track can cross on tile corners, this actually is a crossover so a hidden crossover is inserted to prevent double reservation (and collisions)
62 Zeilen
2.6 KiB
C++
62 Zeilen
2.6 KiB
C++
#include <catch2/catch_template_test_macros.hpp>
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#include "../src/world/world.hpp"
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#include "../src/core/method.tpp"
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#include "../src/core/objectproperty.tpp"
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#include "../src/board/board.hpp"
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#include "../src/board/boardlist.hpp"
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#include "../../src/board/tile/rail/blockrailtile.hpp"
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#include "../../src/board/tile/rail/curve45railtile.hpp"
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#include "../../src/board/tile/rail/turnout/turnoutleft45railtile.hpp"
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#include "../../src/board/tile/rail/turnout/turnoutright45railtile.hpp"
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TEST_CASE("Board: Crossover create/modify/destroy", "[board]")
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{
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auto world = World::create();
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std::weak_ptr<World> worldWeak = world;
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// Board:
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// +--------+ +--------+
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// | block1 |---\ /---| block2 |
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// +--------+ \/ +--------+
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// +--------+ /\ +--------+
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// | block3 |---/--\---| block4 |
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// +--------+ +--------+
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std::weak_ptr<Board> boardWeak = world->boards->create();
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REQUIRE(boardWeak.lock()->addTile(0, 0, TileRotate::Deg90, BlockRailTile::classId, false));
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REQUIRE(boardWeak.lock()->addTile(1, 0, TileRotate::Deg315, Curve45RailTile::classId, false));
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REQUIRE(boardWeak.lock()->addTile(2, 0, TileRotate::Deg270, Curve45RailTile::classId, false));
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REQUIRE(boardWeak.lock()->addTile(3, 0, TileRotate::Deg90, BlockRailTile::classId, false));
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REQUIRE(boardWeak.lock()->addTile(0, 1, TileRotate::Deg90, BlockRailTile::classId, false));
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REQUIRE(boardWeak.lock()->addTile(1, 1, TileRotate::Deg90, TurnoutLeft45RailTile::classId, false));
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REQUIRE(boardWeak.lock()->addTile(2, 1, TileRotate::Deg270, TurnoutRight45RailTile::classId, false));
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REQUIRE(boardWeak.lock()->addTile(3, 1, TileRotate::Deg90, BlockRailTile::classId, false));
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world->run(); // this will build the board network
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REQUIRE(boardWeak.lock()->railCrossOver().find({1, 0}) != boardWeak.lock()->railCrossOver().end());
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std::weak_ptr<HiddenCrossOverRailTile> crossoverWeak = boardWeak.lock()->railCrossOver().find({1, 0})->second;
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world->stop();
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// modify the board, replace turnouts by curve:
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REQUIRE(boardWeak.lock()->addTile(1, 1, TileRotate::Deg90, Curve45RailTile::classId, true));
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REQUIRE(boardWeak.lock()->addTile(2, 1, TileRotate::Deg135, Curve45RailTile::classId, true));
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world->run(); // this will update the board network
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REQUIRE_FALSE(crossoverWeak.expired());
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world->stop();
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// remove one tile, so the crossover is no longer validp
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REQUIRE(boardWeak.lock()->deleteTile(2, 1));
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world->run(); // this will update the board network
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REQUIRE(crossoverWeak.expired()); // now the crossover must be gone
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world.reset();
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REQUIRE(worldWeak.expired());
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REQUIRE(boardWeak.expired());
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}
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