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added tests improved API
This commit is contained in:
@@ -8,21 +8,39 @@
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#include <memory>
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#include <memory>
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namespace omath::pathfinding
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namespace omath::pathfinding
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{
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{
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enum class WalkBotStatus
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{
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IDLE,
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PATHING,
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FINISHED
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};
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class WalkBot
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class WalkBot
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{
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{
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public:
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public:
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WalkBot() = default;
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WalkBot() = default;
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explicit WalkBot(std::shared_ptr<NavigationMesh> mesh);
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explicit WalkBot(const std::shared_ptr<NavigationMesh>& mesh, float min_node_distance = 1.f);
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void set_nav_mesh(std::shared_ptr<NavigationMesh> mesh);
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void set_nav_mesh(const std::shared_ptr<NavigationMesh>& mesh);
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void set_min_node_distance(float distance);
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void update(const Vector3<float>& bot_position, const Vector3<float>& target_position, float min_node_distance);
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void set_target(const Vector3<float>& target);
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void on_path(std::function<void(const Vector3<float>&)> callback);
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// Clear navigation state so the bot can be re-routed without stale
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// visited-node memory.
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void reset();
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// Call every game tick with the current bot world position.
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void update(const Vector3<float>& bot_position);
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void on_path(const std::function<void(const Vector3<float>&)>& callback);
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void on_status(const std::function<void(WalkBotStatus)>& callback);
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private:
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private:
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std::weak_ptr<NavigationMesh> m_mav_mesh;
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std::weak_ptr<NavigationMesh> m_nav_mesh;
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std::optional<std::function<void(const Vector3<float>&)>> m_on_next_path_node;
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std::optional<std::function<void(const Vector3<float>&)>> m_on_next_path_node;
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std::optional<std::function<void(WalkBotStatus)>> m_on_status_update;
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std::optional<Vector3<float>> m_last_visited;
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std::optional<Vector3<float>> m_last_visited;
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std::optional<Vector3<float>> m_target;
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float m_min_node_distance{1.f};
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};
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};
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} // namespace omath::pathfinding
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} // namespace omath::pathfinding
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@@ -7,31 +7,64 @@
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namespace omath::pathfinding
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namespace omath::pathfinding
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{
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{
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WalkBot::WalkBot(std::shared_ptr<NavigationMesh> mesh) : m_mav_mesh(std::move(mesh)) {}
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WalkBot::WalkBot(const std::shared_ptr<NavigationMesh>& mesh, const float min_node_distance)
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: m_nav_mesh(mesh), m_min_node_distance(min_node_distance) {}
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void WalkBot::set_nav_mesh(std::shared_ptr<NavigationMesh> mesh)
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void WalkBot::set_nav_mesh(const std::shared_ptr<NavigationMesh>& mesh)
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{
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{
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m_mav_mesh = std::move(mesh);
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m_nav_mesh = mesh;
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}
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}
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void WalkBot::update(const Vector3<float>& bot_position, const Vector3<float>& target_position,
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void WalkBot::set_min_node_distance(const float distance)
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const float min_node_distance)
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{
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{
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m_min_node_distance = distance;
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}
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void WalkBot::set_target(const Vector3<float>& target)
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{
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m_target = target;
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}
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void WalkBot::reset()
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{
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m_last_visited.reset();
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}
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void WalkBot::update(const Vector3<float>& bot_position)
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{
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if (!m_target.has_value())
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return;
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if (m_target->distance_to(bot_position) <= m_min_node_distance)
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{
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if (m_on_status_update.has_value())
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m_on_status_update->operator()(WalkBotStatus::FINISHED);
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return;
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}
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if (!m_on_next_path_node.has_value())
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if (!m_on_next_path_node.has_value())
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return;
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return;
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const auto nav_mesh = m_mav_mesh.lock();
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const auto nav_mesh = m_nav_mesh.lock();
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if (!nav_mesh)
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if (!nav_mesh)
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{
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if (m_on_status_update.has_value())
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m_on_status_update->operator()(WalkBotStatus::IDLE);
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return;
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return;
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}
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const auto path = Astar::find_path(bot_position, target_position, *nav_mesh);
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const auto path = Astar::find_path(bot_position, *m_target, *nav_mesh);
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if (path.empty())
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if (path.empty())
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{
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if (m_on_status_update.has_value())
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m_on_status_update->operator()(WalkBotStatus::IDLE);
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return;
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return;
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}
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const auto& nearest = path.front();
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const auto& nearest = path.front();
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// Record the nearest node as visited once we are close enough to it.
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// Record the nearest node as visited once we are close enough to it.
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if (nearest.distance_to(bot_position) <= min_node_distance)
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if (nearest.distance_to(bot_position) <= m_min_node_distance)
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m_last_visited = nearest;
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m_last_visited = nearest;
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// If the nearest node was already visited, advance to the next one so
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// If the nearest node was already visited, advance to the next one so
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@@ -42,9 +75,18 @@ namespace omath::pathfinding
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m_on_next_path_node->operator()(path[1]);
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m_on_next_path_node->operator()(path[1]);
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else
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else
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m_on_next_path_node->operator()(nearest);
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m_on_next_path_node->operator()(nearest);
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if (m_on_status_update.has_value())
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m_on_status_update->operator()(WalkBotStatus::PATHING);
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}
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}
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void WalkBot::on_path(std::function<void(const Vector3<float>&)> callback)
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void WalkBot::on_path(const std::function<void(const Vector3<float>&)>& callback)
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{
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{
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m_on_next_path_node = callback;
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m_on_next_path_node = callback;
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}
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}
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void WalkBot::on_status(const std::function<void(WalkBotStatus)>& callback)
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{
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m_on_status_update = callback;
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}
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} // namespace omath::pathfinding
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} // namespace omath::pathfinding
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640
tests/general/unit_test_walk_bot.cpp
Normal file
640
tests/general/unit_test_walk_bot.cpp
Normal file
@@ -0,0 +1,640 @@
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// Unit tests for omath::pathfinding::WalkBot
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// Covers all status transitions, callback behaviour, and a full walk simulation.
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#include <gtest/gtest.h>
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#include "omath/pathfinding/walk_bot.hpp"
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#include "omath/pathfinding/navigation_mesh.hpp"
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using namespace omath;
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using namespace omath::pathfinding;
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// ---------------------------------------------------------------------------
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// Helpers
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// ---------------------------------------------------------------------------
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// Build a simple bidirectional linear chain:
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// (0,0,0) <-> (1,0,0) <-> (2,0,0) <-> ... <-> (n-1,0,0)
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static std::shared_ptr<NavigationMesh> make_linear_mesh(int n)
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{
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auto mesh = std::make_shared<NavigationMesh>();
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for (int i = 0; i < n; ++i)
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{
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const Vector3<float> v{static_cast<float>(i), 0.f, 0.f};
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std::vector<Vector3<float>> neighbors;
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if (i > 0)
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neighbors.push_back(Vector3<float>{static_cast<float>(i - 1), 0.f, 0.f});
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if (i + 1 < n)
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neighbors.push_back(Vector3<float>{static_cast<float>(i + 1), 0.f, 0.f});
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mesh->m_vertex_map[v] = neighbors;
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}
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return mesh;
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}
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// Collect every status update fired during one update() call.
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static auto make_status_recorder(std::vector<WalkBotStatus>& out)
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{
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return [&out](WalkBotStatus s) { out.push_back(s); };
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}
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// Collect every "next node" hint fired during one update() call.
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static auto make_node_recorder(std::vector<Vector3<float>>& out)
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{
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return [&out](const Vector3<float>& v) { out.push_back(v); };
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}
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// ---------------------------------------------------------------------------
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// Construction
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// ---------------------------------------------------------------------------
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TEST(WalkBotTests, DefaultConstructedBotIsInert)
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{
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// A default-constructed bot with no mesh, no target, and no callbacks must
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// not crash.
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WalkBot bot;
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EXPECT_NO_THROW(bot.update({0.f, 0.f, 0.f}));
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}
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TEST(WalkBotTests, ConstructWithMeshAndDistance)
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{
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auto mesh = make_linear_mesh(3);
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EXPECT_NO_THROW(WalkBot bot(mesh, 0.5f));
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}
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// ---------------------------------------------------------------------------
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// Status: FINISHED
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// ---------------------------------------------------------------------------
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TEST(WalkBotTests, FiresFinishedWhenBotIsAtTarget)
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{
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auto mesh = make_linear_mesh(3);
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WalkBot bot(mesh, 0.5f);
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bot.set_target({2.f, 0.f, 0.f});
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std::vector<WalkBotStatus> statuses;
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bot.on_status(make_status_recorder(statuses));
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// bot_position == target_position -> distance == 0, well within threshold
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bot.update({2.f, 0.f, 0.f});
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ASSERT_FALSE(statuses.empty());
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EXPECT_EQ(statuses.front(), WalkBotStatus::FINISHED);
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}
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TEST(WalkBotTests, FiresFinishedWhenBotIsWithinMinDistance)
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{
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auto mesh = make_linear_mesh(3);
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WalkBot bot(mesh, 0.5f);
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bot.set_target({0.4f, 0.f, 0.f});
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std::vector<WalkBotStatus> statuses;
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bot.on_status(make_status_recorder(statuses));
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// distance between (0,0,0) and (0.4,0,0) is 0.4 < 0.5 threshold
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bot.update({0.f, 0.f, 0.f});
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ASSERT_FALSE(statuses.empty());
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EXPECT_EQ(statuses.front(), WalkBotStatus::FINISHED);
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}
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TEST(WalkBotTests, NoFinishedWhenOutsideMinDistance)
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{
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auto mesh = make_linear_mesh(5);
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WalkBot bot(mesh, 0.5f);
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bot.set_target({4.f, 0.f, 0.f});
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std::vector<WalkBotStatus> statuses;
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bot.on_status(make_status_recorder(statuses));
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// Attach path callback so we get further status updates
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std::vector<Vector3<float>> nodes;
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bot.on_path(make_node_recorder(nodes));
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bot.update({0.f, 0.f, 0.f});
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// FINISHED must NOT appear in the status list
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for (auto s : statuses)
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EXPECT_NE(s, WalkBotStatus::FINISHED);
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}
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TEST(WalkBotTests, FinishedFiredEvenWithoutPathCallback)
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{
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// FINISHED is emitted before the on_path guard, so it fires regardless.
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auto mesh = make_linear_mesh(2);
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WalkBot bot(mesh, 0.5f);
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bot.set_target({1.f, 0.f, 0.f});
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std::vector<WalkBotStatus> statuses;
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bot.on_status(make_status_recorder(statuses));
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// Intentionally do NOT register on_path callback.
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bot.update({1.f, 0.f, 0.f});
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ASSERT_EQ(statuses.size(), 1u);
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EXPECT_EQ(statuses[0], WalkBotStatus::FINISHED);
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}
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TEST(WalkBotTests, FinishedDoesNotFallThroughToPathing)
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{
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// update() must return after FINISHED — PATHING must not fire on the same tick.
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auto mesh = make_linear_mesh(3);
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WalkBot bot(mesh, 0.5f);
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bot.set_target({1.f, 0.f, 0.f});
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std::vector<WalkBotStatus> statuses;
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bot.on_status(make_status_recorder(statuses));
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std::vector<Vector3<float>> nodes;
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bot.on_path(make_node_recorder(nodes));
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bot.update({1.f, 0.f, 0.f}); // bot is at target
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ASSERT_EQ(statuses.size(), 1u);
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EXPECT_EQ(statuses[0], WalkBotStatus::FINISHED);
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EXPECT_TRUE(nodes.empty());
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}
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// ---------------------------------------------------------------------------
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// No target set
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// ---------------------------------------------------------------------------
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TEST(WalkBotTests, NoUpdateWithoutTarget)
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{
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auto mesh = make_linear_mesh(3);
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WalkBot bot(mesh, 0.5f);
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// Intentionally do NOT call set_target()
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std::vector<WalkBotStatus> statuses;
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bot.on_status(make_status_recorder(statuses));
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std::vector<Vector3<float>> nodes;
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bot.on_path(make_node_recorder(nodes));
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|
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bot.update({0.f, 0.f, 0.f});
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|
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EXPECT_TRUE(statuses.empty());
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EXPECT_TRUE(nodes.empty());
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}
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|
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// ---------------------------------------------------------------------------
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// Status: IDLE — no path callback registered
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|
// ---------------------------------------------------------------------------
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|
|
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TEST(WalkBotTests, NoPathCallbackMeansNoPathingStatus)
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|
{
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auto mesh = make_linear_mesh(4);
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WalkBot bot(mesh, 0.5f);
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bot.set_target({3.f, 0.f, 0.f});
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|
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std::vector<WalkBotStatus> statuses;
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bot.on_status(make_status_recorder(statuses));
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// No on_path registered -> update returns early after FINISHED check
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|
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bot.update({0.f, 0.f, 0.f});
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|
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EXPECT_TRUE(statuses.empty());
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}
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|
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// ---------------------------------------------------------------------------
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// Status: IDLE — null/expired navigation mesh
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// ---------------------------------------------------------------------------
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TEST(WalkBotTests, FiresIdleWhenNavMeshIsNull)
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{
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WalkBot bot; // no mesh assigned
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bot.set_target({5.f, 0.f, 0.f});
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std::vector<WalkBotStatus> statuses;
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bot.on_status(make_status_recorder(statuses));
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std::vector<Vector3<float>> nodes;
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bot.on_path(make_node_recorder(nodes));
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bot.update({0.f, 0.f, 0.f});
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ASSERT_FALSE(statuses.empty());
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EXPECT_EQ(statuses.back(), WalkBotStatus::IDLE);
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EXPECT_TRUE(nodes.empty());
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}
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|
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TEST(WalkBotTests, FiresIdleWhenNavMeshExpires)
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|
{
|
||||||
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auto mesh = make_linear_mesh(4);
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||||||
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WalkBot bot(mesh, 0.5f);
|
||||||
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bot.set_target({3.f, 0.f, 0.f});
|
||||||
|
|
||||||
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std::vector<WalkBotStatus> statuses;
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||||||
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bot.on_status(make_status_recorder(statuses));
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||||||
|
|
||||||
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std::vector<Vector3<float>> nodes;
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||||||
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bot.on_path(make_node_recorder(nodes));
|
||||||
|
|
||||||
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// Let the shared_ptr expire — WalkBot holds only a weak_ptr.
|
||||||
|
mesh.reset();
|
||||||
|
|
||||||
|
bot.update({0.f, 0.f, 0.f});
|
||||||
|
|
||||||
|
ASSERT_FALSE(statuses.empty());
|
||||||
|
EXPECT_EQ(statuses.back(), WalkBotStatus::IDLE);
|
||||||
|
EXPECT_TRUE(nodes.empty());
|
||||||
|
}
|
||||||
|
|
||||||
|
TEST(WalkBotTests, SetNavMeshRestoresPathing)
|
||||||
|
{
|
||||||
|
WalkBot bot; // starts with no mesh
|
||||||
|
bot.set_target({3.f, 0.f, 0.f});
|
||||||
|
|
||||||
|
std::vector<WalkBotStatus> statuses;
|
||||||
|
bot.on_status(make_status_recorder(statuses));
|
||||||
|
std::vector<Vector3<float>> nodes;
|
||||||
|
bot.on_path(make_node_recorder(nodes));
|
||||||
|
|
||||||
|
// First call — no mesh -> IDLE
|
||||||
|
bot.update({0.f, 0.f, 0.f});
|
||||||
|
ASSERT_EQ(statuses.back(), WalkBotStatus::IDLE);
|
||||||
|
|
||||||
|
// Assign a mesh and call again. Keep the shared_ptr alive so the
|
||||||
|
// weak_ptr inside WalkBot does not expire before update() is called.
|
||||||
|
statuses.clear();
|
||||||
|
nodes.clear();
|
||||||
|
auto new_mesh = make_linear_mesh(4);
|
||||||
|
bot.set_nav_mesh(new_mesh);
|
||||||
|
bot.set_min_node_distance(0.5f);
|
||||||
|
bot.update({0.f, 0.f, 0.f});
|
||||||
|
|
||||||
|
ASSERT_FALSE(statuses.empty());
|
||||||
|
EXPECT_EQ(statuses.back(), WalkBotStatus::PATHING);
|
||||||
|
EXPECT_FALSE(nodes.empty());
|
||||||
|
}
|
||||||
|
|
||||||
|
// ---------------------------------------------------------------------------
|
||||||
|
// Status: IDLE — A* finds no path
|
||||||
|
// ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
TEST(WalkBotTests, FiresIdleWhenNoPathExists)
|
||||||
|
{
|
||||||
|
// Disconnected graph: two isolated vertices
|
||||||
|
auto mesh = std::make_shared<NavigationMesh>();
|
||||||
|
mesh->m_vertex_map[{0.f, 0.f, 0.f}] = {};
|
||||||
|
mesh->m_vertex_map[{10.f, 0.f, 0.f}] = {};
|
||||||
|
|
||||||
|
WalkBot bot(mesh, 0.5f);
|
||||||
|
bot.set_target({10.f, 0.f, 0.f});
|
||||||
|
|
||||||
|
std::vector<WalkBotStatus> statuses;
|
||||||
|
bot.on_status(make_status_recorder(statuses));
|
||||||
|
std::vector<Vector3<float>> nodes;
|
||||||
|
bot.on_path(make_node_recorder(nodes));
|
||||||
|
|
||||||
|
bot.update({0.f, 0.f, 0.f});
|
||||||
|
|
||||||
|
ASSERT_FALSE(statuses.empty());
|
||||||
|
EXPECT_EQ(statuses.back(), WalkBotStatus::IDLE);
|
||||||
|
EXPECT_TRUE(nodes.empty());
|
||||||
|
}
|
||||||
|
|
||||||
|
// ---------------------------------------------------------------------------
|
||||||
|
// Status: PATHING — normal routing
|
||||||
|
// ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
TEST(WalkBotTests, FiresPathingAndProvidesNextNode)
|
||||||
|
{
|
||||||
|
auto mesh = make_linear_mesh(4);
|
||||||
|
WalkBot bot(mesh, 0.5f);
|
||||||
|
bot.set_target({3.f, 0.f, 0.f});
|
||||||
|
|
||||||
|
std::vector<WalkBotStatus> statuses;
|
||||||
|
bot.on_status(make_status_recorder(statuses));
|
||||||
|
std::vector<Vector3<float>> nodes;
|
||||||
|
bot.on_path(make_node_recorder(nodes));
|
||||||
|
|
||||||
|
bot.update({0.f, 0.f, 0.f});
|
||||||
|
|
||||||
|
ASSERT_FALSE(statuses.empty());
|
||||||
|
EXPECT_EQ(statuses.back(), WalkBotStatus::PATHING);
|
||||||
|
ASSERT_FALSE(nodes.empty());
|
||||||
|
}
|
||||||
|
|
||||||
|
TEST(WalkBotTests, NextNodeIsOnThePath)
|
||||||
|
{
|
||||||
|
auto mesh = make_linear_mesh(5);
|
||||||
|
WalkBot bot(mesh, 0.5f);
|
||||||
|
bot.set_target({4.f, 0.f, 0.f});
|
||||||
|
|
||||||
|
std::vector<Vector3<float>> nodes;
|
||||||
|
bot.on_path(make_node_recorder(nodes));
|
||||||
|
|
||||||
|
bot.update({0.f, 0.f, 0.f});
|
||||||
|
|
||||||
|
// The suggested node must be a mesh vertex (x in [0..4], y=0, z=0)
|
||||||
|
ASSERT_FALSE(nodes.empty());
|
||||||
|
const auto& hint = nodes.front();
|
||||||
|
EXPECT_GE(hint.x, 0.f);
|
||||||
|
EXPECT_LE(hint.x, 4.f);
|
||||||
|
EXPECT_FLOAT_EQ(hint.y, 0.f);
|
||||||
|
EXPECT_FLOAT_EQ(hint.z, 0.f);
|
||||||
|
}
|
||||||
|
|
||||||
|
// ---------------------------------------------------------------------------
|
||||||
|
// set_min_node_distance
|
||||||
|
// ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
TEST(WalkBotTests, MinNodeDistanceAffectsFinishedThreshold)
|
||||||
|
{
|
||||||
|
auto mesh = make_linear_mesh(3);
|
||||||
|
WalkBot bot(mesh, 0.1f); // very tight threshold
|
||||||
|
bot.set_target({1.f, 0.f, 0.f});
|
||||||
|
|
||||||
|
std::vector<WalkBotStatus> statuses;
|
||||||
|
bot.on_status(make_status_recorder(statuses));
|
||||||
|
|
||||||
|
// distance 0.4 — outside 0.1 threshold
|
||||||
|
bot.update({0.6f, 0.f, 0.f});
|
||||||
|
EXPECT_TRUE(statuses.empty() ||
|
||||||
|
std::find(statuses.begin(), statuses.end(), WalkBotStatus::FINISHED) == statuses.end());
|
||||||
|
|
||||||
|
statuses.clear();
|
||||||
|
bot.set_min_node_distance(0.5f); // widen threshold
|
||||||
|
bot.update({0.6f, 0.f, 0.f}); // now 0.4 < 0.5 -> FINISHED
|
||||||
|
|
||||||
|
ASSERT_FALSE(statuses.empty());
|
||||||
|
EXPECT_EQ(statuses.front(), WalkBotStatus::FINISHED);
|
||||||
|
}
|
||||||
|
|
||||||
|
// ---------------------------------------------------------------------------
|
||||||
|
// reset()
|
||||||
|
// ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
TEST(WalkBotTests, ResetClearsLastVisited)
|
||||||
|
{
|
||||||
|
auto mesh = make_linear_mesh(3);
|
||||||
|
WalkBot bot(mesh, 0.5f);
|
||||||
|
bot.set_target({2.f, 0.f, 0.f});
|
||||||
|
|
||||||
|
std::vector<Vector3<float>> nodes;
|
||||||
|
bot.on_path(make_node_recorder(nodes));
|
||||||
|
|
||||||
|
// Tick 1: mark node 0 visited -> hint is node 1
|
||||||
|
bot.update({0.05f, 0.f, 0.f});
|
||||||
|
ASSERT_FALSE(nodes.empty());
|
||||||
|
EXPECT_FLOAT_EQ(nodes.back().x, 1.f);
|
||||||
|
|
||||||
|
// Without reset, a second tick from the same position also gives node 1.
|
||||||
|
nodes.clear();
|
||||||
|
bot.reset();
|
||||||
|
|
||||||
|
// After reset, m_last_visited is cleared. The nearest node is 0 again,
|
||||||
|
// it is within threshold so it gets marked visited and we advance to 1.
|
||||||
|
// The hint should still be node 1 (same outcome, but state was cleanly reset).
|
||||||
|
bot.update({0.05f, 0.f, 0.f});
|
||||||
|
ASSERT_FALSE(nodes.empty());
|
||||||
|
// Confirm the bot still routes correctly after reset.
|
||||||
|
EXPECT_GE(nodes.back().x, 0.f);
|
||||||
|
}
|
||||||
|
|
||||||
|
// ---------------------------------------------------------------------------
|
||||||
|
// Node advancement — visited node causes skip to next
|
||||||
|
// ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
TEST(WalkBotTests, AdvancesWhenNearestNodeAlreadyVisited)
|
||||||
|
{
|
||||||
|
// Chain: (0,0,0) -> (1,0,0) -> (2,0,0)
|
||||||
|
auto mesh = make_linear_mesh(3);
|
||||||
|
WalkBot bot(mesh, 0.5f);
|
||||||
|
bot.set_target({2.f, 0.f, 0.f});
|
||||||
|
|
||||||
|
std::vector<Vector3<float>> nodes;
|
||||||
|
bot.on_path(make_node_recorder(nodes));
|
||||||
|
|
||||||
|
// Tick 1: bot is very close to node 0 -> node 0 marked visited -> hint is node 1.
|
||||||
|
bot.update({0.05f, 0.f, 0.f});
|
||||||
|
ASSERT_FALSE(nodes.empty());
|
||||||
|
EXPECT_FLOAT_EQ(nodes.back().x, 1.f);
|
||||||
|
|
||||||
|
nodes.clear();
|
||||||
|
|
||||||
|
// Tick 2: bot has moved to near node 1 -> node 1 marked visited -> hint advances to node 2.
|
||||||
|
bot.update({1.05f, 0.f, 0.f});
|
||||||
|
ASSERT_FALSE(nodes.empty());
|
||||||
|
EXPECT_GT(nodes.back().x, 1.f);
|
||||||
|
}
|
||||||
|
|
||||||
|
// ---------------------------------------------------------------------------
|
||||||
|
// Displacement recovery — bot knocked back to unvisited node
|
||||||
|
// ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
TEST(WalkBotTests, RecoverAfterDisplacementToUnvisitedNode)
|
||||||
|
{
|
||||||
|
// Chain: 0 -> 1 -> 2 -> 3 -> 4
|
||||||
|
auto mesh = make_linear_mesh(5);
|
||||||
|
WalkBot bot(mesh, 0.5f);
|
||||||
|
bot.set_target({4.f, 0.f, 0.f});
|
||||||
|
|
||||||
|
std::vector<Vector3<float>> nodes;
|
||||||
|
bot.on_path(make_node_recorder(nodes));
|
||||||
|
|
||||||
|
// Walk forward through nodes 0-3 to build visited state.
|
||||||
|
for (int i = 0; i <= 3; ++i)
|
||||||
|
{
|
||||||
|
nodes.clear();
|
||||||
|
bot.update(Vector3<float>{static_cast<float>(i) + 0.1f, 0.f, 0.f});
|
||||||
|
}
|
||||||
|
|
||||||
|
// Displace the bot back to near node 1. The bot should route toward node 1
|
||||||
|
// first rather than skipping ahead to node 4.
|
||||||
|
nodes.clear();
|
||||||
|
bot.update({1.1f, 0.f, 0.f});
|
||||||
|
|
||||||
|
ASSERT_FALSE(nodes.empty());
|
||||||
|
EXPECT_LE(nodes.back().x, 3.f);
|
||||||
|
}
|
||||||
|
|
||||||
|
// ---------------------------------------------------------------------------
|
||||||
|
// Callback wiring
|
||||||
|
// ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
TEST(WalkBotTests, ReplacingPathCallbackTakesEffect)
|
||||||
|
{
|
||||||
|
auto mesh = make_linear_mesh(4);
|
||||||
|
WalkBot bot(mesh, 0.5f);
|
||||||
|
bot.set_target({3.f, 0.f, 0.f});
|
||||||
|
|
||||||
|
int first_cb_calls = 0;
|
||||||
|
int second_cb_calls = 0;
|
||||||
|
|
||||||
|
bot.on_path([&](const Vector3<float>&) { ++first_cb_calls; });
|
||||||
|
bot.update({0.f, 0.f, 0.f});
|
||||||
|
|
||||||
|
bot.on_path([&](const Vector3<float>&) { ++second_cb_calls; });
|
||||||
|
bot.update({0.f, 0.f, 0.f});
|
||||||
|
|
||||||
|
EXPECT_EQ(first_cb_calls, 1);
|
||||||
|
EXPECT_EQ(second_cb_calls, 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
TEST(WalkBotTests, ReplacingStatusCallbackTakesEffect)
|
||||||
|
{
|
||||||
|
auto mesh = make_linear_mesh(4);
|
||||||
|
WalkBot bot(mesh, 0.5f);
|
||||||
|
bot.set_target({3.f, 0.f, 0.f});
|
||||||
|
|
||||||
|
std::vector<Vector3<float>> nodes;
|
||||||
|
bot.on_path(make_node_recorder(nodes));
|
||||||
|
|
||||||
|
int cb1 = 0, cb2 = 0;
|
||||||
|
bot.on_status([&](WalkBotStatus) { ++cb1; });
|
||||||
|
bot.update({0.f, 0.f, 0.f});
|
||||||
|
|
||||||
|
bot.on_status([&](WalkBotStatus) { ++cb2; });
|
||||||
|
bot.update({0.f, 0.f, 0.f});
|
||||||
|
|
||||||
|
EXPECT_EQ(cb1, 1);
|
||||||
|
EXPECT_EQ(cb2, 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
// ---------------------------------------------------------------------------
|
||||||
|
// Full walk simulation — bot traverses a linear mesh step by step
|
||||||
|
// ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Simulates one game-loop tick and immediately "teleports" the bot to the
|
||||||
|
// suggested node so the next tick starts from there.
|
||||||
|
struct WalkSimulator
|
||||||
|
{
|
||||||
|
WalkBot bot;
|
||||||
|
Vector3<float> position;
|
||||||
|
std::vector<Vector3<float>> visited_nodes;
|
||||||
|
std::vector<WalkBotStatus> status_history;
|
||||||
|
bool finished{false};
|
||||||
|
|
||||||
|
WalkSimulator(const std::shared_ptr<NavigationMesh>& mesh,
|
||||||
|
const Vector3<float>& start,
|
||||||
|
const Vector3<float>& goal,
|
||||||
|
float threshold)
|
||||||
|
: position(start)
|
||||||
|
{
|
||||||
|
bot = WalkBot(mesh, threshold);
|
||||||
|
bot.set_target(goal);
|
||||||
|
bot.on_path([this](const Vector3<float>& next) {
|
||||||
|
visited_nodes.push_back(next);
|
||||||
|
position = next; // teleport to the suggested node
|
||||||
|
});
|
||||||
|
bot.on_status([this](WalkBotStatus s) {
|
||||||
|
status_history.push_back(s);
|
||||||
|
if (s == WalkBotStatus::FINISHED)
|
||||||
|
finished = true;
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
void run(int max_ticks = 100)
|
||||||
|
{
|
||||||
|
for (int tick = 0; tick < max_ticks && !finished; ++tick)
|
||||||
|
bot.update(position);
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
TEST(WalkBotSimulation, BotReachesTargetOnLinearMesh)
|
||||||
|
{
|
||||||
|
auto mesh = make_linear_mesh(5);
|
||||||
|
WalkSimulator sim(mesh, {0.f, 0.f, 0.f}, {4.f, 0.f, 0.f}, 0.5f);
|
||||||
|
sim.run(50);
|
||||||
|
|
||||||
|
EXPECT_TRUE(sim.finished);
|
||||||
|
}
|
||||||
|
|
||||||
|
TEST(WalkBotSimulation, StatusTransitionSequenceIsCorrect)
|
||||||
|
{
|
||||||
|
// Expect: one or more PATHING updates, then exactly FINISHED at the end.
|
||||||
|
auto mesh = make_linear_mesh(4);
|
||||||
|
WalkSimulator sim(mesh, {0.f, 0.f, 0.f}, {3.f, 0.f, 0.f}, 0.5f);
|
||||||
|
sim.run(50);
|
||||||
|
|
||||||
|
ASSERT_TRUE(sim.finished);
|
||||||
|
ASSERT_FALSE(sim.status_history.empty());
|
||||||
|
|
||||||
|
// All entries before the last must be PATHING
|
||||||
|
for (std::size_t i = 0; i + 1 < sim.status_history.size(); ++i)
|
||||||
|
EXPECT_EQ(sim.status_history[i], WalkBotStatus::PATHING);
|
||||||
|
|
||||||
|
EXPECT_EQ(sim.status_history.back(), WalkBotStatus::FINISHED);
|
||||||
|
}
|
||||||
|
|
||||||
|
TEST(WalkBotSimulation, BotVisitsNodesInForwardOrder)
|
||||||
|
{
|
||||||
|
auto mesh = make_linear_mesh(5);
|
||||||
|
WalkSimulator sim(mesh, {0.f, 0.f, 0.f}, {4.f, 0.f, 0.f}, 0.5f);
|
||||||
|
sim.run(50);
|
||||||
|
|
||||||
|
ASSERT_FALSE(sim.visited_nodes.empty());
|
||||||
|
|
||||||
|
// Verify that x-coordinates are non-decreasing (forward progress only).
|
||||||
|
for (std::size_t i = 1; i < sim.visited_nodes.size(); ++i)
|
||||||
|
EXPECT_GE(sim.visited_nodes[i].x, sim.visited_nodes[i - 1].x - 1e-3f);
|
||||||
|
}
|
||||||
|
|
||||||
|
TEST(WalkBotSimulation, TwoNodePathReachesGoal)
|
||||||
|
{
|
||||||
|
auto mesh = make_linear_mesh(2); // (0,0,0) <-> (1,0,0)
|
||||||
|
WalkSimulator sim(mesh, {0.f, 0.f, 0.f}, {1.f, 0.f, 0.f}, 0.5f);
|
||||||
|
sim.run(10);
|
||||||
|
|
||||||
|
EXPECT_TRUE(sim.finished);
|
||||||
|
}
|
||||||
|
|
||||||
|
TEST(WalkBotSimulation, LongChainEventuallyFinishes)
|
||||||
|
{
|
||||||
|
constexpr int kLength = 20;
|
||||||
|
auto mesh = make_linear_mesh(kLength);
|
||||||
|
WalkSimulator sim(mesh,
|
||||||
|
{0.f, 0.f, 0.f},
|
||||||
|
{static_cast<float>(kLength - 1), 0.f, 0.f},
|
||||||
|
0.5f);
|
||||||
|
sim.run(200);
|
||||||
|
|
||||||
|
EXPECT_TRUE(sim.finished);
|
||||||
|
}
|
||||||
|
|
||||||
|
TEST(WalkBotSimulation, StartAlreadyAtTargetFinishesImmediately)
|
||||||
|
{
|
||||||
|
auto mesh = make_linear_mesh(3);
|
||||||
|
WalkSimulator sim(mesh, {1.f, 0.f, 0.f}, {1.f, 0.f, 0.f}, 0.5f);
|
||||||
|
sim.run(5);
|
||||||
|
|
||||||
|
EXPECT_TRUE(sim.finished);
|
||||||
|
EXPECT_EQ(sim.status_history.front(), WalkBotStatus::FINISHED);
|
||||||
|
EXPECT_EQ(sim.status_history.size(), 1u);
|
||||||
|
}
|
||||||
|
|
||||||
|
TEST(WalkBotSimulation, NoIdleEmittedDuringSuccessfulWalk)
|
||||||
|
{
|
||||||
|
auto mesh = make_linear_mesh(4);
|
||||||
|
WalkSimulator sim(mesh, {0.f, 0.f, 0.f}, {3.f, 0.f, 0.f}, 0.5f);
|
||||||
|
sim.run(50);
|
||||||
|
|
||||||
|
for (auto s : sim.status_history)
|
||||||
|
EXPECT_NE(s, WalkBotStatus::IDLE);
|
||||||
|
}
|
||||||
|
|
||||||
|
// ---------------------------------------------------------------------------
|
||||||
|
// Walk simulation on a branching mesh
|
||||||
|
// ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
TEST(WalkBotSimulation, BotNavigatesBranchingMesh)
|
||||||
|
{
|
||||||
|
// Diamond topology:
|
||||||
|
// (1,1,0)
|
||||||
|
// / \
|
||||||
|
// (0,0,0) (2,0,0)
|
||||||
|
// \ /
|
||||||
|
// (1,-1,0)
|
||||||
|
auto mesh = std::make_shared<NavigationMesh>();
|
||||||
|
const Vector3<float> start{0.f, 0.f, 0.f};
|
||||||
|
const Vector3<float> top{1.f, 1.f, 0.f};
|
||||||
|
const Vector3<float> bot_node{1.f, -1.f, 0.f};
|
||||||
|
const Vector3<float> goal{2.f, 0.f, 0.f};
|
||||||
|
|
||||||
|
mesh->m_vertex_map[start] = {top, bot_node};
|
||||||
|
mesh->m_vertex_map[top] = {start, goal};
|
||||||
|
mesh->m_vertex_map[bot_node] = {start, goal};
|
||||||
|
mesh->m_vertex_map[goal] = {top, bot_node};
|
||||||
|
|
||||||
|
WalkSimulator sim(mesh, start, goal, 0.5f);
|
||||||
|
sim.run(20);
|
||||||
|
|
||||||
|
EXPECT_TRUE(sim.finished);
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user