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forked from 0ad/0ad
0ad/source/simulation2/components/tests/test_Pathfinder.h
Ykkrosh cfae58928f # New unit movement system, which does a far better job of approaching targets and avoiding obstacles.
Add short-range vertex-based pathfinder.
Integrate new pathfinder into unit motion code.
Change obstruction system to get rid of circles, and differentiate
structures from units.
Make PositionChanged messages synchronous.
Try to prevent some accidental float->int conversions.

This was SVN commit r7484.
2010-04-29 23:36:05 +00:00

116 lines
3.3 KiB
C++

/* Copyright (C) 2010 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 <http://www.gnu.org/licenses/>.
*/
#include "simulation2/system/ComponentTest.h"
#include "simulation2/components/ICmpPathfinder.h"
#include "graphics/MapReader.h"
#include "graphics/Terrain.h"
#include "graphics/TextureManager.h"
#include "ps/Loader.h"
#include "ps/Profile.h"
#include "ps/ProfileViewer.h"
#include "scripting/ScriptingHost.h"
#include "simulation/EntityTemplateCollection.h"
#include "simulation2/Simulation2.h"
class TestCmpPathfinder : public CxxTest::TestSuite
{
public:
void setUp()
{
g_UseSimulation2 = true;
CXeromyces::Startup();
g_VFS = CreateVfs(20 * MiB);
TS_ASSERT_OK(g_VFS->Mount(L"", DataDir()/L"mods/public"));
TS_ASSERT_OK(g_VFS->Mount(L"cache/", DataDir()/L"cache"));
// Set up loads of stuff that's needed in order to load a map
new CTextureManager();
new CProfileViewer();
new CProfileManager();
new ScriptingHost();
new CEntityTemplateCollection();
g_EntityTemplateCollection.LoadTemplates();
}
void tearDown()
{
delete &g_EntityTemplateCollection;
delete &g_ScriptingHost;
delete &g_Profiler;
delete &g_ProfileViewer;
delete &g_TexMan;
g_VFS.reset();
CXeromyces::Terminate();
g_UseSimulation2 = false;
}
// disabled by default; run tests with the "-test TestCmpPathfinder" flag to enable
void test_performance_DISABLED()
{
CTerrain terrain;
CSimulation2 sim2(NULL, &terrain);
sim2.LoadDefaultScripts();
sim2.ResetState();
CMapReader* mapReader = new CMapReader(); // it'll call "delete this" itself
LDR_BeginRegistering();
mapReader->LoadMap(L"maps/scenarios/Latium.pmp", &terrain, NULL, NULL, NULL, NULL, NULL, NULL, NULL, &sim2, NULL);
LDR_EndRegistering();
TS_ASSERT_OK(LDR_NonprogressiveLoad());
sim2.Update(0);
CmpPtr<ICmpPathfinder> cmp(sim2, SYSTEM_ENTITY);
#if 0
entity_pos_t x0 = entity_pos_t::FromInt(10);
entity_pos_t z0 = entity_pos_t::FromInt(495);
entity_pos_t x1 = entity_pos_t::FromInt(500);
entity_pos_t z1 = entity_pos_t::FromInt(495);
ICmpPathfinder::Goal goal = { x1, z1, entity_pos_t::FromInt(0), entity_pos_t::FromInt(0) };
ICmpPathfinder::Path path;
cmp->ComputePath(x0, z0, goal, path);
for (size_t i = 0; i < path.m_Waypoints.size(); ++i)
printf("%d: %f %f\n", (int)i, path.m_Waypoints[i].x.ToDouble(), path.m_Waypoints[i].z.ToDouble());
#endif
srand(1234);
for (size_t j = 0; j < 256; ++j)
{
entity_pos_t x0 = entity_pos_t::FromInt(rand() % 512);
entity_pos_t z0 = entity_pos_t::FromInt(rand() % 512);
entity_pos_t x1 = entity_pos_t::FromInt(rand() % 512);
entity_pos_t z1 = entity_pos_t::FromInt(rand() % 512);
ICmpPathfinder::Goal goal = { ICmpPathfinder::Goal::POINT, x1, z1 };
ICmpPathfinder::Path path;
cmp->ComputePath(x0, z0, goal, path);
}
}
};