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https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-19 14:53:56 -07:00
Up to now `eslint-plugin-brace-rules` was used to enforce a common brace style for JavaScript code. This plugin was however updated the last time over 9 years ago and will be incompatible with ESLint v10, as that [removes `context.getSourceCode()`][1], the plugin relies on. To keep the eslint config working with ESLint v10, this replaces `eslint-plugin-brace-rules` with the [`@stylistic/brace-style`][2] rule from `@stylistic/eslint-plugin`, a package we already use. While `@stylistic/brace-style` doesn't offer an option to format braces in exactly the same way as before, the "allman" style seems to be the one closest to the existing code. [1]: https://eslint.org/blog/2025/11/eslint-v10.0.0-alpha.0-released/#removed-deprecated-rule-context-members [2]: https://eslint.style/rules/brace-style
142 lines
3.9 KiB
JavaScript
142 lines
3.9 KiB
JavaScript
Engine.LoadHelperScript("ValueModification.js");
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Engine.LoadHelperScript("Player.js");
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Engine.LoadHelperScript("Position.js");
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Engine.LoadComponentScript("interfaces/Diplomacy.js");
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Engine.LoadComponentScript("interfaces/Garrisonable.js");
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Engine.LoadComponentScript("interfaces/GarrisonHolder.js");
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Engine.LoadComponentScript("interfaces/Health.js");
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Engine.LoadComponentScript("interfaces/ModifiersManager.js");
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Engine.LoadComponentScript("interfaces/Timer.js");
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Engine.LoadComponentScript("interfaces/UnitAI.js");
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Engine.LoadComponentScript("Garrisonable.js");
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Engine.LoadComponentScript("GarrisonHolder.js");
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const player = 1;
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const enemyPlayer = 2;
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const friendlyPlayer = 3;
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const garrison = 10;
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const holder = 11;
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const createGarrisonCmp = entity =>
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{
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AddMock(entity, IID_Identity, {
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"GetClassesList": () => ["Ranged"],
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"GetSelectionGroupName": () => "mace_infantry_archer_a"
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});
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AddMock(entity, IID_Ownership, {
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"GetOwner": () => player
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});
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AddMock(entity, IID_Position, {
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"GetHeightOffset": () => 0,
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"GetPosition": () => new Vector3D(4, 3, 25),
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"GetRotation": () => new Vector3D(4, 0, 6),
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"JumpTo": (posX, posZ) => {},
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"MoveOutOfWorld": () => {},
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"SetHeightOffset": height => {},
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"SetYRotation": angle => {}
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});
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return ConstructComponent(entity, "Garrisonable", {
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"Size": "1"
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});
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};
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AddMock(holder, IID_Footprint, {
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"PickSpawnPointBothPass": entity => new Vector3D(4, 3, 30),
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"PickSpawnPoint": entity => new Vector3D(4, 3, 30)
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});
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AddMock(holder, IID_Ownership, {
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"GetOwner": () => player
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});
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AddMock(player, IID_Diplomacy, {
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"IsAlly": id => id != enemyPlayer,
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"IsMutualAlly": id => id != enemyPlayer,
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});
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AddMock(friendlyPlayer, IID_Diplomacy, {
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"IsAlly": id => true,
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"IsMutualAlly": id => true,
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});
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AddMock(SYSTEM_ENTITY, IID_Timer, {
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"SetInterval": (ent, iid, funcname, time, data) => 1
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});
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AddMock(SYSTEM_ENTITY, IID_PlayerManager, {
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"GetPlayerByID": id => id
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});
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AddMock(garrison, IID_Identity, {
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"GetClassesList": () => ["Ranged"],
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"GetSelectionGroupName": () => "mace_infantry_archer_a"
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});
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AddMock(garrison, IID_Ownership, {
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"GetOwner": () => player
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});
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AddMock(garrison, IID_Position, {
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"GetHeightOffset": () => 0,
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"GetPosition": () => new Vector3D(4, 3, 25),
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"GetRotation": () => new Vector3D(4, 0, 6),
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"JumpTo": (posX, posZ) => {},
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"MoveOutOfWorld": () => {},
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"SetHeightOffset": height => {},
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"SetYRotation": angle => {}
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});
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const cmpGarrisonable = ConstructComponent(garrison, "Garrisonable", {
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"Size": "1"
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});
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const cmpGarrisonHolder = ConstructComponent(holder, "GarrisonHolder", {
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"Max": "10",
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"List": { "_string": "Ranged" },
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"EjectHealth": "0.1",
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"EjectClassesOnDestroy": { "_string": "Infantry" },
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"BuffHeal": "1",
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"LoadingRange": "2.1",
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"Pickup": "false"
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});
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TS_ASSERT(cmpGarrisonable.Garrison(holder));
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TS_ASSERT_UNEVAL_EQUALS(cmpGarrisonHolder.GetEntities(), [garrison]);
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cmpGarrisonable.OnEntityRenamed({
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"entity": garrison,
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"newentity": -1
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});
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TS_ASSERT_EQUALS(cmpGarrisonHolder.GetGarrisonedEntitiesCount(), 0);
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TS_ASSERT(cmpGarrisonable.Garrison(holder));
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TS_ASSERT_UNEVAL_EQUALS(cmpGarrisonHolder.GetEntities(), [garrison]);
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// Can't garrison twice.
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TS_ASSERT(!cmpGarrisonable.Garrison(holder));
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TS_ASSERT_UNEVAL_EQUALS(cmpGarrisonHolder.GetEntities(), [garrison]);
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TS_ASSERT(cmpGarrisonHolder.Unload(garrison));
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TS_ASSERT_EQUALS(cmpGarrisonHolder.GetGarrisonedEntitiesCount(), 0);
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// Test initGarrison.
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const entities = [21, 22, 23, 24];
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for (const entity of entities)
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createGarrisonCmp(entity);
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cmpGarrisonHolder.SetInitGarrison(entities);
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cmpGarrisonHolder.OnGlobalInitGame();
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TS_ASSERT_UNEVAL_EQUALS(cmpGarrisonHolder.GetEntities(), entities);
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// They turned against us!
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AddMock(entities[0], IID_Ownership, {
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"GetOwner": () => enemyPlayer
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});
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cmpGarrisonHolder.OnDiplomacyChanged();
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TS_ASSERT_UNEVAL_EQUALS(cmpGarrisonHolder.GetGarrisonedEntitiesCount(), entities.length - 1);
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TS_ASSERT(cmpGarrisonHolder.UnloadAll());
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TS_ASSERT_UNEVAL_EQUALS(cmpGarrisonHolder.GetEntities(), []);
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