b9d2fe60fd
Extracts Player (extends Entity), TestPlane, and PlayerCamera into their own files; the camera now tracks the player's live position at a fixed offset instead of orbiting the world origin over time. Updates test_overworldscene.c to match the new entity order and to build an in-memory zip fixture, since overworldscene.js now require()s these sibling files and require() always resolves through ASSET.zip.
405 lines
14 KiB
C
405 lines
14 KiB
C
/**
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* Copyright (c) 2026 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "dusktest.h"
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#include "util/memory.h"
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#include "asset/asset.h"
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#include "scene/scene.h"
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#include "entity/entitymanager.h"
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#include "entity/component.h"
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#include "entity/component/display/entityposition.h"
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#include "entity/component/physics/entityphysics.h"
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#include "entity/component/display/entityrenderable.h"
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#include "display/mesh/plane.h"
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#include "display/mesh/capsule.h"
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#include "script/scriptmanager.h"
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#include "script/module/scene/modulescene.h"
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#include "script/module/require/modulerequire.h"
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#include <zip.h>
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#include <stdio.h>
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#include <string.h>
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#ifndef DUSK_ASSETS_DIR
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#error "DUSK_ASSETS_DIR must be defined"
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#endif
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static char_t *readFile(const char_t *relativePath) {
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char_t path[512];
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snprintf(path, sizeof(path), "%s/%s", DUSK_ASSETS_DIR, relativePath);
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FILE *f = fopen(path, "rb");
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assert_non_null(f);
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fseek(f, 0, SEEK_END);
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long size = ftell(f);
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fseek(f, 0, SEEK_SET);
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char_t *buf = (char_t *)memoryAllocate((size_t)size + 1);
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size_t read = fread(buf, 1, (size_t)size, f);
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fclose(f);
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buf[read] = '\0';
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return buf;
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}
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// Runs the real, shipped overworldscene.js through Scene.set() the same
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// way require()/init.js would -- not a copy embedded in this test, so
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// this actually verifies what ships.
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static errorret_t installOverworldScene(void) {
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char_t *fileSrc = readFile("scripts/overworldscene.js");
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const char_t *prefix = "var module = { exports: {} };\n(function(module){\n";
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const char_t *suffix = "\n})(module);\nScene.set(module.exports);";
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size_t wrappedLen = strlen(prefix) + strlen(fileSrc) + strlen(suffix);
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char_t *wrapped = (char_t *)memoryAllocate(wrappedLen + 1);
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snprintf(
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wrapped, wrappedLen + 1, "%s%s%s", prefix, fileSrc, suffix
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);
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memoryFree(fileSrc);
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// overworldscene.js now require()s sibling files (Player.js etc.) --
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// push the same base directory scriptManagerExecFile() would push for
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// a real load, since this test bypasses that path to exec a wrapped
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// copy of the source directly instead.
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moduleRequireDirPush("scripts/");
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errorret_t ret = scriptManagerExec(wrapped, NULL);
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moduleRequireDirPop();
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memoryFree(wrapped);
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return ret;
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}
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static zip_t *g_zip = NULL;
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// overworldscene.js require()s sibling files (Player.js/TestPlane.js/
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// PlayerCamera.js), which resolve through the asset system's ASSET.zip --
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// there's no real-filesystem fallback (see assetFileInit()). Package the
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// real, shipped copies of those files (read straight off disk, not
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// hardcoded here) into an in-memory zip so require() finds the same
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// content a real build would.
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static int overworld_setup(void **state) {
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sceneInit();
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errorret_t ret = scriptManagerInit();
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if(errorIsNotOk(ret)) { errorCatch(ret); return -1; }
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zip_error_t err;
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zip_error_init(&err);
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zip_source_t *write_src = zip_source_buffer_create(NULL, 0, 1, &err);
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if(!write_src) return -1;
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zip_t *za = zip_open_from_source(write_src, ZIP_TRUNCATE, &err);
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if(!za) { zip_source_free(write_src); return -1; }
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const char_t *requiredScripts[] = {
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"scripts/Player.js", "scripts/TestPlane.js", "scripts/PlayerCamera.js"
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};
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char_t *scriptSrcs[3];
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for(size_t i = 0; i < 3; i++) {
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scriptSrcs[i] = readFile(requiredScripts[i]);
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zip_source_t *s = zip_source_buffer(
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za, scriptSrcs[i], strlen(scriptSrcs[i]), 0
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);
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if(zip_file_add(za, requiredScripts[i], s, ZIP_FL_OVERWRITE) < 0) {
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zip_close(za);
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return -1;
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}
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}
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zip_source_keep(write_src);
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if(zip_close(za) != 0) { zip_source_free(write_src); return -1; }
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// zip_close() has fully read every source added above by now, so the
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// backing buffers are safe to free.
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for(size_t i = 0; i < 3; i++) memoryFree(scriptSrcs[i]);
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zip_stat_t zs;
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memset(&zs, 0, sizeof(zs));
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if(zip_source_stat(write_src, &zs) != 0 || !(zs.valid & ZIP_STAT_SIZE)) {
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zip_source_free(write_src);
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return -1;
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}
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void *zipbuf = malloc((size_t)zs.size);
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if(!zipbuf) { zip_source_free(write_src); return -1; }
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if(zip_source_open(write_src) != 0) {
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free(zipbuf);
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zip_source_free(write_src);
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return -1;
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}
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zip_source_read(write_src, zipbuf, (zip_uint64_t)zs.size);
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zip_source_close(write_src);
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zip_source_free(write_src);
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zip_error_init(&err);
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zip_source_t *read_src = zip_source_buffer_create(
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zipbuf, (zip_uint64_t)zs.size, 1, &err
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);
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if(!read_src) { free(zipbuf); return -1; }
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g_zip = zip_open_from_source(read_src, 0, &err);
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if(!g_zip) { zip_source_free(read_src); return -1; }
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ASSET.zip = g_zip;
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return 0;
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}
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static int overworld_teardown(void **state) {
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errorret_t ret = scriptManagerDispose();
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if(errorIsNotOk(ret)) errorCatch(ret);
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sceneDispose();
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if(g_zip) { zip_close(g_zip); g_zip = NULL; }
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ASSET.zip = NULL;
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// JerryScript defers freeing native-wrapped handles (Entity/Scene/
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// Position/Physics/Renderable instances) until GC/jerry_cleanup() runs,
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// so the leak check can only be meaningful after scriptManagerDispose()
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// has actually run above -- not inside the test body.
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assert_int_equal(memoryGetAllocatedCount(), 0);
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return 0;
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}
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static void test_overworldscene_builds_expected_entities(void **state) {
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errorret_t ret = installOverworldScene();
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assert_true(errorIsOk(ret));
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sceneid_t sceneId = sceneGetActive();
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assert_true(sceneId != SCENE_ID_INVALID);
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entitymanager_t *mgr = sceneGetEntities(sceneId);
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// Entity 0: player (new Player() runs first in init()).
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entityid_t playerEntity = 0;
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componentid_t playerPos = entityGetComponent(
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mgr, playerEntity, COMPONENT_TYPE_POSITION
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);
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assert_true(playerPos != COMPONENT_ID_INVALID);
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vec3 playerPosition;
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entityPositionGetLocalPosition(mgr, playerEntity, playerPos, playerPosition);
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assert_float_equal(playerPosition[0], 0.0f, 0.0001f);
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assert_float_equal(playerPosition[1], 2.0f, 0.0001f);
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assert_float_equal(playerPosition[2], 0.0f, 0.0001f);
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componentid_t playerPhysics = entityGetComponent(
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mgr, playerEntity, COMPONENT_TYPE_PHYSICS
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);
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assert_true(playerPhysics != COMPONENT_ID_INVALID);
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assert_int_equal(
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entityPhysicsGetBodyType(mgr, playerEntity, playerPhysics),
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PHYSICS_BODY_DYNAMIC
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);
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physicsshape_t playerShape = entityPhysicsGetShape(
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mgr, playerEntity, playerPhysics
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);
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assert_int_equal(playerShape.type, PHYSICS_SHAPE_CAPSULE);
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assert_float_equal(playerShape.data.capsule.radius, 0.5f, 0.0001f);
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assert_float_equal(playerShape.data.capsule.halfHeight, 0.5f, 0.0001f);
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componentid_t playerRenderable = entityGetComponent(
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mgr, playerEntity, COMPONENT_TYPE_RENDERABLE
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);
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assert_true(playerRenderable != COMPONENT_ID_INVALID);
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entityrenderable_t *playerR = componentGetData(
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mgr, playerEntity, playerRenderable, COMPONENT_TYPE_RENDERABLE
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);
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assert_ptr_equal(playerR->data.material.meshes[0], &CAPSULE_MESH_SIMPLE);
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assert_int_equal(playerR->data.material.material.unlit.color.r, 0);
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assert_int_equal(playerR->data.material.material.unlit.color.g, 0);
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assert_int_equal(playerR->data.material.material.unlit.color.b, 255);
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assert_int_equal(playerR->data.material.material.unlit.color.a, 255);
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assert_true(
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entityGetComponent(mgr, playerEntity, COMPONENT_TYPE_PLAYER) !=
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COMPONENT_ID_INVALID
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);
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// Entity 1: static ground plane (new TestPlane() runs second).
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entityid_t planeEntity = 1;
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componentid_t planePos = entityGetComponent(
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mgr, planeEntity, COMPONENT_TYPE_POSITION
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);
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assert_true(planePos != COMPONENT_ID_INVALID);
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vec3 planePosition, planeScale;
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entityPositionGetLocalPosition(mgr, planeEntity, planePos, planePosition);
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entityPositionGetLocalScale(mgr, planeEntity, planePos, planeScale);
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assert_float_equal(planePosition[0], -10.0f, 0.0001f);
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assert_float_equal(planePosition[1], 0.0f, 0.0001f);
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assert_float_equal(planePosition[2], -10.0f, 0.0001f);
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assert_float_equal(planeScale[0], 20.0f, 0.0001f);
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assert_float_equal(planeScale[1], 1.0f, 0.0001f);
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assert_float_equal(planeScale[2], 20.0f, 0.0001f);
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componentid_t planePhysics = entityGetComponent(
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mgr, planeEntity, COMPONENT_TYPE_PHYSICS
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);
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assert_true(planePhysics != COMPONENT_ID_INVALID);
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assert_int_equal(
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entityPhysicsGetBodyType(mgr, planeEntity, planePhysics),
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PHYSICS_BODY_STATIC
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);
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physicsshape_t planeShape = entityPhysicsGetShape(
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mgr, planeEntity, planePhysics
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);
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assert_int_equal(planeShape.type, PHYSICS_SHAPE_PLANE);
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assert_float_equal(planeShape.data.plane.normal[0], 0.0f, 0.0001f);
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assert_float_equal(planeShape.data.plane.normal[1], 1.0f, 0.0001f);
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assert_float_equal(planeShape.data.plane.normal[2], 0.0f, 0.0001f);
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assert_float_equal(planeShape.data.plane.distance, 0.0f, 0.0001f);
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componentid_t planeRenderable = entityGetComponent(
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mgr, planeEntity, COMPONENT_TYPE_RENDERABLE
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);
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assert_true(planeRenderable != COMPONENT_ID_INVALID);
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entityrenderable_t *planeR = componentGetData(
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mgr, planeEntity, planeRenderable, COMPONENT_TYPE_RENDERABLE
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);
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assert_ptr_equal(planeR->data.material.meshes[0], &PLANE_MESH_SIMPLE);
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assert_int_equal(planeR->data.material.material.unlit.color.r, 128);
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assert_int_equal(planeR->data.material.material.unlit.color.g, 128);
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assert_int_equal(planeR->data.material.material.unlit.color.b, 128);
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assert_int_equal(planeR->data.material.material.unlit.color.a, 255);
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// Entity 2: camera (new PlayerCamera(player) runs last). Position +
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// Camera components, positioned at the player's local position plus
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// PlayerCamera.js's fixed offset (angle=0, radius=18, height=10) --
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// player is at (0, 2, 0), so eye=(18, 12, 0).
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entityid_t camEntity = 2;
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componentid_t camPos = entityGetComponent(
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mgr, camEntity, COMPONENT_TYPE_POSITION
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);
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assert_true(camPos != COMPONENT_ID_INVALID);
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assert_true(
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entityGetComponent(mgr, camEntity, COMPONENT_TYPE_CAMERA) !=
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COMPONENT_ID_INVALID
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);
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vec3 camPosition;
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entityPositionGetLocalPosition(mgr, camEntity, camPos, camPosition);
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assert_float_equal(camPosition[0], 18.0f, 0.0001f);
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assert_float_equal(camPosition[1], 12.0f, 0.0001f);
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assert_float_equal(camPosition[2], 0.0f, 0.0001f);
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}
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static void test_overworldscene_camera_follows_player(void **state) {
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errorret_t ret = installOverworldScene();
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assert_true(errorIsOk(ret));
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sceneid_t sceneId = sceneGetActive();
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entitymanager_t *mgr = sceneGetEntities(sceneId);
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entityid_t playerEntity = 0;
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componentid_t playerPos = entityGetComponent(
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mgr, playerEntity, COMPONENT_TYPE_POSITION
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);
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entityid_t camEntity = 2;
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componentid_t camPos = entityGetComponent(
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mgr, camEntity, COMPONENT_TYPE_POSITION
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);
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// Move the player and confirm the camera's next update() re-centers on
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// the player's new position at the same fixed offset (PlayerCamera.js
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// no longer orbits over time -- it just tracks the player).
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entityPositionSetLocalPosition(
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mgr, playerEntity, playerPos, (vec3){ 5.0f, 2.0f, -3.0f }
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);
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ret = moduleSceneUpdateCurrent();
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assert_true(errorIsOk(ret));
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vec3 camPosition;
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entityPositionGetLocalPosition(mgr, camEntity, camPos, camPosition);
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assert_float_equal(camPosition[0], 5.0f + 18.0f, 0.0001f);
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assert_float_equal(camPosition[1], 2.0f + 10.0f, 0.0001f);
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assert_float_equal(camPosition[2], -3.0f, 0.0001f);
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}
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static void test_scene_set_switches_and_disposes(void **state) {
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errorret_t ret = installOverworldScene();
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assert_true(errorIsOk(ret));
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assert_true(sceneGetActive() != SCENE_ID_INVALID);
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// Install a second, trivial scene module in place of the first. This
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// must: call the first module's dispose(), destroy its scene, then
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// create+activate a new one and call the new module's init().
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ret = scriptManagerExec(
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"var switchState = { updateCount: 0, disposed: false };\n"
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"Scene.set({\n"
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" init: function() { var e = new Entity(); e.add(POSITION); },\n"
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" update: function() { switchState.updateCount++; },\n"
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" dispose: function() { switchState.disposed = true; }\n"
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"});",
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NULL
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);
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assert_true(errorIsOk(ret));
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sceneid_t secondSceneId = sceneGetActive();
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assert_true(secondSceneId != SCENE_ID_INVALID);
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entitymanager_t *mgr = sceneGetEntities(secondSceneId);
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assert_true(
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entityGetComponent(mgr, 0, COMPONENT_TYPE_POSITION) !=
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COMPONENT_ID_INVALID
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);
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// The first module's plane entity (entity 1, POSITION+PHYSICS+
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// RENDERABLE) must be gone -- proves the old scene was actually torn
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// down, not just deactivated. (Scene IDs are a small reused pool --
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// SCENE_COUNT_MAX slots -- so secondSceneId == firstSceneId here is
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// expected, not a bug: sceneCreate() picks the first free slot, and
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// destroying firstSceneId frees that exact slot right back up.)
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assert_true(
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entityGetComponent(mgr, 1, COMPONENT_TYPE_POSITION) ==
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COMPONENT_ID_INVALID
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);
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ret = moduleSceneUpdateCurrent();
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assert_true(errorIsOk(ret));
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jerry_value_t result;
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ret = scriptManagerExec("switchState.updateCount", &result);
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assert_true(errorIsOk(ret));
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assert_true(jerry_value_is_number(result));
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assert_int_equal((int)jerry_value_as_number(result), 1);
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jerry_value_free(result);
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// Switching again must call the second module's dispose().
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ret = scriptManagerExec(
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"Scene.set({ init: function() {} });", NULL
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);
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assert_true(errorIsOk(ret));
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ret = scriptManagerExec("switchState.disposed", &result);
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assert_true(errorIsOk(ret));
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assert_true(jerry_value_is_true(result));
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jerry_value_free(result);
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}
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int main(void) {
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assertInit();
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const struct CMUnitTest tests[] = {
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cmocka_unit_test_setup_teardown(
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test_overworldscene_builds_expected_entities,
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overworld_setup, overworld_teardown
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),
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cmocka_unit_test_setup_teardown(
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test_overworldscene_camera_follows_player,
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overworld_setup, overworld_teardown
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),
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cmocka_unit_test_setup_teardown(
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test_scene_set_switches_and_disposes,
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overworld_setup, overworld_teardown
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),
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};
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return cmocka_run_group_tests(tests, NULL, NULL);
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}
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