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https://gitea.wildfiregames.com/0ad/0ad
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Reviewed By: Imarok Differential Revision: https://code.wildfiregames.com/D160 This was SVN commit r19240.
290 lines
11 KiB
C++
290 lines
11 KiB
C++
/* Copyright (C) 2017 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "simulation2/system/ComponentTest.h"
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#include "ps/CStr.h"
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#include "graphics/Terrain.h"
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#include "graphics/TerritoryBoundary.h"
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#include "simulation2/helpers/Grid.h"
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class TestCmpTerritoryManager : public CxxTest::TestSuite
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{
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public:
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void setUp()
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{
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CxxTest::setAbortTestOnFail(true);
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}
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void tearDown()
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{
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}
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void test_boundaries()
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{
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Grid<u8> grid = GetGrid("--------"
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"777777--"
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"777777--"
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"777777--"
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"--------", 8, 5);
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std::vector<STerritoryBoundary> boundaries = CTerritoryBoundaryCalculator::ComputeBoundaries(&grid);
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TS_ASSERT_EQUALS(1U, boundaries.size());
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TS_ASSERT_EQUALS(18U, boundaries[0].points.size()); // 2x6 + 2x3
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TS_ASSERT_EQUALS((player_id_t)7, boundaries[0].owner);
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TS_ASSERT_EQUALS(false, boundaries[0].blinking); // high bits aren't set by GetGrid
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// assumes CELL_SIZE is 2; dealt with in TestBoundaryPointsEqual
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int expectedPoints[][2] = {{ 4, 8}, {12, 8}, {20, 8}, {28, 8}, {36, 8}, {44, 8},
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{48,12}, {48,20}, {48,28},
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{44,32}, {36,32}, {28,32}, {20,32}, {12,32}, { 4,32},
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{ 0,28}, { 0,20}, { 0,12}};
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TestBoundaryPointsEqual(boundaries[0].points, expectedPoints);
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}
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void test_nested_boundaries1()
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{
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// test case from ticket #918; contains single-tile territories with double borders
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Grid<u8> grid1 = GetGrid("--------"
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"-111111-"
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"-1-1213-"
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"-111111-"
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"--------", 8, 5);
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std::vector<STerritoryBoundary> boundaries = CTerritoryBoundaryCalculator::ComputeBoundaries(&grid1);
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size_t expectedNumBoundaries = 5;
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TS_ASSERT_EQUALS(expectedNumBoundaries, boundaries.size());
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STerritoryBoundary* onesOuter = NULL;
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STerritoryBoundary* onesInner0 = NULL; // inner border around the neutral tile
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STerritoryBoundary* onesInner2 = NULL; // inner border around the '2' tile
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STerritoryBoundary* twosOuter = NULL;
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STerritoryBoundary* threesOuter = NULL;
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// expected number of points (!) in the inner boundaries for terrain 1 (there are two with the same size)
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size_t onesInnerNumExpectedPoints = 4;
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for (size_t i=0; i<expectedNumBoundaries; i++)
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{
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STerritoryBoundary& boundary = boundaries[i];
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switch (boundary.owner)
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{
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case 1:
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// to figure out which 1-boundary is which, we can use the number of points to distinguish between outer and inner,
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// and within the inners we can split them by their X value (onesInner0 is the leftmost one, onesInner1 the
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// rightmost one).
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if (boundary.points.size() != onesInnerNumExpectedPoints)
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{
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TSM_ASSERT_EQUALS("Found multiple outer boundaries for territory owned by player 1", onesOuter, (STerritoryBoundary*) NULL);
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onesOuter = &boundary;
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}
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else
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{
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TS_ASSERT_EQUALS(onesInnerNumExpectedPoints, boundary.points.size()); // all inner boundaries are of size 2
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if (boundary.points[0].X < 24.f)
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{
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// leftmost inner boundary, i.e. onesInner0
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TSM_ASSERT_EQUALS("Found multiple leftmost inner boundaries for territory owned by player 1", onesInner0, (STerritoryBoundary*) NULL);
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onesInner0 = &boundary;
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}
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else
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{
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TSM_ASSERT_EQUALS("Found multiple rightmost inner boundaries for territory owned by player 1", onesInner2, (STerritoryBoundary*) NULL);
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onesInner2 = &boundary;
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}
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}
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break;
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case 2:
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TSM_ASSERT_EQUALS("Too many boundaries for territory owned by player 2", twosOuter, (STerritoryBoundary*) NULL);
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twosOuter = &boundary;
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break;
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case 3:
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TSM_ASSERT_EQUALS("Too many boundaries for territory owned by player 3", threesOuter, (STerritoryBoundary*) NULL);
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threesOuter = &boundary;
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break;
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default:
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TS_FAIL("Unexpected tile owner");
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break;
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}
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}
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TS_ASSERT_DIFFERS(onesOuter, (STerritoryBoundary*) NULL);
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TS_ASSERT_DIFFERS(onesInner0, (STerritoryBoundary*) NULL);
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TS_ASSERT_DIFFERS(onesInner2, (STerritoryBoundary*) NULL);
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TS_ASSERT_DIFFERS(twosOuter, (STerritoryBoundary*) NULL);
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TS_ASSERT_DIFFERS(threesOuter, (STerritoryBoundary*) NULL);
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TS_ASSERT_EQUALS(onesOuter->points.size(), 20U);
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TS_ASSERT_EQUALS(onesInner0->points.size(), 4U);
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TS_ASSERT_EQUALS(onesInner2->points.size(), 4U);
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TS_ASSERT_EQUALS(twosOuter->points.size(), 4U);
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TS_ASSERT_EQUALS(threesOuter->points.size(), 4U);
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int onesOuterExpectedPoints[][2] = {{12, 8}, {20, 8}, {28, 8}, {36, 8}, {44, 8}, {52, 8},
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{56,12}, {52,16}, {48,20}, {52,24}, {56,28},
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{52,32}, {44,32}, {36,32}, {28,32}, {20,32}, {12,32},
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{ 8,28}, { 8,20}, { 8,12}};
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int onesInner0ExpectedPoints[][2] = {{20,24}, {24,20}, {20,16}, {16,20}};
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int onesInner2ExpectedPoints[][2] = {{36,24}, {40,20}, {36,16}, {32,20}};
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int twosOuterExpectedPoints[][2] = {{36,16}, {40,20}, {36,24}, {32,20}};
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int threesOuterExpectedPoints[][2] = {{52,16}, {56,20}, {52,24}, {48,20}};
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TestBoundaryPointsEqual(onesOuter->points, onesOuterExpectedPoints);
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TestBoundaryPointsEqual(onesInner0->points, onesInner0ExpectedPoints);
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TestBoundaryPointsEqual(onesInner2->points, onesInner2ExpectedPoints);
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TestBoundaryPointsEqual(twosOuter->points, twosOuterExpectedPoints);
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TestBoundaryPointsEqual(threesOuter->points, threesOuterExpectedPoints);
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}
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void test_nested_boundaries2()
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{
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Grid<u8> grid1 = GetGrid("-22222-"
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"-2---2-"
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"-2-1123"
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"-2-1123"
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"-2-2223"
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"-222333", 7, 6);
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std::vector<STerritoryBoundary> boundaries = CTerritoryBoundaryCalculator::ComputeBoundaries(&grid1);
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// There should be two boundaries found for the territory of 2's (one outer and one inner edge), plus two regular
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// outer edges of the territories of 1's and 3's. The order in which they're returned doesn't matter though, so
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// we should first detect which one is which.
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size_t expectedNumBoundaries = 4;
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TS_ASSERT_EQUALS(expectedNumBoundaries, boundaries.size());
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STerritoryBoundary* onesOuter = NULL;
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STerritoryBoundary* twosOuter = NULL;
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STerritoryBoundary* twosInner = NULL;
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STerritoryBoundary* threesOuter = NULL;
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for (size_t i=0; i < expectedNumBoundaries; i++)
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{
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STerritoryBoundary& boundary = boundaries[i];
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switch (boundary.owner)
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{
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case 1:
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TSM_ASSERT_EQUALS("Too many boundaries for territory owned by player 1", onesOuter, (STerritoryBoundary*) NULL);
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onesOuter = &boundary;
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break;
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case 3:
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TSM_ASSERT_EQUALS("Too many boundaries for territory owned by player 3", threesOuter, (STerritoryBoundary*) NULL);
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threesOuter = &boundary;
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break;
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case 2:
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// assign twosOuter first, then twosInner last; we'll swap them afterwards if needed
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if (twosOuter == NULL)
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twosOuter = &boundary;
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else if (twosInner == NULL)
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twosInner = &boundary;
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else
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TS_FAIL("Too many boundaries for territory owned by player 2");
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break;
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default:
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TS_FAIL("Unexpected tile owner");
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break;
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}
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}
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TS_ASSERT_DIFFERS(onesOuter, (STerritoryBoundary*) NULL);
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TS_ASSERT_DIFFERS(twosOuter, (STerritoryBoundary*) NULL);
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TS_ASSERT_DIFFERS(twosInner, (STerritoryBoundary*) NULL);
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TS_ASSERT_DIFFERS(threesOuter, (STerritoryBoundary*) NULL);
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TS_ASSERT_EQUALS(onesOuter->points.size(), 8U);
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TS_ASSERT_EQUALS(twosOuter->points.size(), 22U);
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TS_ASSERT_EQUALS(twosInner->points.size(), 14U);
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TS_ASSERT_EQUALS(threesOuter->points.size(), 14U);
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// See if we need to swap the outer and inner edges of the twos territories (uses the extremely simplistic
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// heuristic of comparing the amount of points to determine which one is the outer one and which one the inner
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// one (which does happen to work in this case though).
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if (twosOuter->points.size() < twosInner->points.size())
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{
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STerritoryBoundary* tmp = twosOuter;
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twosOuter = twosInner;
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twosInner = tmp;
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}
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int onesOuterExpectedPoints[][2] = {{28,16}, {36,16}, {40,20}, {40,28}, {36,32}, {28,32}, {24,28}, {24,20}};
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int twosOuterExpectedPoints[][2] = {{12, 0}, {20, 0}, {28, 0}, {32, 4}, {36, 8}, {44, 8},
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{48,12}, {48,20}, {48,28}, {48,36}, {48,44},
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{44,48}, {36,48}, {28,48}, {20,48}, {12,48},
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{ 8,44}, { 8,36}, { 8,28}, { 8,20}, { 8,12}, { 8, 4}};
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int twosInnerExpectedPoints[][2] = {{20,40}, {28,40}, {36,40}, {40,36}, {40,28}, {40,20}, {36,16},
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{28,16}, {24,12}, {20, 8}, {16,12}, {16,20}, {16,28}, {16,36}};
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int threesOuterExpectedPoints[][2] = {{36, 0}, {44, 0}, {52, 0}, {56, 4}, {56,12}, {56,20}, {56,28}, {52,32},
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{48,28}, {48,20}, {48,12}, {44, 8}, {36, 8}, {32, 4}};
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TestBoundaryPointsEqual(onesOuter->points, onesOuterExpectedPoints);
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TestBoundaryPointsEqual(twosOuter->points, twosOuterExpectedPoints);
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TestBoundaryPointsEqual(twosInner->points, twosInnerExpectedPoints);
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TestBoundaryPointsEqual(threesOuter->points, threesOuterExpectedPoints);
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}
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private:
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/// Parses a string representation of a grid into an actual Grid structure, such that the (i,j) axes are located in the bottom
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/// left hand side of the map. Note: leaves all custom bits in the grid values at zero (anything outside
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/// ICmpTerritoryManager::TERRITORY_PLAYER_MASK).
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Grid<u8> GetGrid(const std::string& def, u16 w, u16 h)
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{
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Grid<u8> grid(w, h);
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const char* chars = def.c_str();
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for (u16 y=0; y<h; y++)
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{
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for (u16 x=0; x<w; x++)
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{
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char gridDefChar = chars[x+y*w];
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if (gridDefChar == '-')
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continue;
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ENSURE('0' <= gridDefChar && gridDefChar <= '9');
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u8 playerId = gridDefChar - '0';
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grid.set(x, h-1-y, playerId);
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}
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}
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return grid;
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}
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void TestBoundaryPointsEqual(const std::vector<CVector2D>& points, int expectedPoints[][2])
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{
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// TODO: currently relies on an exact point match, i.e. expectedPoints must be specified going CCW or CW (depending on
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// whether we're testing an inner or an outer edge) starting from the exact same point that the algorithm happened to
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// decide to start the run from. This is an algorithmic detail and is not considered to be part of the specification
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// of the return value. Hence, this method should also accept 'expectedPoints' to be a cyclically shifted
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// version of 'points', so that the starting position doesn't need to match exactly.
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for (size_t i = 0; i < points.size(); i++)
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{
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// the input numbers in expectedPoints are defined under the assumption that CELL_SIZE is 2, so let's include
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// a scaling factor to protect against that should CELL_SIZE ever change
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TS_ASSERT_DELTA(points[i].X, float(expectedPoints[i][0]) * 4.f / TERRAIN_TILE_SIZE, 1e-7);
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TS_ASSERT_DELTA(points[i].Y, float(expectedPoints[i][1]) * 4.f / TERRAIN_TILE_SIZE, 1e-7);
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}
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}
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};
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