mirror of
https://github.com/OpenRCT2/OpenRCT2.git
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174 lines
8.2 KiB
C++
174 lines
8.2 KiB
C++
/*****************************************************************************
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* Copyright (c) 2014-2018 OpenRCT2 developers
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*
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* For a complete list of all authors, please refer to contributors.md
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* Interested in contributing? Visit https://github.com/OpenRCT2/OpenRCT2
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*
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* OpenRCT2 is licensed under the GNU General Public License version 3.
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*****************************************************************************/
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#include "TestData.h"
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#include <gtest/gtest.h>
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#include <openrct2/Context.h>
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#include <openrct2/Game.h>
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#include <openrct2/OpenRCT2.h>
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#include <openrct2/ParkImporter.h>
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#include <openrct2/world/Footpath.h>
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#include <openrct2/world/Map.h>
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using namespace OpenRCT2;
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class TileElementWantsFootpathConnection : public testing::Test
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{
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protected:
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static void SetUpTestCase()
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{
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std::string parkPath = TestData::GetParkPath("tile-element-tests.sv6");
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gOpenRCT2Headless = true;
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gOpenRCT2NoGraphics = true;
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_context = CreateContext();
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bool initialised = _context->Initialise();
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ASSERT_TRUE(initialised);
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load_from_sv6(parkPath.c_str());
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game_load_init();
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// Changed in some tests. Store to restore its value
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_gScreenFlags = gScreenFlags;
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SUCCEED();
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}
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static void TearDownTestCase()
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{
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if (_context)
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_context.reset();
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gScreenFlags = _gScreenFlags;
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}
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private:
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static std::shared_ptr<IContext> _context;
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static uint8_t _gScreenFlags;
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};
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std::shared_ptr<IContext> TileElementWantsFootpathConnection::_context;
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uint8_t TileElementWantsFootpathConnection::_gScreenFlags;
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TEST_F(TileElementWantsFootpathConnection, FlatPath)
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{
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// Flat paths want to connect to other paths in any direction
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const TileElement* const pathElement = map_get_footpath_element(TileCoordsXYZ{ 19, 18, 14 }.ToCoordsXYZ());
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ASSERT_NE(pathElement, nullptr);
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EXPECT_TRUE(tile_element_wants_path_connection_towards({ 19, 18, 14, 0 }, nullptr));
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EXPECT_TRUE(tile_element_wants_path_connection_towards({ 19, 18, 14, 1 }, nullptr));
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EXPECT_TRUE(tile_element_wants_path_connection_towards({ 19, 18, 14, 2 }, nullptr));
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EXPECT_TRUE(tile_element_wants_path_connection_towards({ 19, 18, 14, 3 }, nullptr));
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SUCCEED();
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}
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TEST_F(TileElementWantsFootpathConnection, SlopedPath)
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{
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// Sloped paths only want to connect in two directions, of which is one at a higher offset
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const TileElement* const slopedPathElement = map_get_footpath_element(TileCoordsXYZ{ 18, 18, 14 }.ToCoordsXYZ());
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ASSERT_NE(slopedPathElement, nullptr);
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ASSERT_TRUE(slopedPathElement->AsPath()->IsSloped());
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// Bottom and top of sloped path want a path connection
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EXPECT_TRUE(tile_element_wants_path_connection_towards({ 18, 18, 14, 2 }, nullptr));
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EXPECT_TRUE(tile_element_wants_path_connection_towards({ 18, 18, 16, 0 }, nullptr));
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// Other directions at both heights do not want a connection
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EXPECT_FALSE(tile_element_wants_path_connection_towards({ 18, 18, 14, 0 }, nullptr));
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EXPECT_FALSE(tile_element_wants_path_connection_towards({ 18, 18, 14, 1 }, nullptr));
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EXPECT_FALSE(tile_element_wants_path_connection_towards({ 18, 18, 14, 3 }, nullptr));
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EXPECT_FALSE(tile_element_wants_path_connection_towards({ 18, 18, 16, 1 }, nullptr));
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EXPECT_FALSE(tile_element_wants_path_connection_towards({ 18, 18, 16, 2 }, nullptr));
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EXPECT_FALSE(tile_element_wants_path_connection_towards({ 18, 18, 16, 3 }, nullptr));
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SUCCEED();
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}
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TEST_F(TileElementWantsFootpathConnection, Stall)
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{
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// Stalls usually have one path direction flag, but can have multiple (info kiosk for example)
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auto tileCoords = TileCoordsXYZ{ 19, 15, 14 };
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const TrackElement* const stallElement = map_get_track_element_at(tileCoords.ToCoordsXYZ());
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ASSERT_NE(stallElement, nullptr);
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EXPECT_TRUE(tile_element_wants_path_connection_towards({ 19, 15, 14, 0 }, nullptr));
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EXPECT_FALSE(tile_element_wants_path_connection_towards({ 19, 15, 14, 1 }, nullptr));
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EXPECT_FALSE(tile_element_wants_path_connection_towards({ 19, 15, 14, 2 }, nullptr));
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EXPECT_FALSE(tile_element_wants_path_connection_towards({ 19, 15, 14, 3 }, nullptr));
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SUCCEED();
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}
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TEST_F(TileElementWantsFootpathConnection, RideEntrance)
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{
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// Ride entrances and exits want a connection in one direction
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const EntranceElement* const entranceElement = map_get_ride_entrance_element_at(
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TileCoordsXYZ{ 18, 8, 14 }.ToCoordsXYZ(), false);
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ASSERT_NE(entranceElement, nullptr);
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EXPECT_TRUE(tile_element_wants_path_connection_towards({ 18, 8, 14, 0 }, nullptr));
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EXPECT_FALSE(tile_element_wants_path_connection_towards({ 18, 8, 14, 1 }, nullptr));
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EXPECT_FALSE(tile_element_wants_path_connection_towards({ 18, 8, 14, 2 }, nullptr));
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EXPECT_FALSE(tile_element_wants_path_connection_towards({ 18, 8, 14, 3 }, nullptr));
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SUCCEED();
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}
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TEST_F(TileElementWantsFootpathConnection, RideExit)
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{
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// The exit has been rotated; it wants a path connection in direction 1, but not 0 like the entrance
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const EntranceElement* const exitElement = map_get_ride_exit_element_at(TileCoordsXYZ{ 18, 10, 14 }.ToCoordsXYZ(), false);
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ASSERT_NE(exitElement, nullptr);
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EXPECT_FALSE(tile_element_wants_path_connection_towards({ 18, 10, 14, 0 }, nullptr));
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EXPECT_TRUE(tile_element_wants_path_connection_towards({ 18, 10, 14, 1 }, nullptr));
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EXPECT_FALSE(tile_element_wants_path_connection_towards({ 18, 10, 14, 2 }, nullptr));
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EXPECT_FALSE(tile_element_wants_path_connection_towards({ 18, 10, 14, 3 }, nullptr));
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SUCCEED();
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}
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TEST_F(TileElementWantsFootpathConnection, DifferentHeight)
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{
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// Test at different heights, all of these should fail
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EXPECT_FALSE(tile_element_wants_path_connection_towards({ 19, 18, 4, 0 }, nullptr));
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EXPECT_FALSE(tile_element_wants_path_connection_towards({ 19, 18, 4, 1 }, nullptr));
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EXPECT_FALSE(tile_element_wants_path_connection_towards({ 19, 18, 4, 2 }, nullptr));
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EXPECT_FALSE(tile_element_wants_path_connection_towards({ 19, 18, 4, 3 }, nullptr));
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EXPECT_FALSE(tile_element_wants_path_connection_towards({ 18, 18, 4, 2 }, nullptr));
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EXPECT_FALSE(tile_element_wants_path_connection_towards({ 18, 18, 6, 0 }, nullptr));
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EXPECT_FALSE(tile_element_wants_path_connection_towards({ 19, 15, 4, 0 }, nullptr));
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EXPECT_FALSE(tile_element_wants_path_connection_towards({ 18, 8, 4, 0 }, nullptr));
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EXPECT_FALSE(tile_element_wants_path_connection_towards({ 18, 10, 4, 1 }, nullptr));
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EXPECT_FALSE(tile_element_wants_path_connection_towards({ 19, 18, 24, 0 }, nullptr));
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EXPECT_FALSE(tile_element_wants_path_connection_towards({ 19, 18, 24, 1 }, nullptr));
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EXPECT_FALSE(tile_element_wants_path_connection_towards({ 19, 18, 24, 2 }, nullptr));
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EXPECT_FALSE(tile_element_wants_path_connection_towards({ 19, 18, 24, 3 }, nullptr));
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EXPECT_FALSE(tile_element_wants_path_connection_towards({ 18, 18, 24, 2 }, nullptr));
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EXPECT_FALSE(tile_element_wants_path_connection_towards({ 18, 18, 26, 0 }, nullptr));
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EXPECT_FALSE(tile_element_wants_path_connection_towards({ 19, 15, 24, 0 }, nullptr));
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EXPECT_FALSE(tile_element_wants_path_connection_towards({ 18, 8, 24, 0 }, nullptr));
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EXPECT_FALSE(tile_element_wants_path_connection_towards({ 18, 10, 24, 1 }, nullptr));
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SUCCEED();
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}
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TEST_F(TileElementWantsFootpathConnection, MapEdge)
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{
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// Paths at the map edge should have edge flags turned on when placed in scenario editor
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// This tile is a single, unconnected footpath on the map edge - on load, GetEdges() returns 0
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TileElement* pathElement = map_get_footpath_element(TileCoordsXYZ{ 1, 4, 14 }.ToCoordsXYZ());
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// Enable flag to simulate enabling the scenario editor
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gScreenFlags |= SCREEN_FLAGS_SCENARIO_EDITOR;
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// Calculate the connected edges and set the appropriate edge flags
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footpath_connect_edges({ 16, 64 }, pathElement, 0);
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auto edges = pathElement->AsPath()->GetEdges();
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// The tiles alongside in the Y direction are both on the map edge so should be marked as an edge
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EXPECT_TRUE(edges & (1 << 1));
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EXPECT_TRUE(edges & (1 << 3));
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// The tile in the -X direction is off the map so should be marked as an edge
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EXPECT_TRUE(edges & (1 << 0));
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// The tile in the -X direction is a normal tile and should not be marked as an edge
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EXPECT_FALSE(edges & (1 << 2));
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}
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