package d2mapentity import ( "os" "testing" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2math/d2vector" ) const ( normalTickTime float64 = 0.05 ) func TestMain(m *testing.M) { os.Exit(m.Run()) } func entity() mapEntity { return newMapEntity(10, 10) } func movingEntity() mapEntity { e := entity() e.SetSpeed(9) newPath := path(10, e.Position) e.SetPath(newPath, func() {}) return e } func path(length int, origin d2vector.Position) []d2vector.Position { path := make([]d2vector.Position, length) for i := 0; i < length; i++ { origin.AddScalar(float64(i+1) / 5) tile := origin.World() path[i] = pathTile(tile.X(), tile.Y()) } return path } func pathTile(x, y float64) d2vector.Position { return d2vector.NewPositionTile(x, y) } func TestMapEntity_Step(t *testing.T) { stepCount := 10 e := movingEntity() start := e.Position.Clone() for i := 0; i < stepCount; i++ { e.Step(normalTickTime) } // velocity change := d2vector.NewVector(0, 0) change.Copy(&e.Target.Vector) change.Subtract(&e.Position.Vector) change.SetLength(e.Speed * normalTickTime) // change in position change.Scale(float64(stepCount)) want := change.Add(start) if !e.Position.EqualsApprox(want) { t.Errorf("entity position after %d steps: want %s: got %s", stepCount, want, e.Position.Vector) } if e.Position.Equals(start) { t.Errorf("entity did not move, still at position %s", start) } } func BenchmarkMapEntity_Step(b *testing.B) { stepEntity := movingEntity() for n := 0; n < b.N; n++ { stepEntity.Step(normalTickTime) } }