Files
shadow-over-bishkek001/server/tests/LocationGameStateTests.cpp
T
2026-10-30 15:09:13 +06:00

91 lines
2.7 KiB
C++

#include "LocationGameState.h"
#include "game_server/InternalGameServer.h"
#include <cstdlib>
#include <filesystem>
#include <iostream>
namespace {
int fail(const char* message)
{
std::cerr << message << '\n';
return EXIT_FAILURE;
}
} // namespace
int main()
{
const std::filesystem::path repositoryRoot =
std::filesystem::path(__FILE__).parent_path().parent_path().parent_path();
std::filesystem::current_path(repositoryRoot);
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);
FRG::CampaignConfig battleZone;
battleZone.id = "battle_zone";
battleZone.questsPath = "resources/config/quests_battle_zone.json";
FRG::InternalGameServer server;
server.startCampaign(battleZone, {}, false, true);
const auto snapshot = server.snapshot();
const auto bot = snapshot->players.find("battle_zone_test_bot");
if (bot == snapshot->players.end())
return fail("Battle Zone test bot was not created");
const auto stand = static_cast<std::size_t>(FRG::AnimationState::STAND);
const auto walk = static_cast<std::size_t>(FRG::AnimationState::WALK);
if (bot->second.state.animationFrameCounts[stand] <= 1 ||
bot->second.state.animationFrameCounts[walk] <= 1) {
return fail("Battle Zone test bot animation metadata was not loaded");
}
return EXIT_SUCCESS;
}