var assert = require("assert") var vec = require("../public/assets/javascripts/rectangles/models/vec2.js") var Rect = require("../public/assets/javascripts/rectangles/models/rect.js") var Room = require("../public/assets/javascripts/rectangles/models/room.js") var Rooms = require("../public/assets/javascripts/rectangles/engine/rooms/_rooms.js") var Clipper = require("../public/assets/javascripts/rectangles/engine/rooms/clipper.js") var Builder = require("../public/assets/javascripts/rectangles/engine/rooms/builder.js") var FRONT = 0x1, BACK = 0x2, LEFT = 0x4, RIGHT = 0x8, FLOOR = 0x10, CEILING = 0x20 var ALL = FRONT | BACK | LEFT | RIGHT function sidesToString(sides){ var s = "" if (sides & FRONT) s += "front " if (sides & BACK) s += "back " if (sides & LEFT) s += "left " if (sides & RIGHT) s += "right " if (sides & TOP) s += "top " if (sides & BOTTOM) s += "bottom " return s } function bitcount(v) { v = v - ((v >>> 1) & 0x55555555); v = (v & 0x33333333) + ((v >>> 2) & 0x33333333); return ((v + (v >>> 4) & 0xF0F0F0F) * 0x1010101) >>> 24; } var rect = new Rect( new vec(1,5), new vec(1,5) ) var east = new Rect( new vec(2,6), new vec(1,5) ) var corner = new Rect( new vec(3,7), new vec(3,7) ) var peninsula = new Rect( new vec(4,6), new vec(6,8) ) var rect_room = new Room({ id: "rect", rect: rect, height: 2 }) var east_room = new Room({ id: "east", rect: east, height: 2 }) var corner_room = new Room({ id: "corner", rect: corner, height: 2 }) var peninsula_room = new Room({ id: "peninsula", rect: peninsula, height: 2 }) var taller_room = new Room({ id: "taller", rect: rect, height: 3 }) function report(a) { console.log( a.join("\n") ) } function reportSides(walls) { console.log(walls.map(function(w){ return sidesToString(w.side) }).join("\n")) } function count_wall_sides (wall_groups) { var wall_sides = {} wall_sides[LEFT] = 0 wall_sides[RIGHT] = 0 wall_sides[FRONT] = 0 wall_sides[BACK] = 0 wall_sides[TOP] = 0 wall_sides[BOTTOM] = 0 wall_sides.total = 0 wall_groups.map(function(walls){ walls.forEach(function(wall){ wall_sides[wall.side] += 1 wall_sides.total += 1 }) }) return wall_sides } function reset(){ Rooms.forEach(function(room){ room.reset() }) Rooms.list = {} Rooms.regions = [] } function rebuild(){ Rooms.clipper.reset_rects() var regions = Rooms.clipper.clip_rects() var culled = Rooms.clipper.cull_rects_iterative() return culled } describe('builder', function(){ reset() Rooms.add( rect_room ) rebuild() describe('#build_walls(rect)', function(){ var walls = Rooms.builder.build_walls(rect_room.regions[0]) it("should return 4 walls", function(){ assert.equal(4, walls.length) }) it("should have one side per wall", function(){ assert.equal(1, bitcount(walls[0].side)) assert.equal(1, bitcount(walls[1].side)) assert.equal(1, bitcount(walls[2].side)) assert.equal(1, bitcount(walls[3].side)) }) }) describe('#build_floors(rect)', function(){ var floors = Rooms.builder.build_floors(rect_room) it("should make 2 floors", function(){ assert.equal(2, floors.length) }) }) // rect vs east reset() Rooms.add( rect_room ) Rooms.add( east_room ) var regions = rebuild() describe('#build_walls(rect, east)', function(){ var wall_groups = regions.map(Rooms.builder.build_walls.bind(Rooms.builder)) var wall_sides = count_wall_sides(wall_groups) // reportSides(w); console.log("--") it("should return 8 walls", function(){ assert.equal(8, wall_sides.total) }) it("should have 3 front walls", function(){ assert.equal(3, wall_sides[FRONT]) }) it("should have 3 back walls", function(){ assert.equal(3, wall_sides[BACK]) }) it("should have 1 left wall", function(){ assert.equal(1, wall_sides[LEFT]) }) it("should have 1 right wall", function(){ assert.equal(1, wall_sides[RIGHT]) }) }) describe('#build_floors(rect, east)', function(){ var fg = Rooms.builder.build_floors(rect_room) var fg2 = Rooms.builder.build_floors(east_room) var fg_floors = fg.filter(function(r){ return ! r.half_side }) var fg_halves = fg.filter(function(r){ return r.half_side }) var fg2_floors = fg2.filter(function(r){ return ! r.half_side }) var fg2_halves = fg2.filter(function(r){ return r.half_side }) it("should make 4 floors", function(){ assert.equal(2, fg_floors.length) assert.equal(2, fg2_floors.length) }) it("should make 0 half-walls", function(){ assert.equal(0, fg_halves.length) assert.equal(0, fg2_halves.length) }) }) // rect vs corner reset() Rooms.add( rect_room ) Rooms.add( corner_room ) var regions = rebuild() describe('#build_walls(rect, corner)', function(){ var wall_groups = regions.map(Rooms.builder.build_walls.bind(Rooms.builder)) var wall_sides = count_wall_sides(wall_groups) // reportSides(w); console.log("--") it("should return 12 walls", function(){ assert.equal(12, wall_sides.total) }) it("should have 3 front walls", function(){ assert.equal(3, wall_sides[FRONT]) }) it("should have 3 back walls", function(){ assert.equal(3, wall_sides[BACK]) }) it("should have 3 left walls", function(){ assert.equal(3, wall_sides[LEFT]) }) it("should have 3 right walls", function(){ assert.equal(3, wall_sides[RIGHT]) }) }) describe('#build_floors(rect, corner)', function(){ var fg = Rooms.builder.build_floors(rect_room) var fg2 = Rooms.builder.build_floors(corner_room) var fg_floors = fg.filter(function(r){ return ! r.half_side }) var fg_halves = fg.filter(function(r){ return r.half_side }) var fg2_floors = fg2.filter(function(r){ return ! r.half_side }) var fg2_halves = fg2.filter(function(r){ return r.half_side }) it("should make 8 floors", function(){ assert.equal(2, fg_floors.length) assert.equal(6, fg2_floors.length) }) it("should make 0 half-walls", function(){ assert.equal(0, fg_halves.length) assert.equal(0, fg2_halves.length) }) }) // taller (rect) vs east reset() Rooms.add( taller_room ) Rooms.add( east_room ) var regions = rebuild() describe('#build_floors(taller, east)', function(){ var fg = Rooms.builder.build_floors(taller_room) var fg2 = Rooms.builder.build_floors(east_room) var fg_floors = fg.filter(function(r){ return ! r.half_side }) var fg_halves = fg.filter(function(r){ return r.half_side }) var fg2_floors = fg2.filter(function(r){ return ! r.half_side }) var fg2_halves = fg2.filter(function(r){ return r.half_side }) it("should make 4 floors", function(){ assert.equal(2, fg_floors.length) assert.equal(2, fg2_floors.length) }) it("should make 3 half-walls", function(){ assert.equal(0, fg_halves.length) assert.equal(3, fg2_halves.length) }) }) // taller vs corner reset() Rooms.add( taller_room ) Rooms.add( corner_room ) var regions = rebuild() describe('#build_floors(taller, corner)', function(){ var fg = Rooms.builder.build_floors(taller_room) var fg2 = Rooms.builder.build_floors(corner_room) var fg_floors = fg.filter(function(r){ return ! r.half_side }) var fg_halves = fg.filter(function(r){ return r.half_side }) var fg2_floors = fg2.filter(function(r){ return ! r.half_side }) var fg2_halves = fg2.filter(function(r){ return r.half_side }) it("should make 8 floors", function(){ assert.equal(2, fg_floors.length) assert.equal(6, fg2_floors.length) }) it("should make 2 half-walls", function(){ assert.equal(0, fg_halves.length) assert.equal(2, fg2_halves.length) }) }) // TODO ... test half-wall generation on rooms intersecting each other crossways: // right now this generates extra half-walls from cross on the box side of bulge // this could be fixed by cropping regions during the cull stage? /* var box = new Rect( new vec(1,6), new vec(1,5) ) var bulge = new Rect( new vec(2,5), new vec(4,6) ) var cross = new Rect( new vec(3,4), new vec(3,7) ) */ })