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Merge from 22b478ffed8d. Pure scripted interface definitions. Entity creation from scripts. Improved messaging system. Messages on entity deletion. Basic player entities. Player ownership. Bug fixes. This was SVN commit r7281.
131 lines
4.9 KiB
C++
131 lines
4.9 KiB
C++
/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "simulation2/system/ComponentTest.h"
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class TestCmpPosition : public CxxTest::TestSuite
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{
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public:
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void setUp()
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{
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CXeromyces::Startup();
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}
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void tearDown()
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{
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CXeromyces::Terminate();
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}
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static CFixedVector3D fixedvec(int x, int y, int z)
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{
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return CFixedVector3D(CFixed_23_8::FromInt(x), CFixed_23_8::FromInt(y), CFixed_23_8::FromInt(z));
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}
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void test_basic()
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{
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ComponentTestHelper test;
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MockTerrain terrain;
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test.AddMock(SYSTEM_ENTITY, IID_Terrain, terrain);
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ICmpPosition* cmp = test.Add<ICmpPosition>(CID_Position, "<Anchor>upright</Anchor><Altitude>23</Altitude><Floating>false</Floating>");
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// Defaults
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TS_ASSERT(!cmp->IsInWorld());
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TS_ASSERT_EQUALS(cmp->GetHeightOffset(), entity_pos_t::FromInt(23));
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TS_ASSERT_EQUALS(cmp->GetRotation(), fixedvec(0, 0, 0));
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// Change height offset
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cmp->SetHeightOffset(entity_pos_t::FromInt(10));
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TS_ASSERT_EQUALS(cmp->GetHeightOffset(), entity_pos_t::FromInt(10));
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// Move out of world, while currently out of world
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cmp->MoveOutOfWorld();
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TS_ASSERT(!cmp->IsInWorld());
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// Jump into world
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cmp->JumpTo(entity_pos_t::FromInt(0), entity_pos_t::FromInt(0));
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TS_ASSERT(cmp->IsInWorld());
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// Move out of world, while currently in world
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cmp->MoveOutOfWorld();
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TS_ASSERT(!cmp->IsInWorld());
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// Move into world
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cmp->MoveTo(entity_pos_t::FromInt(100), entity_pos_t::FromInt(200));
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TS_ASSERT(cmp->IsInWorld());
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// Position computed from move plus terrain
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TS_ASSERT_EQUALS(cmp->GetPosition(), fixedvec(100, 60, 200));
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// Interpolated position should be constant
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TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.0f).GetTranslation(), CVector3D(100, 60, 200));
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TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.5f).GetTranslation(), CVector3D(100, 60, 200));
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TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(1.0f).GetTranslation(), CVector3D(100, 60, 200));
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// No TurnStart message, so this move doesn't affect the interpolation
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cmp->MoveTo(entity_pos_t::FromInt(0), entity_pos_t::FromInt(0));
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// Move smoothly to new position
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cmp->MoveTo(entity_pos_t::FromInt(200), entity_pos_t::FromInt(0));
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// Position computed from move plus terrain
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TS_ASSERT_EQUALS(cmp->GetPosition(), fixedvec(200, 60, 0));
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// Interpolated position should vary, from original move into world to new move
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TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.0f).GetTranslation(), CVector3D(100, 60, 200));
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TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.5f).GetTranslation(), CVector3D(150, 60, 100));
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TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(1.0f).GetTranslation(), CVector3D(200, 60, 0));
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// Latch new position for interpolation
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test.HandleMessage(cmp, CMessageTurnStart(), false);
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// Move smoothly to new position
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cmp->MoveTo(entity_pos_t::FromInt(400), entity_pos_t::FromInt(300));
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TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.0f).GetTranslation(), CVector3D(200, 60, 0));
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TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.5f).GetTranslation(), CVector3D(300, 60, 150));
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TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(1.0f).GetTranslation(), CVector3D(400, 60, 300));
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// Jump to new position
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cmp->JumpTo(entity_pos_t::FromInt(300), entity_pos_t::FromInt(100));
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// Position computed from jump plus terrain
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TS_ASSERT_EQUALS(cmp->GetPosition(), fixedvec(300, 60, 100));
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// Interpolated position should be constant after jump
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TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.0f).GetTranslation(), CVector3D(300, 60, 100));
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TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.5f).GetTranslation(), CVector3D(300, 60, 100));
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TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(1.0f).GetTranslation(), CVector3D(300, 60, 100));
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// TODO: Test the rotation methods
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}
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void test_serialize()
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{
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ComponentTestHelper test;
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MockTerrain terrain;
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test.AddMock(SYSTEM_ENTITY, IID_Terrain, terrain);
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ICmpPosition* cmp = test.Add<ICmpPosition>(CID_Position, "<Anchor>upright</Anchor><Altitude>5</Altitude><Floating>false</Floating>");
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test.Roundtrip();
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cmp->SetHeightOffset(entity_pos_t::FromInt(20));
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cmp->SetXZRotation(entity_angle_t::FromInt(1), entity_angle_t::FromInt(2));
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cmp->SetYRotation(entity_angle_t::FromInt(3));
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test.Roundtrip();
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cmp->JumpTo(entity_pos_t::FromInt(10), entity_pos_t::FromInt(20));
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cmp->MoveTo(entity_pos_t::FromInt(123), entity_pos_t::FromInt(456));
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test.Roundtrip();
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}
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};
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