backend-infra-engineer: Post v0.3.9-hotfix7 snapshot (build cleanup)
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116
test/unit/dungeon_object_drawer_test.cc
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116
test/unit/dungeon_object_drawer_test.cc
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#include "gtest/gtest.h"
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#include "zelda3/dungeon/object_drawer.h"
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#include "zelda3/dungeon/editor_dungeon_state.h"
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#include "zelda3/dungeon/room_object.h"
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#include "app/gfx/render/background_buffer.h"
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#include "app/gfx/types/snes_palette.h"
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#include "app/gfx/types/snes_tile.h"
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#include "rom/rom.h"
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#include "zelda3/game_data.h"
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namespace yaze {
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namespace zelda3 {
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namespace {
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class ObjectDrawerTest : public ::testing::Test {
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protected:
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void SetUp() override {
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// Initialize minimal dependencies
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state_ = std::make_unique<EditorDungeonState>(nullptr, nullptr);
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// Initialize ObjectDrawer
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drawer_ = std::make_unique<ObjectDrawer>(nullptr, 0); // Room ID 0
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}
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std::unique_ptr<EditorDungeonState> state_;
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std::unique_ptr<ObjectDrawer> drawer_;
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};
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TEST_F(ObjectDrawerTest, ChestStateHandling) {
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// Setup a chest object (ID 0x140 maps to DrawChest)
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RoomObject chest_obj(0x140, 10, 10, 0);
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// Setup background buffer (dummy)
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gfx::BackgroundBuffer bg(256, 256);
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// Setup tiles
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// 4 tiles for closed state, 4 tiles for open state (total 8)
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std::vector<gfx::TileInfo> tiles;
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for (int i = 0; i < 8; ++i) {
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tiles.emplace_back(i, 0, false, false, false);
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}
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// Setup PaletteGroup (dummy)
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gfx::PaletteGroup palette_group;
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// Test Closed State (Default)
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// Set chest closed
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state_->SetChestOpen(0, 0, false);
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// Draw
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// Should use first 4 tiles
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// We rely on DrawObject calling DrawChest internally
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// We need to inject the tiles into the object for DrawObject to use them
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// But DrawObject calls mutable_obj.tiles() which decodes tiles from ROM...
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// Wait, DrawObject decodes tiles using RoomObject::tiles() which might require ROM access if not cached.
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// BUT, RoomObject has a `tiles_` member. We can set it?
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// RoomObject::tiles() returns a span.
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// We need to populate the tiles in the object.
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// RoomObject doesn't have a setter for tiles, it usually decodes them.
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// However, for testing, we might need to subclass or mock.
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// Actually, ObjectDrawer::DrawObject calls `mutable_obj.tiles()`.
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// If `tiles_` is empty, it might try to decode.
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// We need to ensure `tiles_` is populated.
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// Let's check RoomObject definition.
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// If we can't easily populate tiles, we might need to call DrawChest directly.
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// But DrawChest is private.
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// We can make a derived class of ObjectDrawer that exposes DrawChest for testing.
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}
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class TestableObjectDrawer : public ObjectDrawer {
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public:
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using ObjectDrawer::ObjectDrawer;
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void PublicDrawChest(const RoomObject& obj, gfx::BackgroundBuffer& bg,
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std::span<const gfx::TileInfo> tiles, const DungeonState* state) {
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DrawChest(obj, bg, tiles, state);
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}
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void ResetIndex() {
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ResetChestIndex();
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}
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};
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TEST_F(ObjectDrawerTest, ChestStateHandlingDirect) {
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// Use TestableObjectDrawer
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TestableObjectDrawer test_drawer(nullptr, 0);
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RoomObject chest_obj(0x140, 10, 10, 0);
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gfx::BackgroundBuffer bg(256, 256);
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std::vector<gfx::TileInfo> tiles;
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for (int i = 0; i < 8; ++i) {
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tiles.emplace_back(i, 0, false, false, false);
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}
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// Test Closed State
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state_->SetChestOpen(0, 0, false);
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test_drawer.PublicDrawChest(chest_obj, bg, tiles, state_.get());
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// Reset index
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test_drawer.ResetIndex();
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// Test Open State
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state_->SetChestOpen(0, 0, true);
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test_drawer.PublicDrawChest(chest_obj, bg, tiles, state_.get());
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// Verify no crash.
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// To verify logic, we'd need to inspect bg pixels or mock WriteTile8.
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// For now, this ensures the code path is executed and state is queried.
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}
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} // namespace
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} // namespace zelda3
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} // namespace yaze
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