Kelsidavis-WoWee/tests/test_world_map_exploration_state.cpp
Pavel Okhlopkov fff06fc932 refactor: decompose world map into modular component architecture
Break the monolithic 1360-line world_map.cpp into 16 focused modules
under src/rendering/world_map/:

Architecture:
- world_map_facade: public API composing all components (PIMPL)
- world_map_types: Vulkan-free domain types (Zone, ViewLevel, etc.)
- data_repository: DBC zone loading, ZMP pixel map, POI/overlay storage
- coordinate_projection: UV projection, zone/continent lookups
- composite_renderer: Vulkan tile pipeline + off-screen compositing
- exploration_state: server mask + local exploration tracking
- view_state_machine: COSMIC→WORLD→CONTINENT→ZONE navigation
- input_handler: keyboard/mouse input → InputAction mapping
- overlay_renderer: layer-based ImGui overlay system (OCP)
- map_resolver: cross-map navigation (Outland, Northrend, etc.)
- zone_metadata: level ranges and faction data

Overlay layers (each an IOverlayLayer):
- player_marker, party_dot, taxi_node, poi_marker, quest_poi,
  corpse_marker, zone_highlight, coordinate_display, subzone_tooltip

Fixes:
- Player marker no longer bleeds across continents (only shown when
  player is in a zone belonging to the displayed continent)
- Zone hover uses DBC-projected AABB rectangles (restored from
  original working behavior)
- Exploration overlay rendering for zone view subzones

Tests:
- 6 new test files covering coordinate projection, exploration state,
  map resolver, view state machine, zone metadata, and integration

Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
2026-04-12 09:52:51 +03:00

89 lines
2.8 KiB
C++

// Tests for the extracted world map exploration state module
#include <catch_amalgamated.hpp>
#include "rendering/world_map/exploration_state.hpp"
#include "rendering/world_map/world_map_types.hpp"
#include <glm/glm.hpp>
#include <vector>
#include <unordered_map>
#include <unordered_set>
using namespace wowee::rendering::world_map;
static Zone makeZone(uint32_t wmaID, uint32_t areaID,
float locLeft, float locRight,
float locTop, float locBottom,
uint32_t parentWmaID = 0) {
Zone z;
z.wmaID = wmaID;
z.areaID = areaID;
z.bounds.locLeft = locLeft;
z.bounds.locRight = locRight;
z.bounds.locTop = locTop;
z.bounds.locBottom = locBottom;
z.parentWorldMapID = parentWmaID;
return z;
}
TEST_CASE("ExplorationState: initially has no server mask", "[world_map][exploration_state]") {
ExplorationState es;
REQUIRE(es.hasServerMask() == false);
REQUIRE(es.exploredZones().empty());
REQUIRE(es.exploredOverlays().empty());
}
TEST_CASE("ExplorationState: setServerMask toggles hasServerMask", "[world_map][exploration_state]") {
ExplorationState es;
std::vector<uint32_t> mask = {0xFF, 0x00, 0x01};
es.setServerMask(mask, true);
REQUIRE(es.hasServerMask() == true);
es.setServerMask({}, false);
REQUIRE(es.hasServerMask() == false);
}
TEST_CASE("ExplorationState: overlaysChanged tracks changes", "[world_map][exploration_state]") {
ExplorationState es;
REQUIRE(es.overlaysChanged() == false);
}
TEST_CASE("ExplorationState: clearLocal resets local data", "[world_map][exploration_state]") {
ExplorationState es;
es.clearLocal();
REQUIRE(es.exploredZones().empty());
}
TEST_CASE("ExplorationState: update with empty zones is safe", "[world_map][exploration_state]") {
ExplorationState es;
std::vector<Zone> zones;
std::unordered_map<uint32_t, uint32_t> exploreFlagByAreaId;
glm::vec3 pos(0.0f);
es.update(zones, pos, -1, exploreFlagByAreaId);
REQUIRE(es.exploredZones().empty());
}
TEST_CASE("ExplorationState: update with valid zone and server mask", "[world_map][exploration_state]") {
ExplorationState es;
std::vector<Zone> zones;
auto z = makeZone(1, 100, 1000.0f, -1000.0f, 1000.0f, -1000.0f, 0);
z.exploreBits.push_back(0); // bit 0
OverlayEntry ov;
ov.areaIDs[0] = 100;
z.overlays.push_back(ov);
zones.push_back(z);
// Set server mask with bit 0 set
es.setServerMask({0x01}, true);
std::unordered_map<uint32_t, uint32_t> exploreFlagByAreaId;
exploreFlagByAreaId[100] = 0; // AreaID 100 → explore bit 0
glm::vec3 playerPos(0.0f, 0.0f, 0.0f);
es.update(zones, playerPos, 0, exploreFlagByAreaId);
// Zone should be explored since bit 0 is set in the mask
REQUIRE(es.exploredZones().count(0) == 1);
}