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113 lines
3.1 KiB
C++
113 lines
3.1 KiB
C++
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// ActivityFSM unit tests
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#include <catch_amalgamated.hpp>
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#include "rendering/animation/activity_fsm.hpp"
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#include "rendering/animation/animation_ids.hpp"
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using namespace wowee::rendering;
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namespace anim = wowee::rendering::anim;
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static AnimCapabilitySet makeActivityCaps() {
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AnimCapabilitySet caps;
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caps.resolvedStand = anim::STAND;
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caps.resolvedSitDown = anim::SIT_GROUND_DOWN;
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caps.resolvedSitLoop = anim::SITTING;
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caps.resolvedSitUp = anim::SIT_GROUND_UP;
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caps.resolvedKneel = anim::KNEEL_LOOP;
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caps.resolvedLoot = anim::LOOT;
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return caps;
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}
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static ActivityFSM::Input idleInput() {
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ActivityFSM::Input in;
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in.grounded = true;
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return in;
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}
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TEST_CASE("ActivityFSM: NONE by default", "[activity]") {
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ActivityFSM fsm;
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CHECK(fsm.getState() == ActivityFSM::State::NONE);
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CHECK_FALSE(fsm.isActive());
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}
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TEST_CASE("ActivityFSM: emote starts and returns valid output", "[activity]") {
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ActivityFSM fsm;
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auto caps = makeActivityCaps();
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fsm.startEmote(anim::EMOTE_WAVE, false);
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CHECK(fsm.getState() == ActivityFSM::State::EMOTE);
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CHECK(fsm.isEmoteActive());
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auto in = idleInput();
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auto out = fsm.resolve(in, caps);
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REQUIRE(out.valid);
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CHECK(out.animId == anim::EMOTE_WAVE);
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CHECK(out.loop == false);
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}
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TEST_CASE("ActivityFSM: emote cancelled by movement", "[activity]") {
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ActivityFSM fsm;
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auto caps = makeActivityCaps();
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fsm.startEmote(anim::EMOTE_WAVE, false);
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auto in = idleInput();
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in.moving = true;
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auto out = fsm.resolve(in, caps);
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// After movement, emote should be cancelled
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CHECK_FALSE(fsm.isEmoteActive());
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CHECK(fsm.getState() == ActivityFSM::State::NONE);
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}
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TEST_CASE("ActivityFSM: looting starts and stops", "[activity]") {
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ActivityFSM fsm;
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auto caps = makeActivityCaps();
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fsm.startLooting();
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CHECK(fsm.getState() == ActivityFSM::State::LOOTING);
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auto in = idleInput();
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auto out = fsm.resolve(in, caps);
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REQUIRE(out.valid);
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// stopLooting transitions through LOOT_END (KNEEL_END one-shot) before NONE
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fsm.stopLooting();
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CHECK(fsm.getState() == ActivityFSM::State::LOOT_END);
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}
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TEST_CASE("ActivityFSM: sit stand state triggers sit down", "[activity]") {
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ActivityFSM fsm;
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auto caps = makeActivityCaps();
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fsm.setStandState(ActivityFSM::STAND_STATE_SIT);
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CHECK(fsm.getState() == ActivityFSM::State::SIT_DOWN);
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auto in = idleInput();
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in.sitting = true;
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auto out = fsm.resolve(in, caps);
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REQUIRE(out.valid);
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}
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TEST_CASE("ActivityFSM: cancel emote explicitly", "[activity]") {
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ActivityFSM fsm;
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auto caps = makeActivityCaps();
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fsm.startEmote(anim::EMOTE_DANCE, true);
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CHECK(fsm.isEmoteActive());
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CHECK(fsm.getEmoteAnimId() == anim::EMOTE_DANCE);
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fsm.cancelEmote();
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CHECK_FALSE(fsm.isEmoteActive());
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CHECK(fsm.getState() == ActivityFSM::State::NONE);
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}
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TEST_CASE("ActivityFSM: reset clears all state", "[activity]") {
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ActivityFSM fsm;
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fsm.startEmote(anim::EMOTE_WAVE, false);
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CHECK(fsm.isActive());
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fsm.reset();
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CHECK(fsm.getState() == ActivityFSM::State::NONE);
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CHECK_FALSE(fsm.isActive());
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}
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