Files
axyz/src/Tests/ShootEventTest.cpp
T

109 lines
3.4 KiB
C++

#include <boost/test/unit_test.hpp>
using boost::unit_test_framework::test_suite;
using boost::unit_test_framework::test_case;
#include "ShootEventTest.h"
#include "Core\EPlayerDamage.h";
#include "Core\EPlayerHealthPickup.h";
#include "Core\EPlayerDeath.h";
#include "Game/HealthSystem.h"
BOOST_AUTO_TEST_SUITE(ShootEventTestSuite)
//AShootEventTest != ShootEventTest -> else it confuses names!
BOOST_AUTO_TEST_CASE(AShootEventTest)
{
ShootEventTest game;
//100 loops will be more than enough to do the test
int loops = 100;
bool success = false;
while (loops > 0) {
game.Tick();
if (game.TestSucceeded) {
success = true;
break;
}
loops--;
}
//The system will process the events, hence it will take a while before we can read anything
BOOST_TEST(success);
}
BOOST_AUTO_TEST_SUITE_END()
ShootEventTest::ShootEventTest()
{
ResourceManager::RegisterType<ConfigFile>("ConfigFile");
ResourceManager::RegisterType<EntityXMLFile>("EntityXMLFile");
m_Config = ResourceManager::Load<ConfigFile>("Config.ini");
LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
// Create the core event broker
m_EventBroker = new EventBroker();
// Create a world
m_World = new World();
std::string mapToLoad = m_Config->Get<std::string>("Debug.LoadMap", "");
if (!mapToLoad.empty()) {
ResourceManager::Load<EntityXMLFile>(mapToLoad)->PopulateWorld(m_World);
}
// Create system pipeline
m_SystemPipeline = new SystemPipeline(m_EventBroker);
m_SystemPipeline->AddSystem<PlayerSystem>(0);
m_SystemPipeline->AddSystem<HealthSystem>(0);
//The Test
//create entity which has transorm,player,model,health in it. i.e. is a player
EntityID playerID = m_World->CreateEntity();
ComponentWrapper transform = m_World->AttachComponent(playerID, "Transform");
ComponentWrapper model = m_World->AttachComponent(playerID, "Model");
model["Resource"] = "Models/Core/UnitSphere.obj";
ComponentWrapper& player = m_World->AttachComponent(playerID, "Player");
ComponentWrapper health = m_World->AttachComponent(playerID, "Health");
playersID = playerID;
//attach 2x weaps
ComponentWrapper& pItem = m_World->AttachComponent(playerID, "PrimaryItem");
ComponentWrapper& sItem= m_World->AttachComponent(playerID, "SecondaryItem");
//set currentweap
player["EquippedItem"] = 1;
//set ammo set cooldown
pItem["Ammo"] = 100;
pItem["CoolDownTimer"] = 0.0f;
//trigger event leftmousedown
Events::MouseRelease eMouseRelease;
eMouseRelease.Button = GLFW_MOUSE_BUTTON_LEFT;
eMouseRelease.X = 1.0f;
eMouseRelease.Y = 1.0f;
m_EventBroker->Publish(eMouseRelease);
}
ShootEventTest::~ShootEventTest()
{
delete m_SystemPipeline;
delete m_World;
delete m_EventBroker;
}
void ShootEventTest::Tick()
{
glfwPollEvents();
double currentTime = glfwGetTime();
double dt = currentTime - m_LastTime;
m_LastTime = currentTime;
// Iterate through systems and update world!
m_SystemPipeline->Update(m_World, dt);
m_EventBroker->Swap();
m_EventBroker->Clear();
//if ammocount reaches 99 we know the test has succeeded, i.e. a shot has been fired
int currentAmmo = (int)m_World->GetComponent(playersID, "PrimaryItem")["Ammo"];
if (currentAmmo ==99)
TestSucceeded = true;
}