/* 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); } };