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auto item = world.entity();
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Point at{120, 120};
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// confirm that things can be in any order
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map.insert(at, player, true);
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map.insert(at, item, false);
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REQUIRE(map.occupied(at));
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REQUIRE(map.occupied_by(at) == player);
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auto data = map.remove(at, player);
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REQUIRE(!map.occupied(at));
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REQUIRE(data.entity == player);
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REQUIRE(data.collision == true);
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REQUIRE_THROWS(map.remove(at, player));
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}
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TEST_CASE("SpatialMap::move", "[spatialmap]") {
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DinkyECS::World world;
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SpatialMap map;
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auto player = world.entity();
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auto item = world.entity();
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Point at{10, 320};
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map.insert(at, player, true);
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map.insert(at, item, false);
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REQUIRE(map.occupied(at));
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auto enemy = world.entity();
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auto potion = world.entity();
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Point enemy_at{11, 320};
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map.insert(enemy_at, enemy, true);
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map.insert(enemy_at, potion, false);
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REQUIRE(map.occupied(enemy_at));
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REQUIRE(map.occupied_by(enemy_at) == enemy);
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Point target{at.x + 1, at.y};
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// try bad move with a slot that's empty
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REQUIRE_THROWS(map.move({0,0}, target, player));
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// try move into an occupied spot also fails
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REQUIRE_THROWS(map.move(at, target, player));
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// now move to a new spot, need to add them back
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map.insert(at, player, true);
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target.x++; // just move farther
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map.move(at, target, player);
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REQUIRE(map.occupied(target));
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REQUIRE(map.occupied_by(target) == player);
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auto data = map.remove(target, player);
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REQUIRE(data.entity == player);
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REQUIRE(data.collision == true);
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}
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TEST_CASE("SpatialMap::occupied/something_there", "[spatialmap]") {
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DinkyECS::World world;
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SpatialMap map;
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auto player = world.entity();
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auto item = world.entity();
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Point at{1000, 20};
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// first test empty locations
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REQUIRE(!map.something_there(at));
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REQUIRE(!map.occupied(at));
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// then when there's something without collision
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map.insert(at, item, false);
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REQUIRE(map.something_there(at));
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REQUIRE(!map.occupied(at));
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// finally with collision and an item there
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map.insert(at, player, true);
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REQUIRE(map.something_there(at));
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REQUIRE(map.occupied(at));
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REQUIRE(map.occupied_by(at) == player);
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// then remove the item and still have collision
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map.remove(at, item);
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REQUIRE(map.something_there(at));
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REQUIRE(map.occupied(at));
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REQUIRE(map.occupied_by(at) == player);
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// remove player and back to no collision
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map.remove(at, player);
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REQUIRE(!map.something_there(at));
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REQUIRE(!map.occupied(at));
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// last thing, put just the player in at a new spot
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Point target{at.x+1, at.y+10};
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map.insert(target, player, true);
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REQUIRE(map.something_there(target));
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REQUIRE(map.occupied(target));
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REQUIRE(map.occupied_by(target) == player);
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}
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TEST_CASE("SpatialMap::get", "[spatialmap]") {
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DinkyECS::World world;
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SpatialMap map;
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auto player = world.entity();
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auto item = world.entity();
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Point at{101, 31};
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// finally with collision and an item there
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map.insert(at, player, true);
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REQUIRE(map.occupied(at));
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REQUIRE(map.occupied_by(at) == player);
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auto entity = map.get(at);
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REQUIRE(player == entity);
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// This probably doesn't work so need to
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// rethink how get works.
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map.insert(at, item, false);
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entity = map.get(at);
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REQUIRE(entity == item);
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}
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TEST_CASE("SpatialMap::find", "[spatialmap-find]") {
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DinkyECS::World world;
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SpatialMap map;
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Point at{101, 31};
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DinkyECS::Entity should_collide = DinkyECS::NONE;
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for(int i = 0; i < 10; i++) {
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auto ent = world.entity();
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map.insert(at, ent, i == 8);
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if(i == 8) {
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should_collide = ent;
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}
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}
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auto collision = map.find(at, [&](auto data) -> bool {
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return data.collision;
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});
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REQUIRE(collision == should_collide);
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auto no_collide = map.find(at, [&](auto data) -> bool {
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return !data.collision;
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});
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REQUIRE(no_collide != should_collide);
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}
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TEST_CASE("SpatialMap::neighbors", "[spatialmap-neighbors]") {
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DinkyECS::World world;
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SpatialMap map;
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auto player = world.entity();
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auto enemy1 = world.entity();
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auto enemy2 = world.entity();
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//auto item1 = world.entity();
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//auto item2 = world.entity();
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Point at{101, 31};
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map.insert(at, player, true);
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map.insert({at.x+1, at.y}, enemy1, true);
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map.insert({at.x-1, at.y+1}, enemy2, true);
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auto result = map.neighbors(at, true);
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REQUIRE(result.found);
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REQUIRE(result.nearby.size() == 2);
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bool maybe = result.nearby[0] == enemy1 || result.nearby[1] == enemy1;
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REQUIRE(maybe);
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maybe = result.nearby[0] == enemy2 || result.nearby[1] == enemy2;
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REQUIRE(maybe);
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result = map.neighbors(at, false);
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REQUIRE(result.found);
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REQUIRE(result.nearby.size() == 1);
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REQUIRE(result.nearby[0] == enemy1);
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}
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TEST_CASE("SpatialMap::distance_sorted", "[spatialmap]") {
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DinkyECS::World world;
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SpatialMap map;
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auto player = world.entity();
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auto enemy1 = world.entity();
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auto item = world.entity();
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map.insert({1,1}, player, true);
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map.insert({4,4}, enemy1, true);
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map.insert({3, 3}, item, false);
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SortedEntities result;
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map.distance_sorted(result, {1, 1}, 100);
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REQUIRE(result.size() == 3);
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REQUIRE(result[0].entity == enemy1);
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REQUIRE(result[1].entity == item);
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REQUIRE(result[2].entity == player);
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int prev_dist = std::numeric_limits<int>::max();
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for(auto rec : result) {
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REQUIRE(rec.dist_square < prev_dist);
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prev_dist = rec.dist_square;
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}
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}
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