inventory tests
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@@ -19,6 +19,7 @@ struct InventoryT
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public:
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InventoryT() = default;
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InventoryT(size_t itemAmount) { Slots = { static_cast<int>(itemAmount), InventoryMeta{} }; }
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InventoryT(size_t itemAmount, IntegralType maxAmount) { Slots = { static_cast<int>(itemAmount), InventoryMeta{ maxAmount } }; }
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public:
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IntegralType GetItemsAmount(uint16_t id) const { Assert(id); return Slots[id]; }
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@@ -41,6 +42,8 @@ public:
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Slots[i] += other.Slots[i];
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}
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bool IsFull(uint16_t id) const { Assert(id); return Slots[id] >= Slots.GetMetaData()->MaxSize; }
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void Clear()
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{
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for (IntegralType i{}; i < Slots.GetSize(); ++i)
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@@ -124,6 +127,9 @@ struct InventoryAreaOfEffect
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};
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static_assert(sizeof(InventoryAreaOfEffect) == 1);
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struct InventoryOwner
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{};
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struct ItemProcessor
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{
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ItemProcessor() = default;
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@@ -208,4 +214,12 @@ inline void Flecs_Inventory(flecs::world& world)
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world.component<ItemProcessor>()
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.member<uint32_t>("ProcessedTicks");
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world.component<InventoryOwner>();
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}
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inline void Inventory_Helper(const flecs::entity& entity, const WorldConfig& config, uint32_t maxPerSlot)
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{
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entity.set<Inventory>(Inventory{config.GetItems().size(), maxPerSlot});
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entity.add<InventoryOwner>();
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}
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@@ -48,20 +48,18 @@ inline void Flecs_Resource(flecs::world& world)
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world.component<Renewing>()
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.add<Freezes, ResourceTick>();
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// harvesting resource to world inventory
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world.system<const ResourceInfo, const ResourceTick, WorldInventory>()
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// harvesting resource to inventory
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world.system<const ResourceInfo, const ResourceTick, WorldInventory, Inventory*>()
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.kind(flecs::OnUpdate)
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.without<Renewing>()
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.each([](ResourceInfo info, ResourceTick tick, WorldInventory& worldInventory) {
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worldInventory.AddItems(info.ResourceID, tick.Finished());
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});
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.each([](ResourceInfo info, ResourceTick tick, WorldInventory& worldInventory, Inventory* optionalInventory) {
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if (tick.Finished())
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{
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bool pushToLocalInventory = optionalInventory && !optionalInventory->IsFull(info.ResourceID);
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// harvesting resource to local inventory
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world.system<const ResourceInfo, const ResourceTick, Inventory>()
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.kind(flecs::OnUpdate)
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.without<Renewing>()
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.each([](ResourceInfo info, ResourceTick tick, Inventory& worldInventory) {
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worldInventory.AddItems(info.ResourceID, tick.Finished());
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if (pushToLocalInventory) optionalInventory->AddItems(info.ResourceID, 1);
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else worldInventory.AddItems(info.ResourceID, 1);
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}
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});
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// decrease health if ResourceHealth component
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@@ -73,14 +71,15 @@ inline void Flecs_Resource(flecs::world& world)
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});
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// checking if we have to renew the resource
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world.system<const ResourceHealth, RenewingTick>()
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world.system<const ResourceHealth>()
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.kind(flecs::OnUpdate)
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.with<RenewingTick>()
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.without<Renewing>()
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.each([](flecs::entity entity, ResourceHealth health, RenewingTick& tick) {
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.each([](flecs::entity entity, ResourceHealth health) {
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if (health.Health == 0) {
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entity.remove<FullyGrown>();
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entity.add<Renewing>();
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tick.AccumulatedTick = 0;
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entity.ensure<RenewingTick>().AccumulatedTick = 0;
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}
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});
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@@ -132,3 +132,115 @@ TEST_SUITE("Resource - Health & Renewing") {
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CHECK(inv.GetItemsAmount(woodID) == 2);
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}
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}
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TEST_SUITE("Inventory Entity") {
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TEST_CASE("resource harvests into local inventory when present") {
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WorldConfig config{};
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uint16_t stoneID = config.RegisterItem("Stone");
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WorldInstance world{ config };
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auto entity = world.GetEcsWorld().entity();
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Resource_Ore_Helper(entity, stoneID, 1);
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Inventory_Helper(entity, config, 10);
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world.ProcessFrame();
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auto localInv = entity.get<Inventory>();
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CHECK(localInv.GetItemsAmount(stoneID) == 1);
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auto& worldInv = world.GetEcsWorld().ensure<WorldInventory>();
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CHECK(worldInv.GetItemsAmount(stoneID) == 0);
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}
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TEST_CASE("overflow goes to world inventory when local is full") {
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WorldConfig config{};
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uint16_t stoneID = config.RegisterItem("Stone");
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WorldInstance world{ config };
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auto entity = world.GetEcsWorld().entity();
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Resource_Ore_Helper(entity, stoneID, 1);
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Inventory_Helper(entity, config, 2);
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// fill local inventory (max 2)
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world.ProcessFrame();
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world.ProcessFrame();
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auto localInv = entity.get<Inventory>();
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CHECK(localInv.GetItemsAmount(stoneID) == 2);
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auto& worldInv = world.GetEcsWorld().ensure<WorldInventory>();
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CHECK(worldInv.GetItemsAmount(stoneID) == 0);
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// next item should overflow to world inventory
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world.ProcessFrame();
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localInv = entity.get<Inventory>();
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CHECK(localInv.GetItemsAmount(stoneID) == 2);
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CHECK(worldInv.GetItemsAmount(stoneID) == 1);
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}
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TEST_CASE("inventory tracks multiple item types independently") {
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WorldConfig config{};
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uint16_t stoneID = config.RegisterItem("Stone");
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uint16_t ironID = config.RegisterItem("Iron");
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WorldInstance world{ config };
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auto stoneEntity = world.GetEcsWorld().entity();
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Resource_Ore_Helper(stoneEntity, stoneID, 1);
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Inventory_Helper(stoneEntity, config, 5);
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auto ironEntity = world.GetEcsWorld().entity();
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Resource_Ore_Helper(ironEntity, ironID, 1);
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Inventory_Helper(ironEntity, config, 5);
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world.ProcessFrame();
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auto stoneInv = stoneEntity.get<Inventory>();
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CHECK(stoneInv.GetItemsAmount(stoneID) == 1);
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CHECK(stoneInv.GetItemsAmount(ironID) == 0);
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auto ironInv = ironEntity.get<Inventory>();
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CHECK(ironInv.GetItemsAmount(ironID) == 1);
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CHECK(ironInv.GetItemsAmount(stoneID) == 0);
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}
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TEST_CASE("two producers share a separate inventory entity") {
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WorldConfig config{};
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uint16_t stoneID = config.RegisterItem("Stone");
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uint16_t ironID = config.RegisterItem("Iron");
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WorldInstance world{ config };
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// inventory entity (chest/barrel)
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auto chest = world.GetEcsWorld().entity();
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Inventory_Helper(chest, config, 10);
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// copy the shared inventory to both producers
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auto chestInv = chest.get<Inventory>();
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auto stoneProducer = world.GetEcsWorld().entity();
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Resource_Ore_Helper(stoneProducer, stoneID, 1);
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stoneProducer.set<Inventory>(chestInv);
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auto ironProducer = world.GetEcsWorld().entity();
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Resource_Ore_Helper(ironProducer, ironID, 1);
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ironProducer.set<Inventory>(chestInv);
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world.ProcessFrame();
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world.ProcessFrame();
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world.ProcessFrame();
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// all items should be in the shared inventory
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auto resultInv = chest.get<Inventory>();
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CHECK(resultInv.GetItemsAmount(stoneID) == 3);
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CHECK(resultInv.GetItemsAmount(ironID) == 3);
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// world inventory should be empty
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auto& worldInv = world.GetEcsWorld().ensure<WorldInventory>();
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CHECK(worldInv.GetItemsAmount(stoneID) == 0);
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CHECK(worldInv.GetItemsAmount(ironID) == 0);
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}
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}
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