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refactor: physpreset codestyle (#928)
* chore: adjust phys preset code to use similar code style * fix: infinity friction for t6 * fix: t6 phys preset canFloat qboolean * chore: move iw5 phys preset enum strings to enum strings header * chore: add phys preset tests for all games * chore: rename PhysPresetFields headers
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@@ -1,112 +0,0 @@
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#include "Game/T4/ObjConstantsT4.h"
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#include "Game/T4/PhysPreset/PhysPresetInfoStringDumperT4.h"
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#include "Game/T4/PhysPreset/RawLoaderPhysPresetT4.h"
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#include "InfoString/InfoString.h"
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#include "SearchPath/MockOutputPath.h"
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#include "SearchPath/MockSearchPath.h"
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#include "ZoneLoading.h"
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#include <catch2/catch_test_macros.hpp>
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#include <memory>
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#include <sstream>
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#include <string>
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using namespace T4;
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namespace
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{
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constexpr auto PHYS_PRESET_NAME = "test_phys_preset";
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constexpr auto SOUND_ALIAS_PREFIX = "physics_metal";
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std::unique_ptr<PhysPreset> CreateTestPhysPreset()
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{
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auto physPreset = std::make_unique<PhysPreset>();
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physPreset->name = PHYS_PRESET_NAME;
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physPreset->mass = 1.25f;
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physPreset->bounce = 0.25f;
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physPreset->friction = PHYS_PRESET_MAX_FRICTION;
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physPreset->bulletForceScale = 0.5f;
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physPreset->explosiveForceScale = 0.75f;
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physPreset->sndAliasPrefix = SOUND_ALIAS_PREFIX;
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physPreset->piecesSpreadFraction = 0.125f;
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physPreset->piecesUpwardVelocity = 64.0f;
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physPreset->canFloat = 1;
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physPreset->gravityScale = 2.0f;
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return physPreset;
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}
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std::string DumpPhysPreset(PhysPreset& physPreset)
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{
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Zone dumpingZone("DumpingZone", 0, GameId::T4, GamePlatform::PC);
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dumpingZone.m_pools.AddAsset(std::make_unique<XAssetInfo<PhysPreset>>(ASSET_TYPE_PHYSPRESET, physPreset.name, &physPreset));
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MockSearchPath dumpingObjPath;
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MockOutputPath dumpingOutput;
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AssetDumpingContext dumpingContext(dumpingZone, "", dumpingOutput, dumpingObjPath, std::nullopt);
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phys_preset::InfoStringDumperT4 dumper;
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dumper.Dump(dumpingContext);
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const auto* dumpedFile = dumpingOutput.GetMockedFile("physic/test_phys_preset");
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REQUIRE(dumpedFile != nullptr);
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return dumpedFile->AsString();
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}
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TEST_CASE("PhysPreset dumper serializes raw fields (T4)", "[t4][physpreset][system]")
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{
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const auto testPhysPreset = CreateTestPhysPreset();
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std::istringstream dumpedStream(DumpPhysPreset(*testPhysPreset));
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InfoString infoString;
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REQUIRE(infoString.FromStream(INFO_STRING_PREFIX_PHYS_PRESET, dumpedStream));
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REQUIRE(infoString.GetValueForKey("mass") == "1250");
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REQUIRE(infoString.GetValueForKey("bounce") == "0.25");
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REQUIRE(infoString.GetValueForKey("friction") == "0");
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REQUIRE(infoString.GetValueForKey("isFrictionInfinity") == "1");
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REQUIRE(infoString.GetValueForKey("bulletForceScale") == "0.5");
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REQUIRE(infoString.GetValueForKey("explosiveForceScale") == "0.75");
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REQUIRE(infoString.GetValueForKey("sndAliasPrefix") == SOUND_ALIAS_PREFIX);
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REQUIRE(infoString.GetValueForKey("piecesSpreadFraction") == "0.125");
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REQUIRE(infoString.GetValueForKey("piecesUpwardVelocity") == "64");
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REQUIRE(infoString.GetValueForKey("canFloat") == "1");
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REQUIRE(infoString.GetValueForKey("gravityScale") == "2");
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auto foundObsoleteField = false;
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infoString.GetValueForKey("tempDefaultToCylinder", &foundObsoleteField);
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REQUIRE_FALSE(foundObsoleteField);
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}
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TEST_CASE("PhysPreset loader restores stock raw fields (T4)", "[t4][physpreset][system]")
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{
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constexpr auto RAW_PHYS_PRESET = R"(PHYSIC\sndAliasPrefix\physics_metal)"
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R"(\mass\1250\friction\0.5\isFrictionInfinity\1\bounce\0.25)"
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R"(\bulletForceScale\0.5\explosiveForceScale\0.75)"
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R"(\piecesSpreadFraction\0.125\piecesUpwardVelocity\64)"
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R"(\tempDefaultToCylinder\1\canFloat\1\gravityScale\2)";
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MockSearchPath loadingSearchPath;
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loadingSearchPath.AddFileData("physic/test_phys_preset", RAW_PHYS_PRESET);
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Zone loadingZone("LoadingZone", 0, GameId::T4, GamePlatform::PC);
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AssetCreatorCollection creatorCollection(loadingZone);
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IgnoredAssetLookup ignoredAssetLookup;
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AssetCreationContext loadingContext(loadingZone, &creatorCollection, &ignoredAssetLookup);
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const auto loader = phys_preset::CreateRawLoaderT4(loadingZone.Memory(), loadingSearchPath, loadingZone);
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const auto result = loader->CreateAsset(PHYS_PRESET_NAME, loadingContext);
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REQUIRE(result.HasBeenSuccessful());
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const auto* loadedAssetInfo = reinterpret_cast<XAssetInfo<PhysPreset>*>(result.GetAssetInfo());
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const auto* loadedPhysPreset = loadedAssetInfo->Asset();
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REQUIRE(std::string(loadedPhysPreset->name) == PHYS_PRESET_NAME);
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REQUIRE(loadedPhysPreset->mass == 1.25f);
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REQUIRE(loadedPhysPreset->bounce == 0.25f);
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REQUIRE(loadedPhysPreset->friction == PHYS_PRESET_MAX_FRICTION);
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REQUIRE(loadedPhysPreset->bulletForceScale == 0.5f);
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REQUIRE(loadedPhysPreset->explosiveForceScale == 0.75f);
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REQUIRE(std::string(loadedPhysPreset->sndAliasPrefix) == SOUND_ALIAS_PREFIX);
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REQUIRE(loadedPhysPreset->piecesSpreadFraction == 0.125f);
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REQUIRE(loadedPhysPreset->piecesUpwardVelocity == 64.0f);
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REQUIRE(loadedPhysPreset->canFloat == 1);
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REQUIRE(loadedPhysPreset->gravityScale == 2.0f);
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}
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} // namespace
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