OpenRCT2/test/tests/TileElements.cpp

175 lines
8.1 KiB
C++

/*****************************************************************************
* Copyright (c) 2014-2024 OpenRCT2 developers
*
* For a complete list of all authors, please refer to contributors.md
* Interested in contributing? Visit https://github.com/OpenRCT2/OpenRCT2
*
* OpenRCT2 is licensed under the GNU General Public License version 3.
*****************************************************************************/
#include "TestData.h"
#include <gtest/gtest.h>
#include <memory>
#include <openrct2/Context.h>
#include <openrct2/Game.h>
#include <openrct2/OpenRCT2.h>
#include <openrct2/ParkImporter.h>
#include <openrct2/world/Footpath.h>
#include <openrct2/world/Map.h>
using namespace OpenRCT2;
class TileElementWantsFootpathConnection : public testing::Test
{
protected:
static void SetUpTestCase()
{
std::string parkPath = TestData::GetParkPath("tile-element-tests.sv6");
gOpenRCT2Headless = true;
gOpenRCT2NoGraphics = true;
_context = CreateContext();
bool initialised = _context->Initialise();
ASSERT_TRUE(initialised);
GetContext()->LoadParkFromFile(parkPath);
GameLoadInit();
// Changed in some tests. Store to restore its value
_gScreenFlags = gScreenFlags;
SUCCEED();
}
static void TearDownTestCase()
{
if (_context)
_context.reset();
gScreenFlags = _gScreenFlags;
}
private:
static std::shared_ptr<IContext> _context;
static uint8_t _gScreenFlags;
};
std::shared_ptr<IContext> TileElementWantsFootpathConnection::_context;
uint8_t TileElementWantsFootpathConnection::_gScreenFlags;
TEST_F(TileElementWantsFootpathConnection, FlatPath)
{
// Flat paths want to connect to other paths in any direction
const auto* pathElement = MapGetFootpathElement(TileCoordsXYZ{ 19, 18, 14 }.ToCoordsXYZ());
ASSERT_NE(pathElement, nullptr);
EXPECT_TRUE(TileElementWantsPathConnectionTowards({ 19, 18, 14, 0 }, nullptr));
EXPECT_TRUE(TileElementWantsPathConnectionTowards({ 19, 18, 14, 1 }, nullptr));
EXPECT_TRUE(TileElementWantsPathConnectionTowards({ 19, 18, 14, 2 }, nullptr));
EXPECT_TRUE(TileElementWantsPathConnectionTowards({ 19, 18, 14, 3 }, nullptr));
SUCCEED();
}
TEST_F(TileElementWantsFootpathConnection, SlopedPath)
{
// Sloped paths only want to connect in two directions, of which is one at a higher offset
const auto* slopedPathElement = MapGetFootpathElement(TileCoordsXYZ{ 18, 18, 14 }.ToCoordsXYZ());
ASSERT_NE(slopedPathElement, nullptr);
ASSERT_TRUE(slopedPathElement->AsPath()->IsSloped());
// Bottom and top of sloped path want a path connection
EXPECT_TRUE(TileElementWantsPathConnectionTowards({ 18, 18, 14, 2 }, nullptr));
EXPECT_TRUE(TileElementWantsPathConnectionTowards({ 18, 18, 16, 0 }, nullptr));
// Other directions at both heights do not want a connection
EXPECT_FALSE(TileElementWantsPathConnectionTowards({ 18, 18, 14, 0 }, nullptr));
EXPECT_FALSE(TileElementWantsPathConnectionTowards({ 18, 18, 14, 1 }, nullptr));
EXPECT_FALSE(TileElementWantsPathConnectionTowards({ 18, 18, 14, 3 }, nullptr));
EXPECT_FALSE(TileElementWantsPathConnectionTowards({ 18, 18, 16, 1 }, nullptr));
EXPECT_FALSE(TileElementWantsPathConnectionTowards({ 18, 18, 16, 2 }, nullptr));
EXPECT_FALSE(TileElementWantsPathConnectionTowards({ 18, 18, 16, 3 }, nullptr));
SUCCEED();
}
TEST_F(TileElementWantsFootpathConnection, Stall)
{
// Stalls usually have one path direction flag, but can have multiple (info kiosk for example)
auto tileCoords = TileCoordsXYZ{ 19, 15, 14 };
const TrackElement* const stallElement = MapGetTrackElementAt(tileCoords.ToCoordsXYZ());
ASSERT_NE(stallElement, nullptr);
EXPECT_TRUE(TileElementWantsPathConnectionTowards({ 19, 15, 14, 0 }, nullptr));
EXPECT_FALSE(TileElementWantsPathConnectionTowards({ 19, 15, 14, 1 }, nullptr));
EXPECT_FALSE(TileElementWantsPathConnectionTowards({ 19, 15, 14, 2 }, nullptr));
EXPECT_FALSE(TileElementWantsPathConnectionTowards({ 19, 15, 14, 3 }, nullptr));
SUCCEED();
}
TEST_F(TileElementWantsFootpathConnection, RideEntrance)
{
// Ride entrances and exits want a connection in one direction
const EntranceElement* const entranceElement = MapGetRideEntranceElementAt(TileCoordsXYZ{ 18, 8, 14 }.ToCoordsXYZ(), false);
ASSERT_NE(entranceElement, nullptr);
EXPECT_TRUE(TileElementWantsPathConnectionTowards({ 18, 8, 14, 0 }, nullptr));
EXPECT_FALSE(TileElementWantsPathConnectionTowards({ 18, 8, 14, 1 }, nullptr));
EXPECT_FALSE(TileElementWantsPathConnectionTowards({ 18, 8, 14, 2 }, nullptr));
EXPECT_FALSE(TileElementWantsPathConnectionTowards({ 18, 8, 14, 3 }, nullptr));
SUCCEED();
}
TEST_F(TileElementWantsFootpathConnection, RideExit)
{
// The exit has been rotated; it wants a path connection in direction 1, but not 0 like the entrance
const EntranceElement* const exitElement = MapGetRideExitElementAt(TileCoordsXYZ{ 18, 10, 14 }.ToCoordsXYZ(), false);
ASSERT_NE(exitElement, nullptr);
EXPECT_FALSE(TileElementWantsPathConnectionTowards({ 18, 10, 14, 0 }, nullptr));
EXPECT_TRUE(TileElementWantsPathConnectionTowards({ 18, 10, 14, 1 }, nullptr));
EXPECT_FALSE(TileElementWantsPathConnectionTowards({ 18, 10, 14, 2 }, nullptr));
EXPECT_FALSE(TileElementWantsPathConnectionTowards({ 18, 10, 14, 3 }, nullptr));
SUCCEED();
}
TEST_F(TileElementWantsFootpathConnection, DifferentHeight)
{
// Test at different heights, all of these should fail
EXPECT_FALSE(TileElementWantsPathConnectionTowards({ 19, 18, 4, 0 }, nullptr));
EXPECT_FALSE(TileElementWantsPathConnectionTowards({ 19, 18, 4, 1 }, nullptr));
EXPECT_FALSE(TileElementWantsPathConnectionTowards({ 19, 18, 4, 2 }, nullptr));
EXPECT_FALSE(TileElementWantsPathConnectionTowards({ 19, 18, 4, 3 }, nullptr));
EXPECT_FALSE(TileElementWantsPathConnectionTowards({ 18, 18, 4, 2 }, nullptr));
EXPECT_FALSE(TileElementWantsPathConnectionTowards({ 18, 18, 6, 0 }, nullptr));
EXPECT_FALSE(TileElementWantsPathConnectionTowards({ 19, 15, 4, 0 }, nullptr));
EXPECT_FALSE(TileElementWantsPathConnectionTowards({ 18, 8, 4, 0 }, nullptr));
EXPECT_FALSE(TileElementWantsPathConnectionTowards({ 18, 10, 4, 1 }, nullptr));
EXPECT_FALSE(TileElementWantsPathConnectionTowards({ 19, 18, 24, 0 }, nullptr));
EXPECT_FALSE(TileElementWantsPathConnectionTowards({ 19, 18, 24, 1 }, nullptr));
EXPECT_FALSE(TileElementWantsPathConnectionTowards({ 19, 18, 24, 2 }, nullptr));
EXPECT_FALSE(TileElementWantsPathConnectionTowards({ 19, 18, 24, 3 }, nullptr));
EXPECT_FALSE(TileElementWantsPathConnectionTowards({ 18, 18, 24, 2 }, nullptr));
EXPECT_FALSE(TileElementWantsPathConnectionTowards({ 18, 18, 26, 0 }, nullptr));
EXPECT_FALSE(TileElementWantsPathConnectionTowards({ 19, 15, 24, 0 }, nullptr));
EXPECT_FALSE(TileElementWantsPathConnectionTowards({ 18, 8, 24, 0 }, nullptr));
EXPECT_FALSE(TileElementWantsPathConnectionTowards({ 18, 10, 24, 1 }, nullptr));
SUCCEED();
}
TEST_F(TileElementWantsFootpathConnection, MapEdge)
{
// Paths at the map edge should have edge flags turned on when placed in scenario editor
// This tile is a single, unconnected footpath on the map edge - on load, GetEdges() returns 0
auto* pathElement = MapGetFootpathElement(TileCoordsXYZ{ 1, 4, 14 }.ToCoordsXYZ());
// Enable flag to simulate enabling the scenario editor
gScreenFlags |= SCREEN_FLAGS_SCENARIO_EDITOR;
// Calculate the connected edges and set the appropriate edge flags
// FIXME: The footpath functions should only take PathElement and not TileElement.
FootpathConnectEdges({ 16, 64 }, pathElement->as<TileElement>(), 0);
auto edges = pathElement->GetEdges();
// The tiles alongside in the Y direction are both on the map edge so should be marked as an edge
EXPECT_TRUE(edges & (1 << 1));
EXPECT_TRUE(edges & (1 << 3));
// The tile in the -X direction is off the map so should be marked as an edge
EXPECT_TRUE(edges & (1 << 0));
// The tile in the -X direction is a normal tile and should not be marked as an edge
EXPECT_FALSE(edges & (1 << 2));
}