#include "LocationGameState.h" #include #include namespace { int fail(const char* message) { std::cerr << message << '\n'; return EXIT_FAILURE; } } // namespace int main() { FRG::LocationDefinition definition; definition.config.id = "test_location"; FRG::NpcData npc; npc.id = "npc"; npc.name = "Test NPC"; npc.hp = 75.f; definition.npcs.push_back(npc); FRG::InteractiveObjectData object; object.id = "object"; object.base.name = "Test Object"; object.base.meshPath = "unused.mesh"; object.isActive = true; definition.interactiveObjects.push_back(object); FRG::TriggerZoneDefinition trigger; trigger.id = "trigger"; trigger.enabled = true; definition.triggerZones.push_back(trigger); FRG::TeleportDefinition teleport; teleport.id = "teleport"; teleport.active = false; definition.teleports.push_back(teleport); FRG::LocationGameState state; if (!state.setup(definition, {})) return fail("First setup must initialize runtime fields"); if (state.npcs.size() != 1 || state.interactiveObjects.size() != 1) return fail("Definitions were not applied"); state.npcs.at("npc")->hp = 12.f; state.interactiveObjects.at("object")->isActive = false; state.triggerZones.at("trigger").enabled = false; state.teleportZones.at("teleport") = true; state.hasPersistentState = true; if (state.setup(definition, {})) return fail("Persistent setup must not reinitialize runtime fields"); if (state.npcs.at("npc")->hp != 12.f || state.interactiveObjects.at("object")->isActive || state.triggerZones.at("trigger").enabled || !state.teleportZones.at("teleport")) { return fail("Repeated setup did not preserve runtime state"); } FRG::PlayerStateMap noPlayers; state.update(50, noPlayers, false); return EXIT_SUCCESS; }