247 lines
6.8 KiB
C++
247 lines
6.8 KiB
C++
#include <doctest/doctest.h>
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#include "Components/Configs/WorldConfig.hpp"
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#include "Core/WorldInstance.h"
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#include "Components/Resource.hpp"
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#include "Components/Inventory.hpp"
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TEST_SUITE("Resource") {
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TEST_CASE("basic resource gathering produces item after one tick") {
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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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// Create a resource entity with gatherTicks = 1
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auto entity = world.GetEcsWorld().entity();
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Resource_Ore_Helper(entity, stoneID, 1);
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world.ProcessFrame();
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auto& inv = world.GetEcsWorld().ensure<WorldInventory>();
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CHECK(inv.GetItemsAmount(stoneID) >= 1);
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}
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TEST_CASE("resource with 20 tick gather time produces item after 20 ticks") {
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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, 20);
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for (int i = 0; i < 19; ++i)
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world.ProcessFrame();
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auto& inv = world.GetEcsWorld().ensure<WorldInventory>();
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CHECK(inv.GetItemsAmount(stoneID) == 0);
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world.ProcessFrame();
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CHECK(inv.GetItemsAmount(stoneID) >= 1);
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}
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}
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TEST_SUITE("Resource - Health & Renewing") {
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TEST_CASE("tree resource loses health each gather cycle") {
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WorldConfig config{};
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uint16_t woodID = config.RegisterItem("Wood");
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WorldInstance world{ config };
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auto entity = world.GetEcsWorld().entity();
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Resource_Tree_Helper(entity, woodID, 1, 3, 5);
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world.ProcessFrame();
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auto& inv = world.GetEcsWorld().ensure<WorldInventory>();
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CHECK(inv.GetItemsAmount(woodID) == 1);
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auto health = entity.get<ResourceHealth>();
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CHECK(health.Health == 2);
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}
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TEST_CASE("tree enters renewing state when health reaches 0") {
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WorldConfig config{};
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uint16_t woodID = config.RegisterItem("Wood");
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WorldInstance world{ config };
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auto entity = world.GetEcsWorld().entity();
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Resource_Tree_Helper(entity, woodID, 1, 2, 5);
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// 2 gather cycles to deplete health
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world.ProcessFrame();
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world.ProcessFrame();
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auto& inv = world.GetEcsWorld().ensure<WorldInventory>();
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CHECK(inv.GetItemsAmount(woodID) == 2);
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CHECK(entity.has<Renewing>());
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// one more tick should not produce items while renewing
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world.ProcessFrame();
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CHECK(inv.GetItemsAmount(woodID) == 2);
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}
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TEST_CASE("tree restores health after renewal period") {
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WorldConfig config{};
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uint16_t woodID = config.RegisterItem("Wood");
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WorldInstance world{ config };
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auto entity = world.GetEcsWorld().entity();
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Resource_Tree_Helper(entity, woodID, 1, 1, 5);
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// 1 gather cycle depletes health
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world.ProcessFrame();
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CHECK(entity.has<Renewing>());
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// 5 ticks for renewal
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for (int i = 0; i < 5; ++i)
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world.ProcessFrame();
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CHECK_FALSE(entity.has<Renewing>());
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CHECK(entity.has<FullyGrown>());
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auto health = entity.get<ResourceHealth>();
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CHECK(health.Health == health.MaxHealth);
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}
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TEST_CASE("tree resumes gathering after renewal") {
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WorldConfig config{};
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uint16_t woodID = config.RegisterItem("Wood");
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WorldInstance world{ config };
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auto entity = world.GetEcsWorld().entity();
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Resource_Tree_Helper(entity, woodID, 1, 1, 5);
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// deplete
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world.ProcessFrame();
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auto& inv = world.GetEcsWorld().ensure<WorldInventory>();
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CHECK(inv.GetItemsAmount(woodID) == 1);
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// renew (5 ticks)
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for (int i = 0; i < 5; ++i)
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world.ProcessFrame();
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CHECK_FALSE(entity.has<Renewing>());
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// should gather again
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world.ProcessFrame();
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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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