#include #include #include #include #include "game/map.hpp" #include "game/level.hpp" #include "game/systems.hpp" #include #include "graphics/textures.hpp" #include "algos/rand.hpp" using namespace fmt; using namespace nlohmann; using std::string; json load_test_data(const string &fname) { std::ifstream infile(fname); return json::parse(infile); } TEST_CASE("camera control", "[map]") { GameDB::init(); auto& level = GameDB::current_level(); auto& map = *level.map; Point center = map.center_camera({10,10}, 5, 5); // map.dump(center.x, center.y); REQUIRE(center.x == 8); REQUIRE(center.y == 8); Point translation = map.map_to_camera({10,10}, center); REQUIRE(translation.x == 2); REQUIRE(translation.y == 2); } TEST_CASE("map placement test", "[map-fail]") { GameDB::init(); for(int i = 0; i < 10; i++) { auto& level = GameDB::create_level(); for(size_t rnum = 0; rnum < level.map->room_count(); rnum++) { Point pos; REQUIRE(level.map->place_entity(rnum, pos)); REQUIRE(!level.map->iswall(pos.x, pos.y)); REQUIRE(level.map->inmap(pos.x, pos.y)); } } }