0ad/binaries/data/mods/public/simulation/components/tests/test_Garrisoning.js
Freagarach 93fe2ffa8a Handle aura and production pause on GarrisonedStateChanged message.
This reduces hard-coupling between the components.

Refs. #6081
Differential revision: D3683
Reviewed by: @wraitii
This was SVN commit r25062.
2021-03-16 05:49:36 +00:00

194 lines
5.6 KiB
JavaScript

Engine.LoadHelperScript("ValueModification.js");
Engine.LoadHelperScript("Player.js");
Engine.LoadComponentScript("interfaces/Garrisonable.js");
Engine.LoadComponentScript("interfaces/GarrisonHolder.js");
Engine.LoadComponentScript("interfaces/Health.js");
Engine.LoadComponentScript("interfaces/ModifiersManager.js");
Engine.LoadComponentScript("interfaces/Timer.js");
Engine.LoadComponentScript("interfaces/TurretHolder.js");
Engine.LoadComponentScript("interfaces/UnitAI.js");
Engine.LoadComponentScript("Garrisonable.js");
Engine.LoadComponentScript("GarrisonHolder.js");
Engine.LoadComponentScript("TurretHolder.js");
const player = 1;
const enemyPlayer = 2;
const friendlyPlayer = 3;
const garrison = 10;
const holder = 11;
let createGarrisonCmp = 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, "Garrisonable", {
"Size": "1"
});
};
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_Player, {
"IsAlly": id => id != enemyPlayer,
"IsMutualAlly": id => id != enemyPlayer,
"GetPlayerID": () => player
});
AddMock(friendlyPlayer, IID_Player, {
"IsAlly": id => true,
"IsMutualAlly": id => true,
"GetPlayerID": () => friendlyPlayer
});
AddMock(SYSTEM_ENTITY, IID_Timer, {
"SetTimeout": (ent, iid, funcname, time, data) => 1
});
AddMock(SYSTEM_ENTITY, IID_PlayerManager, {
"GetPlayerByID": id => id
});
AddMock(garrison, IID_Identity, {
"GetClassesList": () => ["Ranged"],
"GetSelectionGroupName": () => "mace_infantry_archer_a"
});
AddMock(garrison, IID_Ownership, {
"GetOwner": () => player
});
AddMock(garrison, IID_Position, {
"GetHeightOffset": () => 0,
"GetPosition": () => new Vector3D(4, 3, 25),
"GetRotation": () => new Vector3D(4, 0, 6),
"JumpTo": (posX, posZ) => {},
"MoveOutOfWorld": () => {},
"SetHeightOffset": height => {},
"SetTurretParent": entity => {},
"SetYRotation": angle => {}
});
let cmpGarrisonable = ConstructComponent(garrison, "Garrisonable", {
"Size": "1"
});
let cmpGarrisonHolder = ConstructComponent(holder, "GarrisonHolder", {
"Max": "10",
"List": { "_string": "Ranged" },
"EjectHealth": "0.1",
"EjectClassesOnDestroy": { "_string": "Infantry" },
"BuffHeal": "1",
"LoadingRange": "2.1",
"Pickup": "false"
});
TS_ASSERT(cmpGarrisonable.Garrison(holder));
TS_ASSERT_UNEVAL_EQUALS(cmpGarrisonHolder.GetEntities(), [garrison]);
cmpGarrisonable.OnEntityRenamed({
"entity": garrison,
"newentity": -1
});
TS_ASSERT_EQUALS(cmpGarrisonHolder.GetGarrisonedEntitiesCount(), 0);
TS_ASSERT(cmpGarrisonable.Garrison(holder));
TS_ASSERT_UNEVAL_EQUALS(cmpGarrisonHolder.GetEntities(), [garrison]);
// Can't garrison twice.
TS_ASSERT(!cmpGarrisonable.Garrison(holder));
TS_ASSERT_UNEVAL_EQUALS(cmpGarrisonHolder.GetEntities(), [garrison]);
TS_ASSERT(cmpGarrisonHolder.Unload(garrison));
TS_ASSERT_EQUALS(cmpGarrisonHolder.GetGarrisonedEntitiesCount(), 0);
// Test initGarrison.
let entities = [21, 22, 23, 24];
for (let entity of entities)
createGarrisonCmp(entity);
cmpGarrisonHolder.SetInitGarrison(entities);
cmpGarrisonHolder.OnGlobalInitGame();
TS_ASSERT_UNEVAL_EQUALS(cmpGarrisonHolder.GetEntities(), entities);
// They turned against us!
AddMock(entities[0], IID_Ownership, {
"GetOwner": () => enemyPlayer
});
cmpGarrisonHolder.OnDiplomacyChanged();
TS_ASSERT_UNEVAL_EQUALS(cmpGarrisonHolder.GetGarrisonedEntitiesCount(), entities.length - 1);
TS_ASSERT(cmpGarrisonHolder.UnloadAll());
TS_ASSERT_UNEVAL_EQUALS(cmpGarrisonHolder.GetEntities(), []);
// Turrets!
AddMock(holder, IID_Position, {
"GetPosition": () => new Vector3D(4, 3, 25),
"GetRotation": () => new Vector3D(4, 0, 6)
});
let 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(cmpGarrisonable.Garrison(holder));
TS_ASSERT_UNEVAL_EQUALS(cmpGarrisonHolder.GetEntities(), [garrison]);
TS_ASSERT(cmpTurretHolder.OccupiesTurret(garrison));
TS_ASSERT(cmpGarrisonable.UnGarrison());
TS_ASSERT_UNEVAL_EQUALS(cmpGarrisonHolder.GetEntities(), []);
TS_ASSERT_UNEVAL_EQUALS(cmpTurretHolder.GetEntities(), []);
// Test renaming on a turret.
// Ensure we test renaming from the second spot, not the first.
const newGarrison = 31;
let cmpGarrisonableNew = createGarrisonCmp(newGarrison);
TS_ASSERT(cmpGarrisonableNew.Garrison(holder));
TS_ASSERT(cmpGarrisonable.Garrison(holder));
TS_ASSERT(cmpGarrisonableNew.UnGarrison());
let previousTurret = cmpTurretHolder.GetOccupiedTurretName(garrison);
cmpGarrisonable.OnEntityRenamed({
"entity": garrison,
"newentity": newGarrison
});
let newTurret = cmpTurretHolder.GetOccupiedTurretName(newGarrison);
TS_ASSERT_UNEVAL_EQUALS(newTurret, previousTurret);
TS_ASSERT(cmpGarrisonableNew.UnGarrison());
// Test initTurrets.
cmpTurretHolder.SetInitEntity("archer1", garrison);
cmpTurretHolder.SetInitEntity("archer2", newGarrison);
cmpTurretHolder.OnGlobalInitGame();
TS_ASSERT_UNEVAL_EQUALS(cmpTurretHolder.GetEntities(), [garrison, newGarrison]);