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yaze/test/integration/dungeon_editor_test.cc
2025-11-21 21:35:50 -05:00

236 lines
7.9 KiB
C++

#include "integration/dungeon_editor_test.h"
#include "zelda3/dungeon/room.h"
#include "zelda3/dungeon/room_object.h"
namespace yaze {
namespace test {
using namespace yaze::zelda3;
// ============================================================================
// Basic Room Loading Tests
// ============================================================================
TEST_F(DungeonEditorIntegrationTest, LoadRoomFromRealRom) {
auto room = zelda3::LoadRoomFromRom(rom_.get(), kTestRoomId);
EXPECT_NE(room.rom(), nullptr);
room.LoadObjects();
EXPECT_FALSE(room.GetTileObjects().empty());
}
TEST_F(DungeonEditorIntegrationTest, LoadMultipleRooms) {
// Test loading several different rooms
for (int room_id : {0x00, 0x01, 0x02, 0x10, 0x20}) {
auto room = zelda3::LoadRoomFromRom(rom_.get(), room_id);
EXPECT_NE(room.rom(), nullptr)
<< "Failed to load room " << std::hex << room_id;
room.LoadObjects();
// Some rooms may be empty, but loading should not fail
}
}
TEST_F(DungeonEditorIntegrationTest, DungeonEditorInitialization) {
// Initialize the editor before loading
dungeon_editor_->Initialize();
// Now load should succeed
auto status = dungeon_editor_->Load();
ASSERT_TRUE(status.ok()) << "Load failed: " << status.message();
}
// ============================================================================
// Object Encoding/Decoding Tests
// ============================================================================
TEST_F(DungeonEditorIntegrationTest, ObjectEncodingRoundTrip) {
auto room = zelda3::LoadRoomFromRom(rom_.get(), kTestRoomId);
room.LoadObjects();
auto encoded = room.EncodeObjects();
EXPECT_FALSE(encoded.empty());
EXPECT_EQ(encoded[encoded.size() - 1], 0xFF); // Terminator
}
TEST_F(DungeonEditorIntegrationTest, EncodeType1Object) {
// Type 1: xxxxxxss yyyyyyss iiiiiiii (ID < 0x100)
zelda3::RoomObject obj(0x10, 5, 7, 0x12, 0); // id, x, y, size, layer
auto bytes = obj.EncodeObjectToBytes();
// Verify encoding format
EXPECT_EQ((bytes.b1 >> 2), 5)
<< "X coordinate should be in upper 6 bits of b1";
EXPECT_EQ((bytes.b2 >> 2), 7)
<< "Y coordinate should be in upper 6 bits of b2";
EXPECT_EQ(bytes.b3, 0x10) << "Object ID should be in b3";
}
TEST_F(DungeonEditorIntegrationTest, EncodeType2Object) {
// Type 2: 111111xx xxxxyyyy yyiiiiii (ID >= 0x100 && < 0x200)
zelda3::RoomObject obj(0x150, 12, 8, 0, 0);
auto bytes = obj.EncodeObjectToBytes();
// Verify Type 2 marker
EXPECT_EQ((bytes.b1 & 0xFC), 0xFC)
<< "Type 2 objects should have 111111 prefix";
}
TEST_F(DungeonEditorIntegrationTest, EncodeType3Object) {
// Type 3: xxxxxxii yyyyyyii 11111iii (ID >= 0xF00)
zelda3::RoomObject obj(0xF23, 3, 4, 0, 0);
auto bytes = obj.EncodeObjectToBytes();
// Verify Type 3 encoding: bytes.b3 = (id_ >> 4) & 0xFF
// For ID 0xF23: (0xF23 >> 4) = 0xF2
EXPECT_EQ(bytes.b3, 0xF2) << "Type 3: (ID >> 4) should be in b3";
}
// ============================================================================
// Object Manipulation Tests
// ============================================================================
TEST_F(DungeonEditorIntegrationTest, AddObjectToRoom) {
auto room = zelda3::LoadRoomFromRom(rom_.get(), kTestRoomId);
room.LoadObjects();
size_t initial_count = room.GetTileObjects().size();
// Add a new object (Type 1, so size must be <= 15)
zelda3::RoomObject new_obj(0x20, 10, 10, 5, 0);
new_obj.set_rom(rom_.get());
auto status = room.AddObject(new_obj);
EXPECT_TRUE(status.ok()) << "Failed to add object: " << status.message();
EXPECT_EQ(room.GetTileObjects().size(), initial_count + 1);
}
TEST_F(DungeonEditorIntegrationTest, RemoveObjectFromRoom) {
auto room = zelda3::LoadRoomFromRom(rom_.get(), kTestRoomId);
room.LoadObjects();
size_t initial_count = room.GetTileObjects().size();
ASSERT_GT(initial_count, 0) << "Room should have at least one object";
// Remove first object
auto status = room.RemoveObject(0);
EXPECT_TRUE(status.ok()) << "Failed to remove object: " << status.message();
EXPECT_EQ(room.GetTileObjects().size(), initial_count - 1);
}
TEST_F(DungeonEditorIntegrationTest, UpdateObjectInRoom) {
auto room = zelda3::LoadRoomFromRom(rom_.get(), kTestRoomId);
room.LoadObjects();
ASSERT_FALSE(room.GetTileObjects().empty());
// Update first object's position
zelda3::RoomObject updated_obj = room.GetTileObjects()[0];
updated_obj.x_ = 15;
updated_obj.y_ = 15;
auto status = room.UpdateObject(0, updated_obj);
EXPECT_TRUE(status.ok()) << "Failed to update object: " << status.message();
EXPECT_EQ(room.GetTileObjects()[0].x_, 15);
EXPECT_EQ(room.GetTileObjects()[0].y_, 15);
}
// ============================================================================
// Object Validation Tests
// ============================================================================
TEST_F(DungeonEditorIntegrationTest, ValidateObjectBounds) {
auto room = zelda3::LoadRoomFromRom(rom_.get(), kTestRoomId);
// Test objects within valid bounds (0-63 for x and y)
zelda3::RoomObject valid_obj(0x10, 0, 0, 0, 0);
EXPECT_TRUE(room.ValidateObject(valid_obj));
zelda3::RoomObject valid_obj2(0x10, 31, 31, 0, 0);
EXPECT_TRUE(room.ValidateObject(valid_obj2));
zelda3::RoomObject valid_obj3(0x10, 63, 63, 0, 0);
EXPECT_TRUE(room.ValidateObject(valid_obj3));
// Test objects outside bounds (> 63)
zelda3::RoomObject invalid_obj(0x10, 64, 64, 0, 0);
EXPECT_FALSE(room.ValidateObject(invalid_obj));
zelda3::RoomObject invalid_obj2(0x10, 100, 100, 0, 0);
EXPECT_FALSE(room.ValidateObject(invalid_obj2));
}
// ============================================================================
// Save/Load Round-Trip Tests
// ============================================================================
TEST_F(DungeonEditorIntegrationTest, SaveAndReloadRoom) {
auto room = zelda3::LoadRoomFromRom(rom_.get(), kTestRoomId);
room.LoadObjects();
size_t original_count = room.GetTileObjects().size();
// Encode objects
auto encoded = room.EncodeObjects();
EXPECT_FALSE(encoded.empty());
// Create a new room and decode
auto room2 = zelda3::LoadRoomFromRom(rom_.get(), kTestRoomId);
room2.LoadObjects();
// Verify object count matches
EXPECT_EQ(room2.GetTileObjects().size(), original_count);
}
// ============================================================================
// Object Rendering Tests
// ============================================================================
TEST_F(DungeonEditorIntegrationTest, RenderObjectWithTiles) {
auto room = zelda3::LoadRoomFromRom(rom_.get(), kTestRoomId);
room.LoadObjects();
ASSERT_FALSE(room.GetTileObjects().empty());
// Ensure tiles are loaded for first object
auto& obj = room.GetTileObjects()[0];
const_cast<zelda3::RoomObject&>(obj).set_rom(rom_.get());
const_cast<zelda3::RoomObject&>(obj).EnsureTilesLoaded();
EXPECT_FALSE(obj.tiles_.empty()) << "Object should have tiles after loading";
}
// ============================================================================
// Multi-Layer Tests
// ============================================================================
TEST_F(DungeonEditorIntegrationTest, ObjectsOnDifferentLayers) {
auto room = zelda3::LoadRoomFromRom(rom_.get(), kTestRoomId);
// Add objects on different layers
zelda3::RoomObject obj_bg1(0x10, 5, 5, 0, 0); // Layer 0 (BG2)
zelda3::RoomObject obj_bg2(0x11, 6, 6, 0, 1); // Layer 1 (BG1)
zelda3::RoomObject obj_bg3(0x12, 7, 7, 0, 2); // Layer 2 (BG3)
room.AddObject(obj_bg1);
room.AddObject(obj_bg2);
room.AddObject(obj_bg3);
// Encode and verify layer separation
auto encoded = room.EncodeObjects();
// Should have layer terminators (0xFF 0xFF between layers)
int terminator_count = 0;
for (size_t i = 0; i < encoded.size() - 1; i++) {
if (encoded[i] == 0xFF && encoded[i + 1] == 0xFF) {
terminator_count++;
}
}
EXPECT_GE(terminator_count, 2) << "Should have at least 2 layer terminators";
}
} // namespace test
} // namespace yaze