0ad/source/simulation2/components/tests/test_TerritoryManager.h
2012-02-04 06:17:17 +00:00

291 lines
12 KiB
C++

/* Copyright (C) 2012 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 "ps/CStr.h"
#include "graphics/Terrain.h"
#include "graphics/TerritoryBoundary.h"
#include "simulation2/helpers/Grid.h"
class TestCmpTerritoryManager : public CxxTest::TestSuite
{
public:
void setUp()
{
CxxTest::setAbortTestOnFail(true);
}
void tearDown()
{
}
void test_boundaries()
{
Grid<u8> grid = GetGrid("--------"
"777777--"
"777777--"
"777777--"
"--------", 8, 5);
std::vector<STerritoryBoundary> boundaries = CTerritoryBoundaryCalculator::ComputeBoundaries(&grid);
TS_ASSERT_EQUALS(1U, boundaries.size());
TS_ASSERT_EQUALS(18U, boundaries[0].points.size()); // 2x6 + 2x3
TS_ASSERT_EQUALS((player_id_t)7, boundaries[0].owner);
TS_ASSERT_EQUALS(false, boundaries[0].connected); // high bits aren't set by GetGrid
// assumes CELL_SIZE is 4; dealt with in TestBoundaryPointsEqual
int expectedPoints[][2] = {{ 2, 4}, { 6, 4}, {10, 4}, {14, 4}, {18, 4}, {22, 4},
{24, 6}, {24,10}, {24,14},
{22,16}, {18,16}, {14,16}, {10,16}, { 6,16}, { 2,16},
{ 0,14}, { 0,10}, { 0, 6}};
TestBoundaryPointsEqual(boundaries[0].points, expectedPoints);
}
void test_nested_boundaries1()
{
// test case from ticket #918; contains single-tile territories with double borders
Grid<u8> grid1 = GetGrid("--------"
"-111111-"
"-1-1213-"
"-111111-"
"--------", 8, 5);
std::vector<STerritoryBoundary> boundaries = CTerritoryBoundaryCalculator::ComputeBoundaries(&grid1);
size_t expectedNumBoundaries = 5;
TS_ASSERT_EQUALS(expectedNumBoundaries, boundaries.size());
STerritoryBoundary* onesOuter = NULL;
STerritoryBoundary* onesInner0 = NULL; // inner border around the neutral tile
STerritoryBoundary* onesInner2 = NULL; // inner border around the '2' tile
STerritoryBoundary* twosOuter = NULL;
STerritoryBoundary* threesOuter = NULL;
// expected number of points (!) in the inner boundaries for terrain 1 (there are two with the same size)
size_t onesInnerNumExpectedPoints = 4;
for (size_t i=0; i<expectedNumBoundaries; i++)
{
STerritoryBoundary& boundary = boundaries[i];
switch (boundary.owner)
{
case 1:
// to figure out which 1-boundary is which, we can use the number of points to distinguish between outer and inner,
// and within the inners we can split them by their X value (onesInner0 is the leftmost one, onesInner1 the
// rightmost one).
if (boundary.points.size() != onesInnerNumExpectedPoints)
{
TSM_ASSERT_EQUALS("Found multiple outer boundaries for territory owned by player 1", onesOuter, (STerritoryBoundary*) NULL);
onesOuter = &boundary;
}
else
{
TS_ASSERT_EQUALS(onesInnerNumExpectedPoints, boundary.points.size()); // all inner boundaries are of size 4
if (boundary.points[0].X < 14.f)
{
// leftmost inner boundary, i.e. onesInner0
TSM_ASSERT_EQUALS("Found multiple leftmost inner boundaries for territory owned by player 1", onesInner0, (STerritoryBoundary*) NULL);
onesInner0 = &boundary;
}
else
{
TSM_ASSERT_EQUALS("Found multiple rightmost inner boundaries for territory owned by player 1", onesInner2, (STerritoryBoundary*) NULL);
onesInner2 = &boundary;
}
}
break;
case 2:
TSM_ASSERT_EQUALS("Too many boundaries for territory owned by player 2", twosOuter, (STerritoryBoundary*) NULL);
twosOuter = &boundary;
break;
case 3:
TSM_ASSERT_EQUALS("Too many boundaries for territory owned by player 3", threesOuter, (STerritoryBoundary*) NULL);
threesOuter = &boundary;
break;
default:
TS_FAIL("Unexpected tile owner");
break;
}
}
TS_ASSERT_DIFFERS(onesOuter, (STerritoryBoundary*) NULL);
TS_ASSERT_DIFFERS(onesInner0, (STerritoryBoundary*) NULL);
TS_ASSERT_DIFFERS(onesInner2, (STerritoryBoundary*) NULL);
TS_ASSERT_DIFFERS(twosOuter, (STerritoryBoundary*) NULL);
TS_ASSERT_DIFFERS(threesOuter, (STerritoryBoundary*) NULL);
TS_ASSERT_EQUALS(onesOuter->points.size(), 20U);
TS_ASSERT_EQUALS(onesInner0->points.size(), 4U);
TS_ASSERT_EQUALS(onesInner2->points.size(), 4U);
TS_ASSERT_EQUALS(twosOuter->points.size(), 4U);
TS_ASSERT_EQUALS(threesOuter->points.size(), 4U);
int onesOuterExpectedPoints[][2] = {{6,4}, {10,4}, {14,4}, {18,4}, {22,4}, {26,4},
{28,6}, {26,8}, {24,10}, {26,12}, {28,14},
{26,16}, {22,16}, {18,16}, {14,16}, {10,16}, {6,16},
{4,14}, {4,10}, {4,6}};
int onesInner0ExpectedPoints[][2] = {{10,12}, {12,10}, {10,8}, {8,10}};
int onesInner2ExpectedPoints[][2] = {{18,12}, {20,10}, {18,8}, {16,10}};
int twosOuterExpectedPoints[][2] = {{18,8}, {20,10}, {18,12}, {16,10}};
int threesOuterExpectedPoints[][2] = {{26,8}, {28,10}, {26,12}, {24,10}};
TestBoundaryPointsEqual(onesOuter->points, onesOuterExpectedPoints);
TestBoundaryPointsEqual(onesInner0->points, onesInner0ExpectedPoints);
TestBoundaryPointsEqual(onesInner2->points, onesInner2ExpectedPoints);
TestBoundaryPointsEqual(twosOuter->points, twosOuterExpectedPoints);
TestBoundaryPointsEqual(threesOuter->points, threesOuterExpectedPoints);
}
void test_nested_boundaries2()
{
Grid<u8> grid1 = GetGrid("-22222-"
"-2---2-"
"-2-1123"
"-2-1123"
"-2-2223"
"-222333", 7, 6);
std::vector<STerritoryBoundary> boundaries = CTerritoryBoundaryCalculator::ComputeBoundaries(&grid1);
// There should be two boundaries found for the territory of 2's (one outer and one inner edge), plus two regular
// outer edges of the territories of 1's and 3's. The order in which they're returned doesn't matter though, so
// we should first detect which one is which.
size_t expectedNumBoundaries = 4;
TS_ASSERT_EQUALS(expectedNumBoundaries, boundaries.size());
STerritoryBoundary* onesOuter = NULL;
STerritoryBoundary* twosOuter = NULL;
STerritoryBoundary* twosInner = NULL;
STerritoryBoundary* threesOuter = NULL;
for (size_t i=0; i < expectedNumBoundaries; i++)
{
STerritoryBoundary& boundary = boundaries[i];
switch (boundary.owner)
{
case 1:
TSM_ASSERT_EQUALS("Too many boundaries for territory owned by player 1", onesOuter, (STerritoryBoundary*) NULL);
onesOuter = &boundary;
break;
case 3:
TSM_ASSERT_EQUALS("Too many boundaries for territory owned by player 3", threesOuter, (STerritoryBoundary*) NULL);
threesOuter = &boundary;
break;
case 2:
// assign twosOuter first, then twosInner last; we'll swap them afterwards if needed
if (twosOuter == NULL)
twosOuter = &boundary;
else if (twosInner == NULL)
twosInner = &boundary;
else
TS_FAIL("Too many boundaries for territory owned by player 2");
break;
default:
TS_FAIL("Unexpected tile owner");
break;
}
}
TS_ASSERT_DIFFERS(onesOuter, (STerritoryBoundary*) NULL);
TS_ASSERT_DIFFERS(twosOuter, (STerritoryBoundary*) NULL);
TS_ASSERT_DIFFERS(twosInner, (STerritoryBoundary*) NULL);
TS_ASSERT_DIFFERS(threesOuter, (STerritoryBoundary*) NULL);
TS_ASSERT_EQUALS(onesOuter->points.size(), 8U);
TS_ASSERT_EQUALS(twosOuter->points.size(), 22U);
TS_ASSERT_EQUALS(twosInner->points.size(), 14U);
TS_ASSERT_EQUALS(threesOuter->points.size(), 14U);
// See if we need to swap the outer and inner edges of the twos territories (uses the extremely simplistic
// heuristic of comparing the amount of points to determine which one is the outer one and which one the inner
// one (which does happen to work in this case though).
if (twosOuter->points.size() < twosInner->points.size())
{
STerritoryBoundary* tmp = twosOuter;
twosOuter = twosInner;
twosInner = tmp;
}
int onesOuterExpectedPoints[][2] = {{14, 8}, {18, 8}, {20,10}, {20,14}, {18,16}, {14,16}, {12,14}, {12,10}};
int twosOuterExpectedPoints[][2] = {{ 6, 0}, {10, 0}, {14, 0}, {16, 2}, {18, 4}, {22, 4},
{24, 6}, {24,10}, {24,14}, {24,18}, {24,22},
{22,24}, {18,24}, {14,24}, {10,24}, { 6,24},
{4, 22}, {4, 18}, {4, 14}, {4, 10}, { 4, 6}, { 4, 2}};
int twosInnerExpectedPoints[][2] = {{10,20}, {14,20}, {18,20}, {20,18}, {20,14}, {20,10}, {18, 8},
{14, 8}, {12, 6}, {10, 4}, { 8, 6}, { 8,10}, { 8,14}, { 8,18}};
int threesOuterExpectedPoints[][2] = {{18, 0}, {22, 0}, {26, 0}, {28, 2}, {28, 6}, {28,10}, {28,14}, {26,16},
{24,14}, {24,10}, {24, 6}, {22, 4}, {18, 4}, {16, 2}};
TestBoundaryPointsEqual(onesOuter->points, onesOuterExpectedPoints);
TestBoundaryPointsEqual(twosOuter->points, twosOuterExpectedPoints);
TestBoundaryPointsEqual(twosInner->points, twosInnerExpectedPoints);
TestBoundaryPointsEqual(threesOuter->points, threesOuterExpectedPoints);
}
private:
/// Parses a string representation of a grid into an actual Grid structure, such that the (i,j) axes are located in the bottom
/// left hand side of the map. Note: leaves all custom bits in the grid values at zero (anything outside
/// ICmpTerritoryManager::TERRITORY_PLAYER_MASK).
Grid<u8> GetGrid(std::string def, u16 w, u16 h)
{
Grid<u8> grid(w, h);
const char* chars = def.c_str();
for (u16 y=0; y<h; y++)
{
for (u16 x=0; x<w; x++)
{
char gridDefChar = chars[x+y*w];
if (gridDefChar == '-')
continue;
ENSURE('0' <= gridDefChar && gridDefChar <= '9');
u8 playerId = gridDefChar - '0';
grid.set(x, h-1-y, playerId);
}
}
return grid;
}
void TestBoundaryPointsEqual(std::vector<CVector2D> points, int expectedPoints[][2])
{
// TODO: currently relies on an exact point match, i.e. expectedPoints must be specified going CCW or CW (depending on
// whether we're testing an inner or an outer edge) starting from the exact same point that the algorithm happened to
// decide to start the run from. This is an algorithmic detail and is not considered to be part of the specification
// of the return value. Hence, this method should also accept 'expectedPoints' to be a cyclically shifted
// version of 'points', so that the starting position doesn't need to match exactly.
for (size_t i = 0; i < points.size(); i++)
{
// the input numbers in expectedPoints are defined under the assumption that CELL_SIZE is 4, so let's include
// a scaling factor to protect against that should CELL_SIZE ever change
TS_ASSERT_DELTA(points[i].X, float(expectedPoints[i][0]) * 4.f / TERRAIN_TILE_SIZE, 1e-7);
TS_ASSERT_DELTA(points[i].Y, float(expectedPoints[i][1]) * 4.f / TERRAIN_TILE_SIZE, 1e-7);
}
}
};