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Commit Graph

16432 Commits

Author SHA1 Message Date
Richard Fine
357ee293f3 Remove default value for SimplePathfindingScenario steps
Remove the default value as it's more consistent to just always have the test case specify it explicitly.
2019-01-02 14:12:51 +00:00
Richard Fine
49e46f8940 Replace GetSurfaceStyleAtLocation with map_get_surface_element_at
There exists a helper function map_get_surface_element_at which already searches a tile's element list for the surface element, so we can just use that.
2019-01-02 14:12:51 +00:00
Michał Janiszewski
f4685f7b94 Add Pathfinding test to CMake 2019-01-02 14:12:51 +00:00
Richard Fine
8fb81a2d89 Initial data-driven tests for pathfinder behaviour
Introduce some basic scenario-style tests for the pathfinding AI. There
are two tests:

* Test that a peep can get from a given start position to a given end
  position, and that it takes them an expected number of ticks to do so.
  Also test that they did not walk on any 'forbidden' tiles in the process,
  e.g. tiles that are completely the wrong direction from the goal etc.

* Test that a peep can *not* get from a given start position to a given
  end position after a given number of ticks.

Each test is parametric, and instantiated for multiple different
start/end positions within the provided test park. If we find a new
situation that needs a test, it should just be a matter of building
that situation in the saved game and then adding a line to the code to
set it up.

Indicating 'forbidden' tiles is done using terrain surface type IDs:
tiles that the pathfinder should never send the peep into should be
painted with the red neon surface type (index 8). This means we have
no way to forbid some path elements on a tile while allowing others,
but we don't need that right now.

Similarly, to help ensure that the test data and code are kept in
sync, the tests also require that peep start tiles are painted with
the green neon surface type (index 11) and that goal tiles are
painted with the yellow neon surface type (index 9).
2019-01-02 14:12:08 +00:00
Richard Fine
b845304656 Equality operators for TileCoordsXYZ
Introduce operator == and operator != for TileCoordsXYZ, so that we can more easily operate on them in tests.
2019-01-02 14:11:28 +00:00
Richard Fine
60396c6658 Rename enums to modern style
Change various PEEP_ENUM_TYPE names to PeepEnumType names, to match the more modern coding standard.
2019-01-02 14:10:05 +00:00
ζeh Matt
a065806b20 Merge pull request #8374 from ZehMatt/replay-feature
Add support to record and replay game commands/actions.
2019-01-02 09:15:10 +01:00
Matt
045e72e863 Add more replays to test. 2019-01-02 08:30:33 +01:00
Matt
7955dba9ba Add warning for mismatching network version. 2019-01-02 06:58:36 +01:00
Matt
fc4e45562d Use stringstream to log integral values. 2019-01-02 06:39:59 +01:00
Matt
74668c6188 Use correct file path on replay info output. 2019-01-02 05:39:32 +01:00
Matt
8615690891 Fix timestamp not being stored. 2019-01-02 05:36:31 +01:00
Matt
6aee1cba28 Remove deprecated function std::asctime. 2019-01-02 05:35:57 +01:00
Matt
1f20fdf65b Log more replay information to console. 2019-01-02 05:20:10 +01:00
Matt
a8254aa292 Add 64 bit serialisation support. 2019-01-02 05:18:36 +01:00
Matt
fafd2081e3 Result NewsItem when adding to queue. 2019-01-02 05:03:42 +01:00
Richard Fine
88beb4ee6a Define PEEP_ACTION_SPRITE_TYPE_WATCH_RIDE
Previously untitled "PEEP_ACTION_SPRITE_TYPE_2" is a single-frame animation that guests play when they are standing still and watching a ride.
2019-01-01 23:17:45 +00:00
Richard Fine
a5e896f0c3 Use PEEP_ACTION_SPRITE_TYPE in the peep drawing code 2019-01-01 23:07:13 +00:00
Richard Fine
73686e84d6 Define PEEP_ACTION_SPRITE_TYPE_SITTING_IDLE
Previously untitled 'PEEP_ACTION_SPRITE_TYPE7' is actually a single-frame animation for sitting on benches, from looking at the sprite. Makes sense with the way the value is used in the code too.
2019-01-01 23:06:57 +00:00
Michał Janiszewski
f27e51e54f Update APK paths for uploading Android builds 2019-01-02 00:06:36 +01:00
Richard Fine
f3292194f5 Use PEEP_SPRITE_TYPE enum
Use the PEEP_SPRITE_TYPE enum for rct_peep::sprite_type so we get type safety on it.
2019-01-01 22:40:59 +00:00
Richard Fine
88850cdab2 Use PEEP_ACTION_SPRITE_TYPE enum
Use the PEEP_ACTION_SPRITE_TYPE enum for rct_peep::action_sprite_type and ::next_action_sprite_type, as well as other code that deals with action sprite types.
2019-01-01 22:29:26 +00:00
Richard Fine
38cec94d9d Use PEEP_THOUGHT_TYPE enum
Use PEEP_THOUGHT_TYPE for rct_peep_thought::type field, as well as functions that deal with selecting thoughts to add.
2019-01-01 22:18:49 +00:00
Richard Fine
b716fd071d Use PEEP_TYPE enum for rct_peep::type field
Use the PEEP_TYPE enum for rct_peep::type so that the compiler/debugger understand what values it should contain.
2019-01-01 22:11:02 +00:00
Richard Fine
e1016bf71e Use PEEP_ACTION_EVENTS enum for rct_peep::action field
Use the PEEP_ACTION_EVENTS enum for the rct_peep::action field explicitly, so that we get type safety on it from the compiler and debugger. In the process, force PEEP_ACTION_EVENTS to be of size uint8_t, and use named constants for NONE actions instead of magic numbers in a few places.
2019-01-01 22:06:02 +00:00
Michał Janiszewski
51c88d85fd Add missing repository to Android project 2019-01-01 22:38:04 +01:00
Ted John
38f632074b Merge ride track colour arrays into one 2019-01-01 21:25:34 +00:00
Richard Fine
88b86eb0c1 Use PEEP_STATE enum type directly
Explicitly declare the PEEP_STATE enum as being uint8_t width, then use it instead of uint8_t in the rct_peep struct. This has a few benefits:

* It makes it clearer which values we expect to be assigned to that variable. If you hadn't already seen PEEP_STATE existed, it wouldn't be obvious.
* It lets the compiler catch assignment of non-PEEP_STATE values for us
* It lets the debugger show us symbolic constants when looking at a peep, instead of raw values.

The only downside is that we no longer see directly in the rct_peep struct that the field is 1 byte wide, but I think that the benefits outweigh the costs in this case...
2019-01-01 20:49:17 +00:00
OpenRCT2 git bot
d4dc94ff83 Merge Localisation/master into OpenRCT2/develop. 2019-01-01 04:00:23 +00:00
Ted John
37f76d1687 Move station fields into new station struct 2019-01-01 02:26:14 +00:00
Ted John
8e6497fc1d Merge vehicle_colours and vehicle_colours_extended 2018-12-31 19:25:07 +00:00
OpenRCT2 git bot
d71531fc98 Merge Localisation/master into OpenRCT2/develop. 2018-12-31 04:00:21 +00:00
Ted John
153ab15428 Fix #8493: Remove_unused_scenery removes map data
Do not try to remove (unused) terrain surfaces, edges and stations.
2018-12-30 23:40:22 +00:00
Matt
8721bef807 Fix TileElementWantsFootpathConnection test not releasing context. 2018-12-30 12:24:41 +01:00
Matt
f868c23077 Update replay. 2018-12-30 00:07:39 +01:00
Matt
38dc762f62 Initialize gCommandPosition with LOCATION_NULL in case its not set. 2018-12-30 00:04:34 +01:00
Matt
19ffc6208f Add version to replay file. 2018-12-30 00:03:20 +01:00
Matt
c7ab757a86 Cleanup. 2018-12-29 23:06:15 +01:00
Matt
0ba42d6899 Fix TileElementWantsFootpathConnection test not releasing context. 2018-12-29 22:58:33 +01:00
Matt
5497036f01 Add missing static keyword. 2018-12-29 19:23:28 +01:00
Matt
871a24c410 Rename replay file. 2018-12-29 19:23:28 +01:00
Matt
0a62938e42 Pretty print the test parameter. 2018-12-29 19:23:28 +01:00
Matt
3a9c0dda81 Update changelog.txt 2018-12-29 19:23:28 +01:00
Matt
b0ca9ff7c5 Prevent replay manager from recording nested commands. 2018-12-29 19:23:28 +01:00
Matt
bf03de4755 Focus camera on last replay event. 2018-12-29 19:23:28 +01:00
Matt
d3a20df682 Fix track designs ignoring ghost/preview flags. 2018-12-29 19:23:28 +01:00
Matt
14695e9b41 Fix game actions with ghost flags being recorded to replays. 2018-12-29 19:23:28 +01:00
Matt
d1ee19efd4 Fix track design previews not passing flags down. 2018-12-29 19:23:28 +01:00
Matt
5a8b611b83 Update. 2018-12-29 19:23:28 +01:00
Michael Steenbeek
4993c9ff7c Fix Xcode project 2018-12-29 19:23:28 +01:00