/* Copyright (C) 2026 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see .
*/
#include "lib/self_test.h"
#include "maths/Fixed.h"
#include "maths/FixedVector3D.h"
#include "maths/NUSpline.h"
#include "ps/CStr.h"
#include "ps/XML/Xeromyces.h"
#include "scriptinterface/ScriptInterface.h"
#include "simulation2/MessageTypes.h"
#include "simulation2/components/ICmpCinemaManager.h"
#include "simulation2/helpers/CinemaPath.h"
#include "simulation2/system/Component.h"
#include "simulation2/system/ComponentTest.h"
#include "simulation2/system/Entity.h"
#include
#include
#include
class TestCmpCinemaManager : public CxxTest::TestSuite
{
public:
void test_managing_paths()
{
CXeromycesEngine xeromycesEngine;
ComponentTestHelper test(*g_ScriptContext);
ICmpCinemaManager* cmp = test.Add(CID_CinemaManager, "", SYSTEM_ENTITY);
TS_ASSERT(!cmp->HasPath(L"test"));
cmp->AddPath(generatePath(L"test"));
TS_ASSERT(cmp->HasPath(L"test"));
TS_ASSERT(!cmp->HasPath(L"test_2"));
cmp->SetPaths(std::map{{L"test_2", generatePath(L"test_2")}});
TS_ASSERT(!cmp->HasPath(L"test"));
TS_ASSERT(cmp->HasPath(L"test_2"));
cmp->DeletePath(L"test_2");
TS_ASSERT(!cmp->HasPath(L"test_2"));
}
void test_playing_queue()
{
CXeromycesEngine xeromycesEngine;
ComponentTestHelper test(*g_ScriptContext);
ICmpCinemaManager* cmp = test.Add(CID_CinemaManager, "", SYSTEM_ENTITY);
CMessageUpdate updateMsg(fixed::FromInt(200));
cmp->AddPath(generatePath(L"path_1", fixed::FromInt(10000)));
cmp->AddPath(generatePath(L"path_2", fixed::FromInt(5000)));
// Try getting the active path if there is none.
TS_ASSERT_WSTR_EQUALS(cmp->GetActivePath(), L"");
// Try to start playing the queue if it's empty.
cmp->StartPlayingQueue();
TS_ASSERT(!cmp->IsPlayingQueue());
// Try stopping playing the queue if it's not playing in the first place.
cmp->StartPlayingQueue();
TS_ASSERT(!cmp->IsPlayingQueue());
cmp->PushPathToQueue(L"path_1");
cmp->PushPathToQueue(L"path_2");
// Try getting the active path if there is none.
TS_ASSERT_WSTR_EQUALS(cmp->GetActivePath(), L"");
cmp->StartPlayingQueue();
TS_ASSERT(cmp->IsPlayingQueue());
TS_ASSERT_WSTR_EQUALS(cmp->GetActivePath(), L"path_1");
TS_ASSERT_EQUALS(cmp->GetActivePathElapsedTime(), fixed::FromInt(0));
for (int i = 0; i < 35; i++)
cmp->HandleMessage(updateMsg, true);
TS_ASSERT(cmp->IsPlayingQueue());
TS_ASSERT_WSTR_EQUALS(cmp->GetActivePath(), L"path_1");
TS_ASSERT_EQUALS(cmp->GetActivePathElapsedTime(), fixed::FromInt(7000));
// Finish path_1 and start with path_2
for (int i = 0; i < 20; i++)
cmp->HandleMessage(updateMsg, true);
TS_ASSERT_WSTR_EQUALS(cmp->GetActivePath(), L"path_2");
TS_ASSERT_EQUALS(cmp->GetActivePathElapsedTime(), fixed::FromInt(1000));
// Try restarting while a path is being played.
// This should result in the active path starting again from the beginning.
cmp->StopPlayingQueue();
cmp->StartPlayingQueue();
TS_ASSERT(cmp->IsPlayingQueue());
TS_ASSERT_WSTR_EQUALS(cmp->GetActivePath(), L"path_2");
size_t remainingTurns = 0;
while (cmp->IsPlayingQueue())
{
cmp->HandleMessage(updateMsg, true);
remainingTurns++;
}
TS_ASSERT_EQUALS(remainingTurns, 25);
TS_ASSERT(!cmp->IsPlayingQueue());
TS_ASSERT_WSTR_EQUALS(cmp->GetActivePath(), L"");
TS_ASSERT_EQUALS(cmp->GetActivePathElapsedTime(), fixed::FromInt(0));
// Make sure the queue is empty.
cmp->StartPlayingQueue();
TS_ASSERT(!cmp->IsPlayingQueue());
}
private:
// Generates a simple cinema path with two position and two target nodes.
CCinemaPath generatePath(const CStrW& name, const fixed& duration = fixed::FromInt(1))
{
// Helper nodes
CFixedVector3D nodeA(fixed::FromInt(1), fixed::FromInt(0), fixed::FromInt(1));
CFixedVector3D nodeB(fixed::FromInt(9), fixed::FromInt(0), fixed::FromInt(9));
CFixedVector3D shift(fixed::FromInt(3), fixed::FromInt(3), fixed::FromInt(3));
// Constructs the default cinema path data
CCinemaData pathData;
pathData.m_Name = name;
pathData.m_Timescale = fixed::FromInt(1);
pathData.m_Orientation = L"target";
pathData.m_Mode = L"ease_inout";
pathData.m_Style = L"default";
// Creates two parallel segments from the A node to the B node
TNSpline positionSpline, targetSpline;
positionSpline.AddNode(nodeA, CFixedVector3D(), fixed::FromInt(0));
positionSpline.AddNode(nodeB, CFixedVector3D(), duration);
targetSpline.AddNode(nodeA + shift, CFixedVector3D(), fixed::FromInt(0));
targetSpline.AddNode(nodeB + shift, CFixedVector3D(), duration);
return CCinemaPath(pathData, positionSpline, targetSpline);
}
};