minimap_generator_test.cpp 3.5 KB

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  1. #include "map/map_definition.h"
  2. #include "map/minimap/minimap_generator.h"
  3. #include <QImage>
  4. #include <gtest/gtest.h>
  5. using namespace Game::Map;
  6. using namespace Game::Map::Minimap;
  7. class MinimapGeneratorTest : public ::testing::Test {
  8. protected:
  9. // No additional setup needed; the global test environment handles
  10. // QGuiApplication.
  11. void SetUp() override {
  12. // Create a simple test map
  13. test_map.name = "Test Map";
  14. test_map.grid.width = 50;
  15. test_map.grid.height = 50;
  16. test_map.grid.tile_size = 1.0F;
  17. // Set up biome with default colors
  18. test_map.biome.grass_primary = QVector3D(0.3F, 0.6F, 0.28F);
  19. test_map.biome.grass_secondary = QVector3D(0.44F, 0.7F, 0.32F);
  20. test_map.biome.soil_color = QVector3D(0.28F, 0.24F, 0.18F);
  21. }
  22. MapDefinition test_map;
  23. };
  24. TEST_F(MinimapGeneratorTest, GeneratesValidImage) {
  25. MinimapGenerator generator;
  26. QImage result = generator.generate(test_map);
  27. // Check that image was created
  28. EXPECT_FALSE(result.isNull());
  29. EXPECT_GT(result.width(), 0);
  30. EXPECT_GT(result.height(), 0);
  31. }
  32. TEST_F(MinimapGeneratorTest, ImageDimensionsMatchGrid) {
  33. MinimapGenerator::Config config;
  34. config.pixels_per_tile = 2.0F;
  35. MinimapGenerator generator(config);
  36. QImage result = generator.generate(test_map);
  37. const int expected_width = test_map.grid.width * config.pixels_per_tile;
  38. const int expected_height = test_map.grid.height * config.pixels_per_tile;
  39. EXPECT_EQ(result.width(), expected_width);
  40. EXPECT_EQ(result.height(), expected_height);
  41. }
  42. TEST_F(MinimapGeneratorTest, RendersRivers) {
  43. // Add a river to the map
  44. RiverSegment river;
  45. river.start = QVector3D(10.0F, 0.0F, 10.0F);
  46. river.end = QVector3D(40.0F, 0.0F, 40.0F);
  47. river.width = 3.0F;
  48. test_map.rivers.push_back(river);
  49. MinimapGenerator generator;
  50. QImage result = generator.generate(test_map);
  51. EXPECT_FALSE(result.isNull());
  52. // River should have been rendered (we can't easily verify pixels, but check
  53. // image is valid)
  54. }
  55. TEST_F(MinimapGeneratorTest, RendersTerrainFeatures) {
  56. // Add a hill
  57. TerrainFeature hill;
  58. hill.type = TerrainType::Hill;
  59. hill.center_x = 25.0F;
  60. hill.center_z = 25.0F;
  61. hill.width = 10.0F;
  62. hill.depth = 10.0F;
  63. hill.height = 3.0F;
  64. test_map.terrain.push_back(hill);
  65. MinimapGenerator generator;
  66. QImage result = generator.generate(test_map);
  67. EXPECT_FALSE(result.isNull());
  68. }
  69. TEST_F(MinimapGeneratorTest, RendersRoads) {
  70. // Add a road
  71. RoadSegment road;
  72. road.start = QVector3D(5.0F, 0.0F, 5.0F);
  73. road.end = QVector3D(45.0F, 0.0F, 45.0F);
  74. road.width = 3.0F;
  75. road.style = "default";
  76. test_map.roads.push_back(road);
  77. MinimapGenerator generator;
  78. QImage result = generator.generate(test_map);
  79. EXPECT_FALSE(result.isNull());
  80. }
  81. TEST_F(MinimapGeneratorTest, RendersStructures) {
  82. // Add a barracks spawn
  83. UnitSpawn barracks;
  84. barracks.type = Game::Units::SpawnType::Barracks;
  85. barracks.x = 25.0F;
  86. barracks.z = 25.0F;
  87. barracks.player_id = 1;
  88. test_map.spawns.push_back(barracks);
  89. MinimapGenerator generator;
  90. QImage result = generator.generate(test_map);
  91. EXPECT_FALSE(result.isNull());
  92. }
  93. TEST_F(MinimapGeneratorTest, HandlesEmptyMap) {
  94. // Empty map with no features
  95. MapDefinition empty_map;
  96. empty_map.grid.width = 10;
  97. empty_map.grid.height = 10;
  98. empty_map.grid.tile_size = 1.0F;
  99. empty_map.biome.grass_primary = QVector3D(0.3F, 0.6F, 0.28F);
  100. MinimapGenerator generator;
  101. QImage result = generator.generate(empty_map);
  102. EXPECT_FALSE(result.isNull());
  103. EXPECT_GT(result.width(), 0);
  104. EXPECT_GT(result.height(), 0);
  105. }