Fix world spawning and radar
Also expand test coverage a little to ensure it's correct
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fba75960f8
commit
43588c0e4b
8 changed files with 130 additions and 45 deletions
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@ -137,16 +137,32 @@ func TestAtlas_Grown(t *testing.T) {
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func TestAtlas_SpawnWorld(t *testing.T) {
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// Start with a small example
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a := NewAtlas(2, 2)
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a := NewAtlas(2, 4)
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assert.NotNil(t, a)
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assert.Equal(t, 4, len(a.Chunks))
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assert.NoError(t, a.SpawnWalls())
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assert.NoError(t, a.SpawnWorld())
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tile, err := a.GetTile(Vector{1, 1})
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assert.NoError(t, err)
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assert.Equal(t, TileWall, tile)
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for i := -4; i < 4; i++ {
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tile, err := a.GetTile(Vector{i, -4})
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assert.NoError(t, err)
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assert.Equal(t, TileWall, tile)
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}
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tile, err = a.GetTile(Vector{-2, -2})
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assert.NoError(t, err)
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assert.Equal(t, TileWall, tile)
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for i := -4; i < 4; i++ {
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tile, err := a.GetTile(Vector{-4, i})
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assert.NoError(t, err)
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assert.Equal(t, TileWall, tile)
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}
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for i := -4; i < 4; i++ {
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tile, err := a.GetTile(Vector{3, i})
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assert.NoError(t, err)
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assert.Equal(t, TileWall, tile)
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}
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for i := -4; i < 4; i++ {
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tile, err := a.GetTile(Vector{i, 3})
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assert.NoError(t, err)
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assert.Equal(t, TileWall, tile)
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}
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}
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