0ad/binaries/data/mods/public/simulation/components/tests/test_UnitAI.js
Angen 083a5947e6 Do not create range query with no enemies
Do not create range query with no enemies as that triggers warning in
range manager.
This situation occurs when player has no enemies so empty list is
returned.

Fixing CCmpRangeManager: No owners in query for entity 0 warning

refs 38b2e37a61

Differential Revision: https://code.wildfiregames.com/D2601
Fixes: #5666
Reviewed by: @Freagarach
This was SVN commit r23467.
2020-01-30 21:13:42 +00:00

333 lines
10 KiB
JavaScript

Engine.LoadHelperScript("FSM.js");
Engine.LoadHelperScript("Entity.js");
Engine.LoadHelperScript("Player.js");
Engine.LoadComponentScript("interfaces/Attack.js");
Engine.LoadComponentScript("interfaces/Auras.js");
Engine.LoadComponentScript("interfaces/BuildingAI.js");
Engine.LoadComponentScript("interfaces/Capturable.js");
Engine.LoadComponentScript("interfaces/Resistance.js");
Engine.LoadComponentScript("interfaces/Formation.js");
Engine.LoadComponentScript("interfaces/Heal.js");
Engine.LoadComponentScript("interfaces/Health.js");
Engine.LoadComponentScript("interfaces/Pack.js");
Engine.LoadComponentScript("interfaces/ResourceSupply.js");
Engine.LoadComponentScript("interfaces/ResourceGatherer.js");
Engine.LoadComponentScript("interfaces/Timer.js");
Engine.LoadComponentScript("interfaces/UnitAI.js");
Engine.LoadComponentScript("Formation.js");
Engine.LoadComponentScript("UnitAI.js");
/* Regression test.
* Tests the FSM behaviour of a unit when walking as part of a formation,
* then exiting the formation.
* mode == 0: There is no enemy unit nearby.
* mode == 1: There is a live enemy unit nearby.
* mode == 2: There is a dead enemy unit nearby.
*/
function TestFormationExiting(mode)
{
ResetState();
var playerEntity = 5;
var unit = 10;
var enemy = 20;
var controller = 30;
AddMock(SYSTEM_ENTITY, IID_Timer, {
SetInterval: function() { },
SetTimeout: function() { },
});
AddMock(SYSTEM_ENTITY, IID_RangeManager, {
CreateActiveQuery: function(ent, minRange, maxRange, players, iid, flags) {
return 1;
},
EnableActiveQuery: function(id) { },
ResetActiveQuery: function(id) { if (mode == 0) return []; else return [enemy]; },
DisableActiveQuery: function(id) { },
GetEntityFlagMask: function(identifier) { },
});
AddMock(SYSTEM_ENTITY, IID_TemplateManager, {
GetCurrentTemplateName: function(ent) { return "special/formations/line_closed"; },
});
AddMock(SYSTEM_ENTITY, IID_PlayerManager, {
GetPlayerByID: function(id) { return playerEntity; },
GetNumPlayers: function() { return 2; },
});
AddMock(playerEntity, IID_Player, {
IsAlly: function() { return false; },
IsEnemy: function() { return true; },
GetEnemies: function() { return [2]; },
});
AddMock(SYSTEM_ENTITY, IID_ObstructionManager, {
"IsInTargetRange": (ent, target, min, max, opposite) => true
});
var unitAI = ConstructComponent(unit, "UnitAI", { "FormationController": "false", "DefaultStance": "aggressive" });
AddMock(unit, IID_Identity, {
GetClassesList: function() { return []; },
});
AddMock(unit, IID_Ownership, {
GetOwner: function() { return 1; },
});
AddMock(unit, IID_Position, {
GetTurretParent: function() { return INVALID_ENTITY; },
GetPosition: function() { return new Vector3D(); },
GetPosition2D: function() { return new Vector2D(); },
GetRotation: function() { return { "y": 0 }; },
IsInWorld: function() { return true; },
});
AddMock(unit, IID_UnitMotion, {
"GetWalkSpeed": () => 1,
"MoveToFormationOffset": (target, x, z) => {},
"MoveToTargetRange": (target, min, max) => true,
"StopMoving": () => {},
"SetFacePointAfterMove": () => {},
"GetPassabilityClassName": () => "default"
});
AddMock(unit, IID_Vision, {
GetRange: function() { return 10; },
});
AddMock(unit, IID_Attack, {
GetRange: function() { return { "max": 10, "min": 0}; },
GetFullAttackRange: function() { return { "max": 40, "min": 0}; },
GetBestAttackAgainst: function(t) { return "melee"; },
GetPreference: function(t) { return 0; },
GetTimers: function() { return { "prepare": 500, "repeat": 1000 }; },
CanAttack: function(v) { return true; },
CompareEntitiesByPreference: function(a, b) { return 0; },
});
unitAI.OnCreate();
unitAI.SetupRangeQuery(1);
if (mode == 1)
{
AddMock(enemy, IID_Health, {
GetHitpoints: function() { return 10; },
});
AddMock(enemy, IID_UnitAI, {
IsAnimal: function() { return false; }
});
}
else if (mode == 2)
AddMock(enemy, IID_Health, {
GetHitpoints: function() { return 0; },
});
var controllerFormation = ConstructComponent(controller, "Formation", {"FormationName": "Line Closed", "FormationShape": "square", "ShiftRows": "false", "SortingClasses": "", "WidthDepthRatio": 1, "UnitSeparationWidthMultiplier": 1, "UnitSeparationDepthMultiplier": 1, "SpeedMultiplier": 1, "Sloppyness": 0});
var controllerAI = ConstructComponent(controller, "UnitAI", { "FormationController": "true", "DefaultStance": "aggressive" });
AddMock(controller, IID_Position, {
JumpTo: function(x, z) { this.x = x; this.z = z; },
GetTurretParent: function() { return INVALID_ENTITY; },
GetPosition: function() { return new Vector3D(this.x, 0, this.z); },
GetPosition2D: function() { return new Vector2D(this.x, this.z); },
GetRotation: function() { return { "y": 0 }; },
IsInWorld: function() { return true; },
});
AddMock(controller, IID_UnitMotion, {
"GetWalkSpeed": () => 1,
"StopMoving": () => {},
"SetSpeedMultiplier": () => {},
"MoveToPointRange": () => true,
"SetFacePointAfterMove": () => {},
"GetPassabilityClassName": () => "default"
});
controllerAI.OnCreate();
TS_ASSERT_EQUALS(controllerAI.fsmStateName, "FORMATIONCONTROLLER.IDLE");
TS_ASSERT_EQUALS(unitAI.fsmStateName, "INDIVIDUAL.IDLE");
controllerFormation.SetMembers([unit]);
controllerAI.Walk(100, 100, false);
TS_ASSERT_EQUALS(controllerAI.fsmStateName, "FORMATIONCONTROLLER.WALKING");
TS_ASSERT_EQUALS(unitAI.fsmStateName, "FORMATIONMEMBER.WALKING");
controllerFormation.Disband();
unitAI.UnitFsm.ProcessMessage(unitAI, { "type": "Timer" });
if (mode == 0)
TS_ASSERT_EQUALS(unitAI.fsmStateName, "INDIVIDUAL.IDLE");
else if (mode == 1)
TS_ASSERT_EQUALS(unitAI.fsmStateName, "INDIVIDUAL.COMBAT.ATTACKING");
else if (mode == 2)
TS_ASSERT_EQUALS(unitAI.fsmStateName, "INDIVIDUAL.IDLE");
else
TS_FAIL("invalid mode");
}
function TestMoveIntoFormationWhileAttacking()
{
ResetState();
var playerEntity = 5;
var controller = 10;
var enemy = 20;
var unit = 30;
var units = [];
var unitCount = 8;
var unitAIs = [];
AddMock(SYSTEM_ENTITY, IID_Timer, {
SetInterval: function() { },
SetTimeout: function() { },
});
AddMock(SYSTEM_ENTITY, IID_RangeManager, {
CreateActiveQuery: function(ent, minRange, maxRange, players, iid, flags) {
return 1;
},
EnableActiveQuery: function(id) { },
ResetActiveQuery: function(id) { return [enemy]; },
DisableActiveQuery: function(id) { },
GetEntityFlagMask: function(identifier) { },
});
AddMock(SYSTEM_ENTITY, IID_TemplateManager, {
GetCurrentTemplateName: function(ent) { return "special/formations/line_closed"; },
});
AddMock(SYSTEM_ENTITY, IID_PlayerManager, {
GetPlayerByID: function(id) { return playerEntity; },
GetNumPlayers: function() { return 2; },
});
AddMock(SYSTEM_ENTITY, IID_ObstructionManager, {
"IsInTargetRange": (ent, target, min, max) => true
});
AddMock(playerEntity, IID_Player, {
IsAlly: function() { return false; },
IsEnemy: function() { return true; },
GetEnemies: function() { return [2]; },
});
// create units
for (var i = 0; i < unitCount; i++) {
units.push(unit + i);
var unitAI = ConstructComponent(unit + i, "UnitAI", { "FormationController": "false", "DefaultStance": "aggressive" });
AddMock(unit + i, IID_Identity, {
GetClassesList: function() { return []; },
});
AddMock(unit + i, IID_Ownership, {
GetOwner: function() { return 1; },
});
AddMock(unit + i, IID_Position, {
GetTurretParent: function() { return INVALID_ENTITY; },
GetPosition: function() { return new Vector3D(); },
GetPosition2D: function() { return new Vector2D(); },
GetRotation: function() { return { "y": 0 }; },
IsInWorld: function() { return true; },
});
AddMock(unit + i, IID_UnitMotion, {
"GetWalkSpeed": () => 1,
"MoveToFormationOffset": (target, x, z) => {},
"MoveToTargetRange": (target, min, max) => true,
"StopMoving": () => {},
"SetFacePointAfterMove": () => {},
"GetPassabilityClassName": () => "default"
});
AddMock(unit + i, IID_Vision, {
GetRange: function() { return 10; },
});
AddMock(unit + i, IID_Attack, {
GetRange: function() { return {"max":10, "min": 0}; },
GetFullAttackRange: function() { return { "max": 40, "min": 0}; },
GetBestAttackAgainst: function(t) { return "melee"; },
GetTimers: function() { return { "prepare": 500, "repeat": 1000 }; },
CanAttack: function(v) { return true; },
CompareEntitiesByPreference: function(a, b) { return 0; },
});
unitAI.OnCreate();
unitAI.SetupRangeQuery(1);
unitAIs.push(unitAI);
}
// create enemy
AddMock(enemy, IID_Health, {
GetHitpoints: function() { return 40; },
});
var controllerFormation = ConstructComponent(controller, "Formation", {"FormationName": "Line Closed", "FormationShape": "square", "ShiftRows": "false", "SortingClasses": "", "WidthDepthRatio": 1, "UnitSeparationWidthMultiplier": 1, "UnitSeparationDepthMultiplier": 1, "SpeedMultiplier": 1, "Sloppyness": 0});
var controllerAI = ConstructComponent(controller, "UnitAI", { "FormationController": "true", "DefaultStance": "aggressive" });
AddMock(controller, IID_Position, {
GetTurretParent: function() { return INVALID_ENTITY; },
JumpTo: function(x, z) { this.x = x; this.z = z; },
GetPosition: function() { return new Vector3D(this.x, 0, this.z); },
GetPosition2D: function() { return new Vector2D(this.x, this.z); },
GetRotation: function() { return { "y": 0 }; },
IsInWorld: function() { return true; },
});
AddMock(controller, IID_UnitMotion, {
"GetWalkSpeed": () => 1,
"SetSpeedMultiplier": (speed) => {},
"MoveToPointRange": (x, z, minRange, maxRange) => {},
"StopMoving": () => {},
"SetFacePointAfterMove": () => {},
"GetPassabilityClassName": () => "default"
});
AddMock(controller, IID_Attack, {
GetRange: function() { return {"max":10, "min": 0}; },
CanAttackAsFormation: function() { return false; },
});
controllerAI.OnCreate();
controllerFormation.SetMembers(units);
controllerAI.Attack(enemy, []);
for (var ent of unitAIs)
TS_ASSERT_EQUALS(unitAI.fsmStateName, "INDIVIDUAL.COMBAT.ATTACKING");
controllerAI.MoveIntoFormation({"name": "Circle"});
// let all units be in position
for (var ent of unitAIs)
controllerFormation.SetInPosition(ent);
for (var ent of unitAIs)
TS_ASSERT_EQUALS(unitAI.fsmStateName, "INDIVIDUAL.COMBAT.ATTACKING");
controllerFormation.Disband();
}
TestFormationExiting(0);
TestFormationExiting(1);
TestFormationExiting(2);
TestMoveIntoFormationWhileAttacking();