0ad/binaries/data/mods/public/simulation/components/tests/test_Pack.js
wraitii 026ce76e3f Update the fast-actions cheat and AI bonuses to use the modifiers manager
This deletes custom-code and shows how to use this system component for
triggers.

Differential Revision: https://code.wildfiregames.com/D1011
This was SVN commit r22964.
2019-09-22 07:46:29 +00:00

155 lines
4 KiB
JavaScript

Engine.LoadHelperScript("Player.js");
Engine.LoadHelperScript("Sound.js");
Engine.LoadHelperScript("Transform.js");
Engine.LoadHelperScript("ValueModification.js");
Engine.LoadComponentScript("interfaces/ModifiersManager.js");
Engine.LoadComponentScript("interfaces/Capturable.js");
Engine.LoadComponentScript("interfaces/GarrisonHolder.js");
Engine.LoadComponentScript("interfaces/Guard.js");
Engine.LoadComponentScript("interfaces/Health.js");
Engine.LoadComponentScript("interfaces/Pack.js");
Engine.LoadComponentScript("interfaces/Player.js");
Engine.LoadComponentScript("interfaces/Promotion.js");
Engine.LoadComponentScript("interfaces/ResourceGatherer.js");
Engine.LoadComponentScript("interfaces/Timer.js");
Engine.LoadComponentScript("interfaces/UnitAI.js");
Engine.LoadComponentScript("Pack.js");
Engine.RegisterGlobal("MT_EntityRenamed", "entityRenamed");
const ent = 170;
const newEnt = 171;
const PACKING_INTERVAL = 250;
let timerActivated = false;
AddMock(ent, IID_Visual, {
"SelectAnimation": (name, once, speed) => name
});
AddMock(ent, IID_Ownership, {
"GetOwner": () => 1
});
AddMock(SYSTEM_ENTITY, IID_PlayerManager, {
"GetPlayerByID": id => 11
});
AddMock(ent, IID_Sound, {
"PlaySoundGroup": name => {}
});
AddMock(SYSTEM_ENTITY, IID_Timer, {
"CancelTimer": id => { timerActivated = false; return; },
"SetInterval": (ent, iid, funcname, time, repeattime, data) => { timerActivated = true; return 7; }
});
Engine.AddEntity = function(template) {
TS_ASSERT_EQUALS(template, "finalTemplate");
return true;
};
// Test Packing
let template = {
"Entity": "finalTemplate",
"Time": "2000",
"State": "unpacked"
};
let cmpPack = ConstructComponent(ent, "Pack", template);
// Check internals
TS_ASSERT(!cmpPack.packed);
TS_ASSERT(!cmpPack.packing);
TS_ASSERT_EQUALS(cmpPack.elapsedTime, 0);
TS_ASSERT_EQUALS(cmpPack.timer, undefined);
TS_ASSERT(!cmpPack.IsPacked());
TS_ASSERT(!cmpPack.IsPacking());
TS_ASSERT_EQUALS(cmpPack.GetProgress(), 0);
// Pack
cmpPack.Pack();
TS_ASSERT_EQUALS(cmpPack.timer, 7);
TS_ASSERT(cmpPack.IsPacking());
// Listen to destroy message
cmpPack.OnDestroy();
TS_ASSERT(!cmpPack.timer);
TS_ASSERT(!timerActivated);
// Test UnPacking
template = {
"Entity": "finalTemplate",
"Time": "2000",
"State": "packed"
};
cmpPack = ConstructComponent(ent, "Pack", template);
// Check internals
TS_ASSERT(cmpPack.packed);
TS_ASSERT(!cmpPack.packing);
TS_ASSERT_EQUALS(cmpPack.elapsedTime, 0);
TS_ASSERT_EQUALS(cmpPack.timer, undefined);
TS_ASSERT(cmpPack.IsPacked());
TS_ASSERT(!cmpPack.IsPacking());
TS_ASSERT_EQUALS(cmpPack.GetProgress(), 0);
// Unpack
cmpPack.Unpack();
TS_ASSERT(cmpPack.IsPacking());
TS_ASSERT_EQUALS(cmpPack.timer, 7);
// Unpack progress
cmpPack.elapsedTime = 400;
cmpPack.PackProgress({}, 100);
TS_ASSERT(cmpPack.IsPacking());
TS_ASSERT_EQUALS(cmpPack.GetElapsedTime(), 400 + 100 + PACKING_INTERVAL);
TS_ASSERT_EQUALS(cmpPack.GetProgress(), (400 + 100 + PACKING_INTERVAL) / 2000);
// Try to Pack or Unpack while packing, nothing happen
cmpPack.elapsedTime = 400;
cmpPack.Unpack();
TS_ASSERT(cmpPack.IsPacking());
TS_ASSERT_EQUALS(cmpPack.GetElapsedTime(), 400);
TS_ASSERT_EQUALS(cmpPack.timer, 7);
TS_ASSERT(timerActivated);
cmpPack.Pack();
TS_ASSERT(cmpPack.IsPacking());
TS_ASSERT_EQUALS(cmpPack.GetElapsedTime(), 400);
TS_ASSERT_EQUALS(cmpPack.timer, 7);
TS_ASSERT(timerActivated);
// Cancel
cmpPack.CancelPack();
TS_ASSERT(!cmpPack.IsPacking());
TS_ASSERT_EQUALS(cmpPack.GetElapsedTime(), 0);
TS_ASSERT_EQUALS(cmpPack.GetProgress(), 0);
TS_ASSERT_EQUALS(cmpPack.timer, undefined);
TS_ASSERT(!timerActivated);
// Progress until completing
cmpPack.Unpack();
cmpPack.elapsedTime = 1800;
cmpPack.PackProgress({}, 100);
TS_ASSERT(cmpPack.IsPacking());
TS_ASSERT_EQUALS(cmpPack.GetElapsedTime(), 1800 + 100 + PACKING_INTERVAL);
// Cap progress at 100%
TS_ASSERT_EQUALS(cmpPack.GetProgress(), 1);
TS_ASSERT_EQUALS(cmpPack.timer, 7);
TS_ASSERT(timerActivated);
// Unpack completing
cmpPack.Unpack();
cmpPack.elapsedTime = 2100;
cmpPack.PackProgress({}, 100);
TS_ASSERT(!cmpPack.IsPacking());
TS_ASSERT(!cmpPack.timer);
TS_ASSERT(!timerActivated);