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test: raw terrain reading, scene lookup, scene graph and scene commands
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
236
tests/dGameTests/dZoneManagerTests/ZoneSceneTests.cpp
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236
tests/dGameTests/dZoneManagerTests/ZoneSceneTests.cpp
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#include "GameDependencies.h"
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#include <algorithm>
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#include <filesystem>
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#include <fstream>
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#include "AssetManager.h"
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#include "CDBrickIDTableTable.h"
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#include "CDComponentsRegistryTable.h"
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#include "CDZoneTableTable.h"
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#include "DEVGMCommands.h"
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#include "Entity.h"
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#include "TerrainTestWriter.h"
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#include "Zone.h"
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#include "dZoneManager.h"
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using namespace TerrainTestWriter;
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// The zone table's storage (CDZoneTableTable.cpp), to add the test zone
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namespace CDZoneTableTable {
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extern Table entries;
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}
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// Loads a written test zone (a .luz and its .raw) through the zone manager
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class ZoneSceneTest : public GameDependenciesTest {
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protected:
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static constexpr LWOMAPID TEST_MAP = 9990;
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std::filesystem::path root;
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void SetUp() override {
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SetUpDependencies();
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root = std::filesystem::temp_directory_path() / (std::string("dlu_zone_scene_test_") + ::testing::UnitTest::GetInstance()->current_test_info()->name());
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std::filesystem::create_directories(root / "res" / "maps" / "testzone");
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std::ofstream(root / "res" / "CDServer.sqlite").close(); // marks an unpacked client
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Game::assetManager = new AssetManager(root);
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CDZoneTable zone{};
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zone.zoneID = TEST_MAP;
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zone.zoneName = "testzone/test.luz";
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CDZoneTableTable::entries[TEST_MAP] = zone;
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}
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void TearDown() override {
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CDZoneTableTable::entries.erase(TEST_MAP);
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delete Game::assetManager;
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Game::assetManager = nullptr;
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std::filesystem::remove_all(root);
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TearDownDependencies();
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}
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void WriteFile(const std::string& name, const std::string& data) const {
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std::ofstream file(root / "res" / "maps" / "testzone" / name, std::ios::binary);
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file.write(data.data(), data.size());
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}
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// Scenes 0 (global), 1, 2 and 3 (general) and 5 (audio, layer 1); transitions 1 <-> 2 and 2 <-> 3
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void WriteZone(const std::string& rawName = "test.raw", uint8_t boundaryCount = 2) const {
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const std::vector<TestScene> scenes = {
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{ "global.lvl", 0, 0, "Global", 10, 20, 30 },
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{ "one.lvl", 1, 0, "Scene One", 255, 0, 0 },
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{ "two.lvl", 2, 0, "Scene Two", 0, 255, 0 },
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{ "three.lvl", 3, 0, "Scene Three", 0, 0, 255 },
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{ "audio.lvl", 5, 1, "Audio", 0, 0, 0 },
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};
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WriteFile("test.luz", WriteLuz(TEST_MAP, scenes, boundaryCount, rawName, {
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{ { 1, 0, NiPoint3(1.0f, 0.0f, 0.0f) }, { 2, 0, NiPoint3(2.0f, 0.0f, 0.0f) } },
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{ { 2, 0, NiPoint3(3.0f, 0.0f, 0.0f) }, { 3, 0, NiPoint3(4.0f, 0.0f, 0.0f) } },
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}));
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}
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// One 3x3 point chunk from (0, 0) to (4, 4) whose 2x2 scene map holds scenes 1 2 / 3 1
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static std::string MakeRaw() {
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TestChunk chunk;
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chunk.width = 3;
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chunk.height = 3;
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chunk.scale = 2.0f;
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chunk.colorMapResolution = 2;
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chunk.sceneMap = { 1, 2, 3, 1 };
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return WriteRaw({ chunk });
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}
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Zone* LoadZone() const {
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Game::zoneManager->LoadZone(LWOZONEID(TEST_MAP, 0, 0));
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Zone* zone = Game::zoneManager->GetZoneMut();
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zone->LoadZoneIntoMemory(); // the levels the scenes name aren't written
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Game::zoneManager->BuildSceneGraph();
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return zone;
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}
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static bool Contains(const std::vector<LWOSCENEID>& scenes, LWOSCENEID scene) {
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return std::ranges::find(scenes, scene) != scenes.end();
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}
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};
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TEST_F(ZoneSceneTest, ReadsScenesBoundariesAndTransitions) {
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WriteZone();
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WriteFile("test.raw", MakeRaw());
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const Zone* zone = LoadZone();
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EXPECT_EQ(zone->GetWorldID(), TEST_MAP);
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EXPECT_EQ(zone->GetZoneRawPath(), "test.raw");
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EXPECT_EQ(zone->GetZoneName(), "Test Zone"); // read after the skipped boundary lines
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EXPECT_EQ(zone->GetZonePath(), "maps/testzone/");
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ASSERT_EQ(zone->GetScenes().size(), 5);
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const SceneRef* one = zone->GetScene(LWOSCENEID(1, 0));
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ASSERT_NE(one, nullptr);
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EXPECT_EQ(one->name, "Scene One");
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EXPECT_EQ(one->sceneType, eSceneType::General);
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EXPECT_FLOAT_EQ(one->color.m_Red, 1.0f);
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const SceneRef* global = zone->GetScene(LWOSCENEID(0, 0));
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ASSERT_NE(global, nullptr);
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// stored in the file as red, blue, green
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EXPECT_FLOAT_EQ(global->color.m_Red, 10 / 255.0f);
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EXPECT_FLOAT_EQ(global->color.m_Green, 20 / 255.0f);
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EXPECT_FLOAT_EQ(global->color.m_Blue, 30 / 255.0f);
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const SceneRef* audio = zone->GetScene(LWOSCENEID(5, 1));
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ASSERT_NE(audio, nullptr);
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EXPECT_EQ(audio->sceneType, eSceneType::Audio);
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EXPECT_EQ(zone->GetScene(LWOSCENEID(4, 0)), nullptr);
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const auto& transitions = zone->GetSceneTransitions();
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ASSERT_EQ(transitions.size(), 2);
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ASSERT_EQ(transitions[1].points.size(), 2);
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EXPECT_EQ(transitions[1].points[0].sceneID, LWOSCENEID(2, 0));
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EXPECT_EQ(transitions[1].points[1].sceneID, LWOSCENEID(3, 0));
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EXPECT_FLOAT_EQ(transitions[1].points[1].position.x, 4.0f);
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}
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TEST_F(ZoneSceneTest, ZoneWithoutBoundaryLines) {
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WriteZone("test.raw", 0);
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WriteFile("test.raw", MakeRaw());
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const Zone* zone = LoadZone();
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EXPECT_EQ(zone->GetZoneName(), "Test Zone");
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EXPECT_EQ(zone->GetSceneTransitions().size(), 2);
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}
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TEST_F(ZoneSceneTest, SceneAtPosition) {
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WriteZone();
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WriteFile("test.raw", MakeRaw());
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LoadZone();
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EXPECT_EQ(Game::zoneManager->GetSceneIDFromPosition(NiPoint3(0.5f, 100.0f, 0.5f)), LWOSCENEID(1, 0));
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EXPECT_EQ(Game::zoneManager->GetSceneIDFromPosition(NiPoint3(0.5f, -50.0f, 3.5f)), LWOSCENEID(2, 0));
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EXPECT_EQ(Game::zoneManager->GetSceneIDFromPosition(NiPoint3(3.5f, 0.0f, 0.5f)), LWOSCENEID(3, 0));
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EXPECT_EQ(Game::zoneManager->GetSceneIDFromPosition(NiPoint3(50.0f, 0.0f, 50.0f)), LWOSCENEID(1, 0));
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}
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TEST_F(ZoneSceneTest, SceneGraphFromTransitions) {
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WriteZone();
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WriteFile("test.raw", MakeRaw());
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LoadZone();
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const auto& graph = Game::zoneManager->GetSceneAdjacencyList();
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EXPECT_EQ(graph.size(), 4); // the audio scene is left out
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EXPECT_FALSE(graph.contains(LWOSCENEID(5, 1)));
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const auto one = Game::zoneManager->GetAdjacentScenes(LWOSCENEID(1, 0));
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EXPECT_EQ(one.size(), 2);
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EXPECT_TRUE(Contains(one, LWOSCENEID(2, 0)));
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EXPECT_TRUE(Contains(one, LWOSCENEID(0, 0)));
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const auto two = Game::zoneManager->GetAdjacentScenes(LWOSCENEID(2, 0));
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EXPECT_EQ(two.size(), 3);
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EXPECT_TRUE(Contains(two, LWOSCENEID(1, 0)));
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EXPECT_TRUE(Contains(two, LWOSCENEID(3, 0)));
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// the global scene is next to every other scene
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const auto global = Game::zoneManager->GetAdjacentScenes(LWOSCENEID(0, 0));
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EXPECT_EQ(global.size(), 3);
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EXPECT_FALSE(Contains(global, LWOSCENEID(0, 0)));
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EXPECT_TRUE(Game::zoneManager->GetAdjacentScenes(LWOSCENEID(9, 0)).empty());
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// building again doesn't add anything twice
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Game::zoneManager->BuildSceneGraph();
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EXPECT_EQ(Game::zoneManager->GetAdjacentScenes(LWOSCENEID(2, 0)).size(), 3);
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}
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TEST_F(ZoneSceneTest, MissingRawStillLoadsTheZone) {
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WriteZone("missing.raw");
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const Zone* zone = LoadZone();
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EXPECT_EQ(zone->GetZoneName(), "Test Zone");
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EXPECT_EQ(zone->GetSceneTransitions().size(), 2);
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EXPECT_TRUE(zone->GetZoneRaw().chunks.empty());
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EXPECT_EQ(Game::zoneManager->GetSceneIDFromPosition(NiPoint3(0.5f, 0.0f, 0.5f)), LWOSCENEID_INVALID);
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}
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TEST_F(ZoneSceneTest, UnreadableRawStillLoadsTheZone) {
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WriteZone();
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const auto raw = MakeRaw();
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WriteFile("test.raw", raw.substr(0, raw.size() / 2));
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const Zone* zone = LoadZone();
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EXPECT_EQ(zone->GetZoneName(), "Test Zone");
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EXPECT_TRUE(zone->GetZoneRaw().chunks.empty());
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EXPECT_EQ(Game::zoneManager->GetSceneIDFromPosition(NiPoint3(0.5f, 0.0f, 0.5f)), LWOSCENEID_INVALID);
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}
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TEST_F(ZoneSceneTest, ScenePointCommandsSpawnBricks) {
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WriteZone();
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WriteFile("test.raw", MakeRaw());
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LoadZone();
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auto& bricks = CDClientManager::GetEntriesMutable<CDBrickIDTableTable>();
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bricks = { { 40, 3005 }, { 33, 3001 }, { 35, 3003 } };
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// the bricks have no components, so creating them needs no client database
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for (const LOT lot : { 33, 35, 40 }) CDClientManager::GetEntriesMutable<CDComponentsRegistryTable>()[lot] = 0;
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EntityInfo playerInfo = info;
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playerInfo.pos = NiPoint3(0.5f, 0.0f, 0.5f); // scene 1
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auto player = std::make_unique<Entity>(1, playerInfo);
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// Grid point (i, j) is at (2i, 2j); its scene cell is (min(i, 1), min(j, 1)), so of the 9 points scene 1 has 5,
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// scene 2 has 2 ((0, 1), (0, 2)) and scene 3 has 2 ((1, 0), (2, 0))
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DEVGMCommands::SpawnScenePoints(player.get(), UNASSIGNED_SYSTEM_ADDRESS, "1");
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// bricks sorted by LOT: 33, 35, 40; scene 1 -> 35, scene 2 -> 40, scene 3 -> 33
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const auto sceneOne = Game::entityManager->GetEntitiesByLOT(35);
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EXPECT_EQ(sceneOne.size(), 5);
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for (const auto* brick : sceneOne) EXPECT_EQ(Game::zoneManager->GetSceneIDFromPosition(brick->GetPosition()), LWOSCENEID(1, 0));
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EXPECT_TRUE(Game::entityManager->GetEntitiesByLOT(40).empty());
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// the default step of 8 only samples point (0, 0)
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DEVGMCommands::SpawnAllScenePoints(player.get(), UNASSIGNED_SYSTEM_ADDRESS, "");
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EXPECT_EQ(Game::entityManager->GetEntitiesByLOT(35).size(), 5 + 1);
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EXPECT_TRUE(Game::entityManager->GetEntitiesByLOT(40).empty());
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DEVGMCommands::SpawnAllScenePoints(player.get(), UNASSIGNED_SYSTEM_ADDRESS, "1");
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EXPECT_EQ(Game::entityManager->GetEntitiesByLOT(35).size(), 6 + 5);
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EXPECT_EQ(Game::entityManager->GetEntitiesByLOT(40).size(), 2);
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EXPECT_EQ(Game::entityManager->GetEntitiesByLOT(33).size(), 2);
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// the scene commands only report; they must not fail with or without scene data
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DEVGMCommands::GetScene(player.get(), UNASSIGNED_SYSTEM_ADDRESS, "");
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DEVGMCommands::GetAdjacentScenes(player.get(), UNASSIGNED_SYSTEM_ADDRESS, "");
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bricks.clear();
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}
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