1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218
|
{
Copyright 2004-2017 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" 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.
----------------------------------------------------------------------------
}
unit TestCastleGame;
interface
uses
Classes, SysUtils, fpcunit, testutils, testregistry, CastleBaseTestCase;
type
TTestGame = class(TCastleBaseTestCase)
procedure TestGameData;
end;
implementation
uses CastleVectors, CastleLevels, CastleResources, CastleSoundEngine, CastlePlayer,
CastleMaterialProperties, CastleCreatures, CastleShapes, CastleTransform,
CastleURIUtils;
procedure TTestGame.TestGameData;
procedure AssertFloat(const A, B: Single);
begin
AssertSameValue(A, B, 0.01);
end;
procedure AssertURL(const A, B: string);
begin
{ When reading XML files, we make URLs absolute. For comparison,
strip directory part. }
AssertEquals(ExtractURIName(A), B);
end;
procedure AssertSound(const A: TSoundType; const B: string);
begin
AssertTrue(A = SoundEngine.SoundFromName(B));
end;
procedure AssertVector(const A: TVector3; const BX, BY, BZ: Single);
begin
AssertVectorEquals(A, Vector3(BX, BY, BZ), 0.01);
end;
var
Player: TPlayer;
RemovePlayer: TRemoveType;
SoundType: TSoundType;
C: TWalkAttackCreatureResource;
MatProp: TMaterialProperty;
begin
SoundEngine.RepositoryURL := 'data/game/sounds.xml';
AssertTrue(stNone.Info.Name = '');
AssertTrue(stNone.Info.URL = '');
SoundType := SoundEngine.SoundFromName('player_sudden_pain');
AssertTrue(SoundType.Info.Name = 'player_sudden_pain');
AssertURL(SoundType.Info.URL, 'test_name.wav');
AssertTrue(SoundType.Info.DefaultImportance = PlayerSoundImportance);
AssertFloat(SoundType.Info.Gain, 1);
AssertFloat(SoundType.Info.MinGain, 0.8);
AssertFloat(SoundType.Info.MaxGain, 1);
Resources.LoadFromFiles('data/game/');
AssertTrue(Resources.Count = 1);
AssertTrue(Resources[0].Name = 'TestCreature');
AssertTrue(Resources[0].ClassType = TWalkAttackCreatureResource);
C := Resources[0] as TWalkAttackCreatureResource;
AssertFloat(C.KnockBackSpeed, 1.2);
AssertFloat(C.KnockBackDistance, 3.4);
AssertTrue(C.Flying = true);
AssertTrue(C.SoundDieTiedToCreature = true);
AssertFloat(C.DefaultMaxLife, 5.6);
AssertFloat(C.RadiusOverride, 7.8);
AssertFloat(C.MiddleHeight, 6.7);
AssertSound(C.SoundSuddenPain, 'test_sound_6');
AssertSound(C.SoundDie, 'test_sound_7');
AssertFloat(C.MoveSpeed, 1.2);
AssertFloat(C.MinLifeLossToHurt, 3.4);
AssertFloat(C.ChanceToHurt, 0.56);
AssertFloat(C.MaxHeightAcceptableToFall, 5.6);
AssertFloat(C.RandomWalkDistance, 7.8);
AssertTrue(C.RemoveDead = true);
AssertFloat(C.PreferredDistance, 9.1);
AssertTrue(C.AlwaysPrepared = true);
{ change AlwaysPrepared to false,
to avoid crashing tests that actually do LoadLevel,
since 3D models referenced by this resource do not exist. }
C.ConfigAlwaysPrepared := false;
AssertFloat(C.FallSpeed, 1.2);
AssertFloat(C.GrowSpeed, 3.4);
AssertTrue(C.ReceiveShadowVolumes = false);
AssertTrue(C.CastShadowVolumes = false);
AssertURL(C.ModelURL, 'main.x3d');
AssertTrue(C.IdleAnimation.Defined);
// AssertURL(C.IdleAnimation.URL, 'idle.x3d')); // private
// AssertTrue(C.IdleAnimation.TimeSensor = 'TimeSensorIdle'); // private
AssertTrue(C.IdleToWalkAnimation.Defined);
AssertTrue(C.WalkAnimation.Defined);
AssertTrue(C.FireMissileAnimation.Defined);
AssertTrue(C.AttackAnimation.Defined);
AssertTrue(C.DieAnimation.Defined);
AssertTrue(C.DieBackAnimation.Defined);
AssertTrue(C.HurtAnimation.Defined);
AssertFloat(C.AttackKnockbackDistance, 4.5);
AssertFloat(C.AttackTime, 7.8);
AssertFloat(C.AttackMaxDistance, 9.1);
AssertFloat(C.AttackMaxAngle, 2.3);
AssertFloat(C.AttackMinDelay, 4.5);
AssertSound(C.AttackSoundHit, 'test_sound_6');
AssertSound(C.AttackSoundStart, 'test_sound_7');
AssertFloat(C.AttackDamageConst, 9.1);
AssertFloat(C.AttackDamageRandom, 2.3);
AssertFloat(C.FireMissileTime, 1.2);
AssertFloat(C.FireMissileMaxDistance, 3.4);
AssertFloat(C.FireMissileMaxAngle, 5.6);
AssertFloat(C.FireMissileMinDelay, 7.8);
AssertSound(C.FireMissileSound, 'test_sound_8');
AssertTrue(C.FireMissileName = 'TestMissileCreature');
AssertFloat(C.FireMissileHeight, 0.12);
AssertFloat(C.FallMinHeightToSound, 7.8);
AssertSound(C.FallSound, 'test_sound_5');
AssertFloat(C.FallMinHeightToDamage, 1.2);
AssertFloat(C.FallDamageScaleMin, 3.4);
AssertFloat(C.FallDamageScaleMax, 5.6);
AssertFloat(C.RunAwayLife, 1.2);
AssertFloat(C.RunAwayDistance, 3.4);
AssertFloat(C.VisibilityAngle, 5.6);
Levels.LoadFromFiles('data/game/');
AssertTrue(Levels[0].Name = 'my_level');
AssertTrue(Levels[0].LogicClass = TLevelLogic);
AssertURL(Levels[0].SceneURL, 'scene.x3d');
AssertTrue(Levels[0].Title = 'My Level');
AssertTrue(Levels[0].Number = 123);
AssertTrue(Levels[0].Demo = true);
AssertTrue(Levels[0].TitleHint = 'Title Hint');
AssertTrue(Levels[0].DefaultPlayed = true);
AssertTrue(Levels[0].PlaceholderName = PlaceholderNames['blender']);
AssertTrue(not Levels[0].LoadingImage.IsEmpty);
AssertTrue(Levels[0].LoadingImage.Width = 16);
AssertTrue(Levels[0].LoadingImage.Height = 16);
AssertFloat(Levels[0].LoadingBarYPosition, 1.2);
AssertVector(Levels[0].PlaceholderReferenceDirection, 1, 2, 3);
AssertSound(Levels[0].MusicSound, 'test_sound_2');
MaterialProperties.URL := 'data/game/material_properties.xml';
// not exposed anymore
//AssertTrue(MaterialProperties.Count = 2);
MatProp := MaterialProperties.FindTextureBaseName('test_texture');
AssertSound(MatProp.FootstepsSound, 'test_sound_4');
AssertTrue(MatProp.Toxic = true);
AssertFloat(MatProp.ToxicDamageConst, 1.2);
AssertFloat(MatProp.ToxicDamageRandom, 3.4);
AssertFloat(MatProp.ToxicDamageTime, 5.6);
AssertURL(MatProp.NormalMap, '');
MatProp := MaterialProperties.FindTextureBaseName('test_texture_2');
AssertTrue(MatProp.TextureBaseName = 'test_texture_2');
AssertTrue(MatProp.FootstepsSound = stNone);
AssertTrue(MatProp.Toxic = false);
AssertFloat(MatProp.ToxicDamageConst, 0.0);
AssertFloat(MatProp.ToxicDamageRandom, 0.0);
AssertFloat(MatProp.ToxicDamageTime, 0.0);
AssertURL(MatProp.NormalMap, 'test_normal_map.png');
Player := TPlayer.Create(nil);
try
Player.LoadFromFile('data/game/player.xml');
AssertFloat(Player.KnockBackSpeed, 1.2);
AssertFloat(Player.Camera.HeadBobbingTime, 9.1);
AssertFloat(Player.HeadBobbing, 2.3);
AssertFloat(Player.SickProjectionSpeed, 4.5);
AssertFloat(Player.Camera.JumpMaxHeight, 3.4);
AssertFloat(Player.Camera.JumpHorizontalSpeedMultiply, 5.6);
AssertFloat(Player.Camera.JumpTime, 7.8);
AssertFloat(Player.FallMinHeightToSound, 6.7);
AssertSound(Player.FallSound, 'test_sound_1');
AssertFloat(Player.FallMinHeightToDamage, 8.9);
AssertFloat(Player.FallDamageScaleMin, 1.2);
AssertFloat(Player.FallDamageScaleMax, 3.4);
AssertFloat(Player.SwimBreath, 5.6);
AssertFloat(Player.SwimSoundPause, 6.7);
AssertFloat(Player.DrownPause, 7.8);
AssertFloat(Player.DrownDamageConst, 9.1);
AssertFloat(Player.DrownDamageRandom, 2.3);
RemovePlayer := rtNone;
Player.Update(0, RemovePlayer);
// ignore resulting RemovePlayer
{ some properties are applied to Camera with delay }
AssertFloat(Player.Camera.HeadBobbing, 2.3);
finally FreeAndNil(Player) end;
end;
initialization
RegisterTest(TTestGame);
end.
|