First cut of pulling out the relevant parts of my original game to make a little framework.

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Zed A. Shaw 2026-03-22 10:37:45 -04:00
commit 6a0c9e8d46
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#include <catch2/catch_test_macros.hpp>
#include <fmt/core.h>
#include "game/systems.hpp"
#include <cmath>
#include <numbers>
TEST_CASE("figure out best rotation direction", "[systems-rotate]") {
Matrix map = matrix::make(3, 3);
Point player_at{1, 1};
map[player_at.y][player_at.x] = 2;
for(matrix::box target{map, player_at.x, player_at.y, 1}; target.next();) {
for(matrix::box aiming_at{map, player_at.x, player_at.y, 1}; aiming_at.next();) {
map[aiming_at.y][aiming_at.x] = 10;
float target_dx = float(player_at.x) - float(target.x);
float target_dy = float(player_at.y) - float(target.y);
float aiming_dx = float(player_at.x) - float(aiming_at.x);
float aiming_dy = float(player_at.y) - float(aiming_at.y);
float target_angle = atan2(-target_dy, target_dx) * (180.0 / std::numbers::pi);
float aiming_angle = atan2(-aiming_dy, aiming_dx) * (180.0 / std::numbers::pi);
float diff = target_angle - aiming_angle;
double normalized = fmod(diff + 360.0, 360.0);
REQUIRE(normalized >= 0);
REQUIRE(normalized <= 360);
map[aiming_at.y][aiming_at.x] = 0;
}
}
}