forked from 0ad/0ad
Add tests to the Foundation component + fix some minor issues found by implementing the tests. Fixes #4121
This was SVN commit r18567.
This commit is contained in:
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@ -16,6 +16,9 @@ Foundation.prototype.Init = function()
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this.buildMultiplier = 1; // Multiplier for the amount of work builders do.
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this.previewEntity = INVALID_ENTITY;
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// Penalty for multiple builders
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this.buildTimePenalty = 0.7;
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};
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Foundation.prototype.InitialiseConstruction = function(owner, template)
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@ -29,6 +32,9 @@ Foundation.prototype.InitialiseConstruction = function(owner, template)
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// Remember the cost here, so if it changes after construction begins (from auras or technologies)
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// we will use the correct values to refund partial construction costs
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let cmpCost = Engine.QueryInterface(this.entity, IID_Cost);
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if (!cmpCost)
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error("A foundation must have a cost component to know the build time");
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this.costs = cmpCost.GetResourceCosts(owner);
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this.maxProgress = 0;
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@ -62,7 +68,7 @@ Foundation.prototype.GetBuildProgress = function()
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var hitpoints = cmpHealth.GetHitpoints();
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var maxHitpoints = cmpHealth.GetMaxHitpoints();
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return (hitpoints / maxHitpoints);
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return hitpoints / maxHitpoints;
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};
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Foundation.prototype.GetBuildPercentage = function()
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@ -116,24 +122,31 @@ Foundation.prototype.OnDestroy = function()
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*/
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Foundation.prototype.AddBuilder = function(builderEnt)
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{
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if (this.builders.indexOf(builderEnt) === -1)
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{
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this.builders.push(builderEnt);
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Engine.QueryInterface(this.entity, IID_Visual).SetVariable("numbuilders", this.builders.length);
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this.SetBuildMultiplier();
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Engine.PostMessage(this.entity, MT_FoundationBuildersChanged, { "to": this.builders });
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}
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if (this.builders.indexOf(builderEnt) != -1)
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return;
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this.builders.push(builderEnt);
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let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
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if (cmpVisual)
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cmpVisual.SetVariable("numbuilders", this.builders.length);
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this.SetBuildMultiplier();
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Engine.PostMessage(this.entity, MT_FoundationBuildersChanged, { "to": this.builders });
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};
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Foundation.prototype.RemoveBuilder = function(builderEnt)
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{
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if (this.builders.indexOf(builderEnt) !== -1)
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{
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this.builders.splice(this.builders.indexOf(builderEnt),1);
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Engine.QueryInterface(this.entity, IID_Visual).SetVariable("numbuilders", this.builders.length);
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this.SetBuildMultiplier();
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Engine.PostMessage(this.entity, MT_FoundationBuildersChanged, { "to": this.builders });
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}
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let index = this.builders.indexOf(builderEnt);
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if (index == -1)
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return;
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this.builders.splice(index, 1);
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let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
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if (cmpVisual)
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cmpVisual.SetVariable("numbuilders", this.builders.length);
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this.SetBuildMultiplier();
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Engine.PostMessage(this.entity, MT_FoundationBuildersChanged, { "to": this.builders });
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};
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/**
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@ -146,7 +159,7 @@ Foundation.prototype.SetBuildMultiplier = function()
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if (numBuilders < 2)
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this.buildMultiplier = 1;
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else
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this.buildMultiplier = Math.pow(numBuilders, 0.7) / numBuilders;
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this.buildMultiplier = Math.pow(numBuilders, this.buildTimePenalty) / numBuilders;
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};
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/**
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@ -199,18 +212,19 @@ Foundation.prototype.Build = function(builderEnt, work)
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// Handle the initial 'committing' of the foundation
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if (!this.committed)
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{
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// The obstruction always blocks new foundations/construction,
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// but we've temporarily allowed units to walk all over it
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// (via CCmpTemplateManager). Now we need to remove that temporary
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// blocker-disabling, so that we'll perform standard unit blocking instead.
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if (cmpObstruction && cmpObstruction.GetBlockMovementFlag())
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{
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// The obstruction always blocks new foundations/construction,
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// but we've temporarily allowed units to walk all over it
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// (via CCmpTemplateManager). Now we need to remove that temporary
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// blocker-disabling, so that we'll perform standard unit blocking instead.
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cmpObstruction.SetDisableBlockMovementPathfinding(false, false, -1);
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// Call the related trigger event
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var cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
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cmpTrigger.CallEvent("ConstructionStarted", {"foundation": this.entity, "template": this.finalTemplateName});
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}
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// Call the related trigger event
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var cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
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cmpTrigger.CallEvent("ConstructionStarted", {
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"foundation": this.entity,
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"template": this.finalTemplateName
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});
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// Switch foundation to scaffold variant
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var cmpFoundationVisual = Engine.QueryInterface(this.entity, IID_Visual);
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@ -249,6 +263,11 @@ Foundation.prototype.Build = function(builderEnt, work)
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// Add an appropriate proportion of hitpoints
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var cmpHealth = Engine.QueryInterface(this.entity, IID_Health);
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if (!cmpHealth)
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{
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error("Foundation " + this.entity + " does not have a health component.");
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return;
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}
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var maxHealth = cmpHealth.GetMaxHitpoints();
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var deltaHP = Math.max(work, Math.min(maxHealth, Math.floor(work * this.GetBuildRate() * this.buildMultiplier)));
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if (deltaHP > 0)
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@ -274,9 +293,21 @@ Foundation.prototype.Build = function(builderEnt, work)
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cmpBuildingVisual.SetActorSeed(cmpVisual.GetActorSeed());
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var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
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if (!cmpPosition || !cmpPosition.IsInWorld())
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{
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error("Foundation " + this.entity + " does not have a position in-world.");
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Engine.DestroyEntity(building);
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return;
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}
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var cmpBuildingPosition = Engine.QueryInterface(building, IID_Position);
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var pos = cmpPosition.GetPosition();
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cmpBuildingPosition.JumpTo(pos.x, pos.z);
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if (!cmpBuildingPosition)
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{
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error("New building " + building + " has no position component.");
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Engine.DestroyEntity(building);
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return;
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}
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var pos = cmpPosition.GetPosition2D();
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cmpBuildingPosition.JumpTo(pos.x, pos.y);
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var rot = cmpPosition.GetRotation();
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cmpBuildingPosition.SetYRotation(rot.y);
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cmpBuildingPosition.SetXZRotation(rot.x, rot.z);
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@ -307,38 +338,57 @@ Foundation.prototype.Build = function(builderEnt, work)
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else
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{
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let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
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if (!cmpOwnership)
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{
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error("Foundation " + this.entity + " has no ownership.");
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Engine.DestroyEntity(building);
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return;
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}
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owner = cmpOwnership.GetOwner();
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}
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var cmpBuildingOwnership = Engine.QueryInterface(building, IID_Ownership);
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if (!cmpBuildingOwnership)
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{
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error("New Building " + building + " has no ownership.");
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Engine.DestroyEntity(building);
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return;
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}
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cmpBuildingOwnership.SetOwner(owner);
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// ----------------------------------------------------------------------
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/*
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Copy over the obstruction control group IDs from the foundation
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entities. This is needed to ensure that when a foundation is completed
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and replaced by a new entity, it remains in the same control group(s)
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as any other foundation entities that may surround it. This is the
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mechanism that is used to e.g. enable wall pieces to be built closely
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together, ignoring their mutual obstruction shapes (since they would
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otherwise be prevented from being built so closely together). If the
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control groups are not copied over, the new entity will default to a
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new control group containing only itself, and will hence block
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construction of any surrounding foundations that it was previously in
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the same control group with.
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// Copy over the obstruction control group IDs from the foundation entities. This is needed to ensure that when a foundation
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// is completed and replaced by a new entity, it remains in the same control group(s) as any other foundation entities that
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// may surround it. This is the mechanism that is used to e.g. enable wall pieces to be built closely together, ignoring their
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// mutual obstruction shapes (since they would otherwise be prevented from being built so closely together). If the control
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// groups are not copied over, the new entity will default to a new control group containing only itself, and will hence block
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// construction of any surrounding foundations that it was previously in the same control group with.
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Note that this will result in the completed building entities having
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control group IDs that equal entity IDs of old (and soon to be deleted)
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foundation entities. This should not have any consequences, however,
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since the control group IDs are only meant to be unique identifiers,
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which is still true when reusing the old ones.
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*/
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// Note that this will result in the completed building entities having control group IDs that equal entity IDs of old (and soon
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// to be deleted) foundation entities. This should not have any consequences, however, since the control group IDs are only meant
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// to be unique identifiers, which is still true when reusing the old ones.
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var cmpObstruction = Engine.QueryInterface(this.entity, IID_Obstruction);
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var cmpBuildingObstruction = Engine.QueryInterface(building, IID_Obstruction);
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cmpBuildingObstruction.SetControlGroup(cmpObstruction.GetControlGroup());
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cmpBuildingObstruction.SetControlGroup2(cmpObstruction.GetControlGroup2());
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if (cmpObstruction && cmpBuildingObstruction)
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{
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cmpBuildingObstruction.SetControlGroup(cmpObstruction.GetControlGroup());
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cmpBuildingObstruction.SetControlGroup2(cmpObstruction.GetControlGroup2());
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}
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// ----------------------------------------------------------------------
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var cmpPlayerStatisticsTracker = QueryOwnerInterface(this.entity, IID_StatisticsTracker);
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if (cmpPlayerStatisticsTracker)
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cmpPlayerStatisticsTracker.IncreaseConstructedBuildingsCounter(building);
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var cmpHealth = Engine.QueryInterface(this.entity, IID_Health);
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var cmpBuildingHealth = Engine.QueryInterface(building, IID_Health);
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cmpBuildingHealth.SetHitpoints(cmpHealth.GetHitpoints());
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if (cmpBuildingHealth)
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cmpBuildingHealth.SetHitpoints(cmpHealth.GetHitpoints());
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PlaySound("constructed", building);
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@ -44,7 +44,7 @@ Engine.DestroyEntity = function(ent)
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for (var cid in g_Components[ent])
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{
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var cmp = g_Components[ent][cid];
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if (cmp.Deinit)
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if (cmp && cmp.Deinit)
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cmp.Deinit();
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}
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@ -76,6 +76,13 @@ global.AddMock = function(ent, iid, mock)
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g_Components[ent][iid] = mock;
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};
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global.DeleteMock = function(ent, iid)
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{
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if (!g_Components[ent])
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g_Components[ent] = {};
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delete g_Components[ent][iid];
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};
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global.ConstructComponent = function(ent, name, template)
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{
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var cmp = new g_ComponentTypes[name].ctor();
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@ -0,0 +1,139 @@
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Engine.LoadHelperScript("Player.js");
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Engine.LoadComponentScript("interfaces/Cost.js");
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Engine.LoadComponentScript("interfaces/Foundation.js");
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Engine.LoadComponentScript("interfaces/Health.js");
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Engine.LoadComponentScript("interfaces/RallyPoint.js");
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Engine.LoadComponentScript("interfaces/StatisticsTracker.js");
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Engine.LoadComponentScript("interfaces/TerritoryDecay.js");
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Engine.LoadComponentScript("interfaces/Trigger.js");
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Engine.LoadComponentScript("Foundation.js");
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AddMock(SYSTEM_ENTITY, IID_Trigger, {
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"CallEvent": () => {},
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});
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let player = 1;
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let playerEnt = 3;
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AddMock(SYSTEM_ENTITY, IID_PlayerManager, {
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"GetPlayerByID": () => playerEnt,
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});
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AddMock(playerEnt, IID_StatisticsTracker, {
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"IncreaseConstructedBuildingsCounter": ent => {
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TS_ASSERT_EQUALS(ent, newEnt);
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},
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});
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let foundationEnt = 20;
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let newEnt = 21;
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let finalTemplate = "structures/athen_civil_centre.xml";
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let foundationHP = 1;
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let maxHP = 100;
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AddMock(foundationEnt, IID_Cost, {
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"GetBuildTime": () => 50,
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"GetResourceCosts": () => ({ "wood": 100 }),
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});
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AddMock(foundationEnt, IID_Health, {
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"GetHitpoints": () => foundationHP,
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"GetMaxHitpoints": () => maxHP,
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"Increase": hp => {
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foundationHP = Math.min(foundationHP + hp, maxHP);
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cmpFoundation.OnHealthChanged();
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},
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});
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AddMock(foundationEnt, IID_Obstruction, {
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"GetBlockMovementFlag": () => true,
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"GetUnitCollisions": () => [],
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"SetDisableBlockMovementPathfinding": () => {},
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});
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AddMock(foundationEnt, IID_Ownership, {
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"GetOwner": () => player,
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});
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AddMock(foundationEnt, IID_Position, {
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"GetPosition2D": () => new Vector2D(1, 2),
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"GetRotation": () => new Vector3D(1, 2, 3),
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"IsInWorld": () => true,
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});
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Engine.AddEntity = function(template)
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{
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AddMock(newEnt, IID_Position, {
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"JumpTo": (x, y) => { TS_ASSERT_EQUALS(x, 1); TS_ASSERT_EQUALS(y, 2); },
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"SetYRotation": r => { TS_ASSERT_EQUALS(r, 2); },
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"SetXZRotation": (rx, rz) => {
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TS_ASSERT_EQUALS(rx, 1);
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TS_ASSERT_EQUALS(rz, 3);
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},
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});
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AddMock(newEnt, IID_Ownership, {
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"SetOwner": owner => { TS_ASSERT_EQUALS(owner, player); },
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});
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return newEnt;
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};
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function PlaySound(name, source)
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{
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TS_ASSERT_EQUALS(name, "constructed");
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TS_ASSERT_EQUALS(source, newEnt);
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};
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Engine.RegisterGlobal("PlaySound", PlaySound);
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Engine.RegisterGlobal("MT_EntityRenamed", "entityRenamed");
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let cmpFoundation = ConstructComponent(foundationEnt, "Foundation", {});
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// INITIALISE
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cmpFoundation.InitialiseConstruction(player, finalTemplate);
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TS_ASSERT_EQUALS(cmpFoundation.owner, player);
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TS_ASSERT_EQUALS(cmpFoundation.finalTemplateName, finalTemplate);
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TS_ASSERT_EQUALS(cmpFoundation.maxProgress, 0);
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TS_ASSERT_EQUALS(cmpFoundation.initialised, true);
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// BUILDER COUNT
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let twoBuilderMultiplier = Math.pow(2, cmpFoundation.buildTimePenalty) / 2;
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TS_ASSERT_EQUALS(cmpFoundation.GetNumBuilders(), 0);
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cmpFoundation.AddBuilder(10);
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TS_ASSERT_EQUALS(cmpFoundation.GetNumBuilders(), 1);
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TS_ASSERT_EQUALS(cmpFoundation.buildMultiplier, 1);
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cmpFoundation.AddBuilder(11);
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TS_ASSERT_EQUALS(cmpFoundation.GetNumBuilders(), 2);
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TS_ASSERT_EQUALS(cmpFoundation.buildMultiplier, twoBuilderMultiplier);
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cmpFoundation.AddBuilder(11);
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TS_ASSERT_EQUALS(cmpFoundation.GetNumBuilders(), 2);
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TS_ASSERT_EQUALS(cmpFoundation.buildMultiplier, twoBuilderMultiplier);
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cmpFoundation.RemoveBuilder(11);
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TS_ASSERT_EQUALS(cmpFoundation.GetNumBuilders(), 1);
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TS_ASSERT_EQUALS(cmpFoundation.buildMultiplier, 1);
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cmpFoundation.RemoveBuilder(11);
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TS_ASSERT_EQUALS(cmpFoundation.GetNumBuilders(), 1);
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TS_ASSERT_EQUALS(cmpFoundation.buildMultiplier, 1);
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// with cmpVisual
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AddMock(foundationEnt, IID_Visual, {
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"SetVariable": (key, num) => {
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TS_ASSERT_EQUALS(key, "numbuilders");
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TS_ASSERT_EQUALS(num, 2);
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},
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});
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cmpFoundation.AddBuilder(11);
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DeleteMock(foundationEnt, IID_Visual);
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cmpFoundation.RemoveBuilder(11);
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// COMMIT FOUNDATION
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TS_ASSERT_EQUALS(cmpFoundation.committed, false);
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let work = 5;
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cmpFoundation.Build(10, work);
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TS_ASSERT_EQUALS(cmpFoundation.committed, true);
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TS_ASSERT_EQUALS(foundationHP, 1 + work * cmpFoundation.GetBuildRate() * cmpFoundation.buildMultiplier);
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TS_ASSERT_EQUALS(cmpFoundation.maxProgress, foundationHP / maxHP);
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// FINISH CONSTRUCTION
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cmpFoundation.Build(10, 1000);
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TS_ASSERT_EQUALS(cmpFoundation.maxProgress, 1);
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TS_ASSERT_EQUALS(foundationHP, maxHP);
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