0ad/binaries/data/mods/public/simulation/components/tests/test_Turrets.js
Dunedan 93ce94655d
Use @stylistic/brace-style for eslint
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
2026-01-12 21:33:52 +01:00

114 lines
3.2 KiB
JavaScript

Engine.LoadHelperScript("ValueModification.js");
Engine.LoadHelperScript("Player.js");
Engine.LoadHelperScript("Position.js");
Engine.LoadComponentScript("interfaces/Diplomacy.js");
Engine.LoadComponentScript("interfaces/Health.js");
Engine.LoadComponentScript("interfaces/Turretable.js");
Engine.LoadComponentScript("interfaces/TurretHolder.js");
Engine.LoadComponentScript("interfaces/UnitAI.js");
Engine.LoadComponentScript("Turretable.js");
Engine.LoadComponentScript("TurretHolder.js");
const player = 1;
const enemyPlayer = 2;
const friendlyPlayer = 3;
const turret = 10;
const holder = 11;
const createTurretCmp = entity =>
{
AddMock(entity, IID_Identity, {
"GetClassesList": () => ["Ranged"],
"GetSelectionGroupName": () => "mace_infantry_archer_a"
});
AddMock(entity, IID_Ownership, {
"GetOwner": () => player
});
AddMock(entity, IID_Position, {
"GetHeightOffset": () => 0,
"GetPosition": () => new Vector3D(4, 3, 25),
"GetRotation": () => new Vector3D(4, 0, 6),
"JumpTo": (posX, posZ) => {},
"MoveOutOfWorld": () => {},
"SetHeightOffset": height => {},
"SetTurretParent": ent => {},
"SetYRotation": angle => {}
});
return ConstructComponent(entity, "Turretable", null);
};
AddMock(holder, IID_Footprint, {
"PickSpawnPointBothPass": entity => new Vector3D(4, 3, 30),
"PickSpawnPoint": entity => new Vector3D(4, 3, 30)
});
AddMock(holder, IID_Ownership, {
"GetOwner": () => player
});
AddMock(player, IID_Diplomacy, {
"IsAlly": id => id != enemyPlayer,
"IsMutualAlly": id => id != enemyPlayer,
});
AddMock(friendlyPlayer, IID_Diplomacy, {
"IsAlly": id => true,
"IsMutualAlly": id => true,
});
AddMock(SYSTEM_ENTITY, IID_PlayerManager, {
"GetPlayerByID": id => id
});
AddMock(holder, IID_Position, {
"GetPosition": () => new Vector3D(4, 3, 25),
"GetRotation": () => new Vector3D(4, 0, 6)
});
const cmpTurretable = createTurretCmp(turret);
const cmpTurretHolder = ConstructComponent(holder, "TurretHolder", {
"TurretPoints": {
"archer1": {
"X": "12.0",
"Y": "5.",
"Z": "6.0"
},
"archer2": {
"X": "15.0",
"Y": "5.0",
"Z": "6.0"
}
}
});
TS_ASSERT(cmpTurretable.OccupyTurret(holder));
TS_ASSERT_UNEVAL_EQUALS(cmpTurretHolder.GetEntities(), [turret]);
TS_ASSERT(cmpTurretHolder.OccupiesTurretPoint(turret));
TS_ASSERT(cmpTurretable.LeaveTurret());
TS_ASSERT_UNEVAL_EQUALS(cmpTurretHolder.GetEntities(), []);
// Test renaming on a turret.
// Ensure we test renaming from the second spot, not the first.
const newTurret = 31;
const cmpTurretableNew = createTurretCmp(newTurret);
TS_ASSERT(cmpTurretableNew.OccupyTurret(holder));
TS_ASSERT(cmpTurretable.OccupyTurret(holder));
TS_ASSERT(cmpTurretableNew.LeaveTurret());
const previousTurret = cmpTurretHolder.GetOccupiedTurretPointName(turret);
cmpTurretable.OnEntityRenamed({
"entity": turret,
"newentity": newTurret
});
const newTurretPos = cmpTurretHolder.GetOccupiedTurretPointName(newTurret);
TS_ASSERT_UNEVAL_EQUALS(newTurretPos, previousTurret);
TS_ASSERT(cmpTurretableNew.LeaveTurret());
// Test initTurrets.
cmpTurretHolder.SetInitEntity("archer1", turret);
cmpTurretHolder.SetInitEntity("archer2", newTurret);
cmpTurretHolder.OnGlobalInitGame();
TS_ASSERT_UNEVAL_EQUALS(cmpTurretHolder.GetEntities(), [turret, newTurret]);