feat: Enhance DungeonObjectEditor with visual feedback and object manipulation features, including drag-and-drop support and property panel integration
This commit is contained in:
@@ -43,6 +43,8 @@ if(YAZE_BUILD_TESTS AND NOT YAZE_BUILD_TESTS STREQUAL "OFF")
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unit/zelda3/test_dungeon_objects.cc
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unit/zelda3/dungeon_component_unit_test.cc
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zelda3/dungeon/room_object_encoding_test.cc
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zelda3/dungeon/room_integration_test.cc
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zelda3/dungeon/room_manipulation_test.cc
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# CLI Services (for catalog serialization tests)
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../src/cli/service/resources/resource_catalog.cc
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@@ -98,6 +100,8 @@ if(YAZE_BUILD_TESTS AND NOT YAZE_BUILD_TESTS STREQUAL "OFF")
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unit/zelda3/test_dungeon_objects.cc
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unit/zelda3/dungeon_component_unit_test.cc
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zelda3/dungeon/room_object_encoding_test.cc
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zelda3/dungeon/room_integration_test.cc
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zelda3/dungeon/room_manipulation_test.cc
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# CLI Services (for catalog serialization tests)
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../src/cli/service/resources/resource_catalog.cc
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327
test/zelda3/dungeon/room_integration_test.cc
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327
test/zelda3/dungeon/room_integration_test.cc
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@@ -0,0 +1,327 @@
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// Integration tests for Room object load/save cycle with real ROM data
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// Phase 1, Task 2.1: Full round-trip verification
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#include <gtest/gtest.h>
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#include <gmock/gmock.h>
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#include "app/rom.h"
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#include "app/zelda3/dungeon/room.h"
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#include "app/zelda3/dungeon/room_object.h"
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// Helper function for SNES to PC address conversion
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inline int SnesToPc(int addr) {
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int temp = (addr & 0x7FFF) + ((addr / 2) & 0xFF8000);
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return (temp + 0x0);
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}
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namespace yaze {
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namespace zelda3 {
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namespace test {
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class RoomIntegrationTest : public ::testing::Test {
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protected:
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void SetUp() override {
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// Load the ROM file
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rom_ = std::make_unique<Rom>();
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// Check if ROM file exists
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const char* rom_path = std::getenv("YAZE_TEST_ROM_PATH");
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if (!rom_path) {
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rom_path = "zelda3.sfc";
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}
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auto status = rom_->LoadFromFile(rom_path);
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if (!status.ok()) {
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GTEST_SKIP() << "ROM file not available: " << status.message();
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}
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// Create backup of ROM data for restoration after tests
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original_rom_data_ = rom_->vector();
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}
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void TearDown() override {
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// Restore original ROM data
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if (rom_ && !original_rom_data_.empty()) {
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for (size_t i = 0; i < original_rom_data_.size(); i++) {
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rom_->WriteByte(i, original_rom_data_[i]);
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}
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}
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}
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std::unique_ptr<Rom> rom_;
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std::vector<uint8_t> original_rom_data_;
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};
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// ============================================================================
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// Test 1: Basic Load/Save Round-Trip
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// ============================================================================
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TEST_F(RoomIntegrationTest, BasicLoadSaveRoundTrip) {
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// Load room 0 (Hyrule Castle Entrance)
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Room room1(0x00, rom_.get());
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// Get original object count
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size_t original_count = room1.GetTileObjects().size();
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ASSERT_GT(original_count, 0) << "Room should have objects";
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// Store original objects
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auto original_objects = room1.GetTileObjects();
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// Save the room (should write same data back)
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auto save_status = room1.SaveObjects();
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ASSERT_TRUE(save_status.ok()) << save_status.message();
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// Load the room again
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Room room2(0x00, rom_.get());
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// Verify object count matches
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EXPECT_EQ(room2.GetTileObjects().size(), original_count);
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// Verify each object matches
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auto reloaded_objects = room2.GetTileObjects();
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ASSERT_EQ(reloaded_objects.size(), original_objects.size());
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for (size_t i = 0; i < original_objects.size(); i++) {
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SCOPED_TRACE("Object " + std::to_string(i));
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const auto& orig = original_objects[i];
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const auto& reload = reloaded_objects[i];
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EXPECT_EQ(reload.id_, orig.id_) << "ID mismatch";
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EXPECT_EQ(reload.x(), orig.x()) << "X position mismatch";
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EXPECT_EQ(reload.y(), orig.y()) << "Y position mismatch";
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EXPECT_EQ(reload.size(), orig.size()) << "Size mismatch";
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EXPECT_EQ(reload.GetLayerValue(), orig.GetLayerValue()) << "Layer mismatch";
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}
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}
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// ============================================================================
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// Test 2: Multi-Room Verification
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// ============================================================================
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TEST_F(RoomIntegrationTest, MultiRoomLoadSaveRoundTrip) {
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// Test several different rooms to ensure broad coverage
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std::vector<int> test_rooms = {0x00, 0x01, 0x02, 0x10, 0x20};
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for (int room_id : test_rooms) {
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SCOPED_TRACE("Room " + std::to_string(room_id));
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// Load room
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Room room1(room_id, rom_.get());
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auto original_objects = room1.GetTileObjects();
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if (original_objects.empty()) {
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continue; // Skip empty rooms
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}
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// Save objects
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auto save_status = room1.SaveObjects();
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ASSERT_TRUE(save_status.ok()) << save_status.message();
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// Reload and verify
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Room room2(room_id, rom_.get());
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auto reloaded_objects = room2.GetTileObjects();
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EXPECT_EQ(reloaded_objects.size(), original_objects.size());
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// Verify objects match
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for (size_t i = 0; i < std::min(original_objects.size(), reloaded_objects.size()); i++) {
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const auto& orig = original_objects[i];
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const auto& reload = reloaded_objects[i];
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EXPECT_EQ(reload.id_, orig.id_);
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EXPECT_EQ(reload.x(), orig.x());
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EXPECT_EQ(reload.y(), orig.y());
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EXPECT_EQ(reload.size(), orig.size());
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EXPECT_EQ(reload.GetLayerValue(), orig.GetLayerValue());
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}
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}
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}
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// ============================================================================
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// Test 3: Layer Verification
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// ============================================================================
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TEST_F(RoomIntegrationTest, LayerPreservation) {
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// Load a room known to have multiple layers
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Room room(0x01, rom_.get());
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auto objects = room.GetTileObjects();
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ASSERT_GT(objects.size(), 0);
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// Count objects per layer
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int layer0_count = 0, layer1_count = 0, layer2_count = 0;
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for (const auto& obj : objects) {
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switch (obj.GetLayerValue()) {
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case 0: layer0_count++; break;
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case 1: layer1_count++; break;
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case 2: layer2_count++; break;
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}
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}
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// Save and reload
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ASSERT_TRUE(room.SaveObjects().ok());
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Room room2(0x01, rom_.get());
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auto reloaded = room2.GetTileObjects();
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// Verify layer counts match
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int reload_layer0 = 0, reload_layer1 = 0, reload_layer2 = 0;
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for (const auto& obj : reloaded) {
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switch (obj.GetLayerValue()) {
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case 0: reload_layer0++; break;
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case 1: reload_layer1++; break;
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case 2: reload_layer2++; break;
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}
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}
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EXPECT_EQ(reload_layer0, layer0_count);
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EXPECT_EQ(reload_layer1, layer1_count);
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EXPECT_EQ(reload_layer2, layer2_count);
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}
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// ============================================================================
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// Test 4: Object Type Distribution
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// ============================================================================
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TEST_F(RoomIntegrationTest, ObjectTypeDistribution) {
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Room room(0x00, rom_.get());
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auto objects = room.GetTileObjects();
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ASSERT_GT(objects.size(), 0);
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// Count object types
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int type1_count = 0; // ID < 0x100
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int type2_count = 0; // ID 0x100-0x13F
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int type3_count = 0; // ID >= 0xF00
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for (const auto& obj : objects) {
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if (obj.id_ >= 0xF00) {
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type3_count++;
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} else if (obj.id_ >= 0x100) {
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type2_count++;
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} else {
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type1_count++;
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}
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}
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// Save and reload
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ASSERT_TRUE(room.SaveObjects().ok());
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Room room2(0x00, rom_.get());
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auto reloaded = room2.GetTileObjects();
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// Verify type distribution matches
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int reload_type1 = 0, reload_type2 = 0, reload_type3 = 0;
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for (const auto& obj : reloaded) {
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if (obj.id_ >= 0xF00) {
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reload_type3++;
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} else if (obj.id_ >= 0x100) {
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reload_type2++;
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} else {
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reload_type1++;
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}
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}
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EXPECT_EQ(reload_type1, type1_count);
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EXPECT_EQ(reload_type2, type2_count);
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EXPECT_EQ(reload_type3, type3_count);
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}
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// ============================================================================
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// Test 5: Binary Data Verification
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// ============================================================================
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TEST_F(RoomIntegrationTest, BinaryDataExactMatch) {
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// This test verifies that saving doesn't change ROM data
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// when no modifications are made
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Room room(0x02, rom_.get());
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// Get the ROM location where objects are stored
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auto rom_data = rom_->vector();
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int object_pointer = (rom_data[0x874C + 2] << 16) +
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(rom_data[0x874C + 1] << 8) +
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(rom_data[0x874C]);
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object_pointer = SnesToPc(object_pointer);
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int room_address = object_pointer + (0x02 * 3);
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int tile_address = (rom_data[room_address + 2] << 16) +
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(rom_data[room_address + 1] << 8) +
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rom_data[room_address];
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int objects_location = SnesToPc(tile_address);
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// Read original bytes (up to 500 bytes should cover most rooms)
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std::vector<uint8_t> original_bytes;
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for (int i = 0; i < 500 && objects_location + i < (int)rom_data.size(); i++) {
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original_bytes.push_back(rom_data[objects_location + i]);
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// Stop at final terminator
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if (i > 0 && original_bytes[i] == 0xFF && original_bytes[i-1] == 0xFF) {
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// Check if this is the final terminator (3rd layer end)
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bool might_be_final = true;
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for (int j = i - 10; j < i - 1; j += 2) {
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if (j >= 0 && original_bytes[j] == 0xFF && original_bytes[j+1] == 0xFF) {
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// Found another FF FF marker, keep going
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break;
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}
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}
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if (might_be_final) break;
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}
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}
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// Save objects (should write identical data)
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ASSERT_TRUE(room.SaveObjects().ok());
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// Read bytes after save
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rom_data = rom_->vector();
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std::vector<uint8_t> saved_bytes;
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for (size_t i = 0; i < original_bytes.size() && objects_location + i < rom_data.size(); i++) {
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saved_bytes.push_back(rom_data[objects_location + i]);
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}
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// Verify binary match
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ASSERT_EQ(saved_bytes.size(), original_bytes.size());
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for (size_t i = 0; i < original_bytes.size(); i++) {
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EXPECT_EQ(saved_bytes[i], original_bytes[i])
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<< "Byte mismatch at offset " << i;
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}
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}
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// ============================================================================
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// Test 6: Known Room Data Verification
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// ============================================================================
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TEST_F(RoomIntegrationTest, KnownRoomData) {
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// Room 0x00 (Hyrule Castle Entrance) - verify known objects exist
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Room room(0x00, rom_.get());
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auto objects = room.GetTileObjects();
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ASSERT_GT(objects.size(), 0) << "Room 0x00 should have objects";
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// Verify we can find common object types
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bool found_type1 = false;
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bool found_layer0 = false;
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bool found_layer1 = false;
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for (const auto& obj : objects) {
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if (obj.id_ < 0x100) found_type1 = true;
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if (obj.GetLayerValue() == 0) found_layer0 = true;
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if (obj.GetLayerValue() == 1) found_layer1 = true;
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}
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EXPECT_TRUE(found_type1) << "Should have Type 1 objects";
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EXPECT_TRUE(found_layer0) << "Should have Layer 0 objects";
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// Verify coordinates are in valid range (0-63)
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for (const auto& obj : objects) {
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EXPECT_GE(obj.x(), 0);
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EXPECT_LE(obj.x(), 63);
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EXPECT_GE(obj.y(), 0);
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EXPECT_LE(obj.y(), 63);
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}
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}
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} // namespace test
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} // namespace zelda3
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} // namespace yaze
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169
test/zelda3/dungeon/room_manipulation_test.cc
Normal file
169
test/zelda3/dungeon/room_manipulation_test.cc
Normal file
@@ -0,0 +1,169 @@
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// Tests for Room object manipulation methods (Phase 3)
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#include <gtest/gtest.h>
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#include "app/rom.h"
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#include "app/zelda3/dungeon/room.h"
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#include "app/zelda3/dungeon/room_object.h"
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namespace yaze {
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namespace zelda3 {
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namespace test {
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class RoomManipulationTest : public ::testing::Test {
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protected:
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void SetUp() override {
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rom_ = std::make_unique<Rom>();
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// Create a minimal ROM for testing
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std::vector<uint8_t> dummy_data(0x200000, 0);
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rom_->LoadFromData(dummy_data, false);
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room_ = std::make_unique<Room>(0, rom_.get());
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}
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std::unique_ptr<Rom> rom_;
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std::unique_ptr<Room> room_;
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};
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TEST_F(RoomManipulationTest, AddObject) {
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RoomObject obj(0x10, 10, 20, 3, 0);
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auto status = room_->AddObject(obj);
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ASSERT_TRUE(status.ok());
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auto objects = room_->GetTileObjects();
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EXPECT_EQ(objects.size(), 1);
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EXPECT_EQ(objects[0].id_, 0x10);
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EXPECT_EQ(objects[0].x(), 10);
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EXPECT_EQ(objects[0].y(), 20);
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}
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TEST_F(RoomManipulationTest, AddInvalidObject) {
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// Invalid X position (> 63)
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RoomObject obj(0x10, 100, 20, 3, 0);
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auto status = room_->AddObject(obj);
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EXPECT_FALSE(status.ok());
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EXPECT_EQ(room_->GetTileObjects().size(), 0);
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}
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TEST_F(RoomManipulationTest, RemoveObject) {
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RoomObject obj1(0x10, 10, 20, 3, 0);
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RoomObject obj2(0x20, 15, 25, 2, 1);
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room_->AddObject(obj1);
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room_->AddObject(obj2);
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EXPECT_EQ(room_->GetTileObjects().size(), 2);
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auto status = room_->RemoveObject(0);
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ASSERT_TRUE(status.ok());
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auto objects = room_->GetTileObjects();
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EXPECT_EQ(objects.size(), 1);
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EXPECT_EQ(objects[0].id_, 0x20);
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}
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TEST_F(RoomManipulationTest, RemoveInvalidIndex) {
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auto status = room_->RemoveObject(0);
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EXPECT_FALSE(status.ok());
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}
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TEST_F(RoomManipulationTest, UpdateObject) {
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RoomObject obj(0x10, 10, 20, 3, 0);
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room_->AddObject(obj);
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RoomObject updated(0x20, 15, 25, 5, 1);
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auto status = room_->UpdateObject(0, updated);
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ASSERT_TRUE(status.ok());
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auto objects = room_->GetTileObjects();
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EXPECT_EQ(objects[0].id_, 0x20);
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EXPECT_EQ(objects[0].x(), 15);
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EXPECT_EQ(objects[0].y(), 25);
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}
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TEST_F(RoomManipulationTest, FindObjectAt) {
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RoomObject obj1(0x10, 10, 20, 3, 0);
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RoomObject obj2(0x20, 15, 25, 2, 1);
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room_->AddObject(obj1);
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room_->AddObject(obj2);
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auto result = room_->FindObjectAt(15, 25, 1);
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ASSERT_TRUE(result.ok());
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EXPECT_EQ(result.value(), 1);
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auto not_found = room_->FindObjectAt(99, 99, 0);
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EXPECT_FALSE(not_found.ok());
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}
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TEST_F(RoomManipulationTest, ValidateObject) {
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// Valid Type 1 object
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RoomObject valid1(0x10, 10, 20, 3, 0);
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EXPECT_TRUE(room_->ValidateObject(valid1));
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// Valid Type 2 object
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RoomObject valid2(0x110, 30, 40, 0, 1);
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EXPECT_TRUE(room_->ValidateObject(valid2));
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// Invalid X (> 63)
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RoomObject invalid_x(0x10, 100, 20, 3, 0);
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EXPECT_FALSE(room_->ValidateObject(invalid_x));
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// Invalid layer (> 2)
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RoomObject invalid_layer(0x10, 10, 20, 3, 5);
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EXPECT_FALSE(room_->ValidateObject(invalid_layer));
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// Invalid size for Type 1 (> 15)
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RoomObject invalid_size(0x10, 10, 20, 20, 0);
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EXPECT_FALSE(room_->ValidateObject(invalid_size));
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}
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TEST_F(RoomManipulationTest, MultipleOperations) {
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// Add several objects
|
||||
for (int i = 0; i < 5; i++) {
|
||||
RoomObject obj(0x10 + i, i * 5, i * 6, i, 0);
|
||||
ASSERT_TRUE(room_->AddObject(obj).ok());
|
||||
}
|
||||
|
||||
EXPECT_EQ(room_->GetTileObjects().size(), 5);
|
||||
|
||||
// Update middle object
|
||||
RoomObject updated(0x99, 30, 35, 7, 1);
|
||||
ASSERT_TRUE(room_->UpdateObject(2, updated).ok());
|
||||
|
||||
// Verify update
|
||||
auto objects = room_->GetTileObjects();
|
||||
EXPECT_EQ(objects[2].id_, 0x99);
|
||||
|
||||
// Remove first object
|
||||
ASSERT_TRUE(room_->RemoveObject(0).ok());
|
||||
EXPECT_EQ(room_->GetTileObjects().size(), 4);
|
||||
|
||||
// Verify first object is now what was second
|
||||
EXPECT_EQ(room_->GetTileObjects()[0].id_, 0x11);
|
||||
}
|
||||
|
||||
TEST_F(RoomManipulationTest, LayerOrganization) {
|
||||
// Add objects to different layers
|
||||
RoomObject layer0_obj(0x10, 10, 10, 2, 0);
|
||||
RoomObject layer1_obj(0x20, 20, 20, 3, 1);
|
||||
RoomObject layer2_obj(0x30, 30, 30, 4, 2);
|
||||
|
||||
room_->AddObject(layer0_obj);
|
||||
room_->AddObject(layer1_obj);
|
||||
room_->AddObject(layer2_obj);
|
||||
|
||||
// Verify can find by layer
|
||||
EXPECT_TRUE(room_->FindObjectAt(10, 10, 0).ok());
|
||||
EXPECT_TRUE(room_->FindObjectAt(20, 20, 1).ok());
|
||||
EXPECT_TRUE(room_->FindObjectAt(30, 30, 2).ok());
|
||||
|
||||
// Wrong layer should not find
|
||||
EXPECT_FALSE(room_->FindObjectAt(10, 10, 1).ok());
|
||||
}
|
||||
|
||||
} // namespace test
|
||||
} // namespace zelda3
|
||||
} // namespace yaze
|
||||
|
||||
Reference in New Issue
Block a user