cyphesis/tests/ThingIntegration.cpp

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// Cyphesis Online RPG Server and AI Engine
// Copyright (C) 2016 Erik Ogenvik
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software Foundation,
// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
#ifdef NDEBUG
#undef NDEBUG
#endif
#ifndef DEBUG
#define DEBUG
#endif
#include "TestBase.h"
#include "rules/Domain.h"
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#include "rules/simulation/Thing.h"
#include "rules/simulation/VoidDomain.h"
#include "rules/simulation/PhysicalDomain.h"
#include "rules/simulation/InventoryDomain.h"
#include "rules/simulation/EntityProperty.h"
#include "common/Inheritance.h"
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#include "common/operations/Tick.h"
#include <Atlas/Objects/Anonymous.h>
#include <Atlas/Objects/Operation.h>
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#include <rules/simulation/AttachmentsProperty.h>
#include <rules/simulation/PlantedOnProperty.h>
using Atlas::Message::Element;
using Atlas::Message::MapType;
using Atlas::Objects::Entity::Anonymous;
using Atlas::Objects::Entity::RootEntity;
using Atlas::Objects::Operation::Tick;
class ThingIntegration : public Cyphesis::TestBase
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{
public:
ThingIntegration();
void setup() override;
void teardown() override;
void test_visibility();
void test_reachability();
};
class ThingExt : public Thing
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{
public:
Domain* domain;
explicit ThingExt(const std::string& id, long intId) :
Thing::Thing(id, intId), domain(nullptr)
{
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m_type = new TypeNode(id);
addFlags(entity_perceptive);
}
bool test_lookAtEntity(const Operation& op, OpVector& res, LocatedEntity* watcher) const
{
return lookAtEntity(op, res, watcher);
}
Domain* getDomain() override
{
return domain;
}
const Domain* getDomain() const override
{
return domain;
}
void sendWorld(const Operation& op) override
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{
}
};
ThingIntegration::ThingIntegration()
{
ADD_TEST(ThingIntegration::test_reachability);
ADD_TEST(ThingIntegration::test_visibility);
}
void ThingIntegration::setup()
{
}
void ThingIntegration::teardown()
{
}
void ThingIntegration::test_visibility()
{
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WFMath::AxisBox<3> bbox(WFMath::Point<3>(-10, -10, -10), WFMath::Point<3>(10, 10, 10));
auto verifyBroadcastContains = [&](Ref<ThingExt> thing, std::initializer_list<const Ref<ThingExt>> expectedThings) {
OpVector res;
Atlas::Objects::Operation::Sight s;
thing->broadcast(s, res, Visibility::PUBLIC);
for (auto expectedThing : expectedThings) {
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auto I = std::find_if(std::begin(res), std::end(res), [&](Operation entry) { return entry->getTo() == expectedThing->getId(); });
if (I == std::end(res)) {
addFailure(String::compose("Could not find entity id '%1' in list of broadcasts.", expectedThing->getId()));
return false;
} else {
res.erase(I);
}
}
if (!res.empty()) {
for (auto& op : res) {
addFailure(String::compose("Found broadcast op to '%1' which was not expected.", op->getTo()));
}
return false;
}
return true;
};
/**
* First handle the case where there's no domains at all.
*
* All entities are placed at origo
* Hierarchy looks like this:
*
* T1 T4
* T2 T5
* T3
*
*
*/
{
Ref<ThingExt> t1 = new ThingExt("1", 1);
Ref<ThingExt> t2 = new ThingExt("2", 2);
Ref<ThingExt> t3 = new ThingExt("3", 3);
Ref<ThingExt> t4 = new ThingExt("4", 4);
Ref<ThingExt> t5 = new ThingExt("5", 5);
t1->addChild(*t2);
t1->addChild(*t5);
t2->addChild(*t3);
Operation sightOp;
OpVector res;
//T1 can see itself
ASSERT_TRUE(t1->test_lookAtEntity(sightOp, res, t1.get()));
//T1 can see T2 since it's a child and there's no domain
ASSERT_TRUE(t2->test_lookAtEntity(sightOp, res, t1.get()));
//T1 can see T3 since it's a grandchild and there's no domain
ASSERT_TRUE(t3->test_lookAtEntity(sightOp, res, t1.get()));
//T1 can't see T4 since it's not in the same graph
ASSERT_FALSE(t4->test_lookAtEntity(sightOp, res, t1.get()));
//T2 can see T1 since it's a parent and there's no domain
ASSERT_TRUE(t1->test_lookAtEntity(sightOp, res, t2.get()));
//T3 can see T1 since it's a grand parent and there's no domain
ASSERT_TRUE(t1->test_lookAtEntity(sightOp, res, t3.get()));
//T5 can see T3 since they share T1 as parent/grand parent and there's no domain
ASSERT_TRUE(t3->test_lookAtEntity(sightOp, res, t5.get()));
//T4 can't see T1 since it's not in the same graph
ASSERT_FALSE(t1->test_lookAtEntity(sightOp, res, t4.get()));
ASSERT_TRUE(verifyBroadcastContains(t1, {t1}));
ASSERT_TRUE(verifyBroadcastContains(t2, {t1, t2}));
ASSERT_TRUE(verifyBroadcastContains(t3, {t1, t2, t3}));
ASSERT_TRUE(verifyBroadcastContains(t4, {t4}));
ASSERT_TRUE(verifyBroadcastContains(t5, {t1, t5}));
}
/**
* Then handle the case where there's a Void domain
*
* Hierarchy looks like this:
*
* T1
* T2*
* T3
*
* With T2 having a void domain.
*/
{
Ref<ThingExt> t1 = new ThingExt("1", 1);
Ref<ThingExt> t2 = new ThingExt("2", 2);
Ref<ThingExt> t3 = new ThingExt("3", 3);
t1->addChild(*t2);
t2->addChild(*t3);
t2->domain = new VoidDomain(*t2);
t2->addFlags(entity_domain);
Operation sightOp;
OpVector res;
//T1 can see itself
ASSERT_TRUE(t1->test_lookAtEntity(sightOp, res, t1.get()));
//T1 can see T2 since it's a child and there's no domain
ASSERT_TRUE(t2->test_lookAtEntity(sightOp, res, t1.get()));
//T1 can't see T3 since T2 has a Void domain
ASSERT_FALSE(t3->test_lookAtEntity(sightOp, res, t1.get()));
//T2 can see T1 since it's a parent and there's no domain
ASSERT_TRUE(t1->test_lookAtEntity(sightOp, res, t2.get()));
//T3 can't see T1 since T2 has a domain
ASSERT_FALSE(t1->test_lookAtEntity(sightOp, res, t3.get()));
//T2 can see itself
ASSERT_TRUE(t2->test_lookAtEntity(sightOp, res, t2.get()));
//T2 can see T3 even though T2 has a Void domain, since T2 is the parent
ASSERT_TRUE(t3->test_lookAtEntity(sightOp, res, t2.get()));
ASSERT_TRUE(verifyBroadcastContains(t1, {t1}));
ASSERT_TRUE(verifyBroadcastContains(t2, {t1, t2}));
ASSERT_TRUE(verifyBroadcastContains(t3, {t2, t3}));
}
/**
* Then handle the case where there's a Physical domain.
*
* All entities are placed at origo
* Hierarchy looks like this:
*
* T1
* T2*
* T3 T5 T7** T8***
* T4 T6**
*
* With T2 having a physical domain, and T6 and T7 having invalid positions.
* T8 is not perceptive.
*/
{
Ref<ThingExt> t1 = new ThingExt("1", 1);
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// t1->setAttr()
Ref<ThingExt> t2 = new ThingExt("2", 2);
t2->m_location.m_pos = WFMath::Point<3>::ZERO();
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t2->m_location.setBBox(bbox);
Ref<ThingExt> t3 = new ThingExt("3", 3);
t3->m_location.m_pos = WFMath::Point<3>::ZERO();
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t3->m_location.setBBox(bbox);
Ref<ThingExt> t4 = new ThingExt("4", 4);
t4->m_location.m_pos = WFMath::Point<3>::ZERO();
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t4->m_location.setBBox(bbox);
Ref<ThingExt> t5 = new ThingExt("5", 5);
t5->m_location.m_pos = WFMath::Point<3>::ZERO();
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t5->m_location.setBBox(bbox);
Ref<ThingExt> t6 = new ThingExt("6", 6);
Ref<ThingExt> t7 = new ThingExt("7", 7);
Ref<ThingExt> t8 = new ThingExt("8", 8);
t8->m_location.m_pos = WFMath::Point<3>::ZERO();
t8->m_location.setBBox(bbox);
t8->removeFlags(entity_perceptive);
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t2->domain = new PhysicalDomain(*t2);
t2->addFlags(entity_domain);
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t1->addChild(*t2);
t2->addChild(*t3);
t2->addChild(*t5);
t2->addChild(*t7);
t2->addChild(*t8);
t5->addChild(*t6);
t3->addChild(*t4);
Operation sightOp;
OpVector res;
//T1 can see itself
ASSERT_TRUE(t1->test_lookAtEntity(sightOp, res, t1.get()));
//T1 can see T2 since it's a child and there's no domain
ASSERT_TRUE(t2->test_lookAtEntity(sightOp, res, t1.get()));
//T1 can't see T3 since T2 has a Physical domain and it doesn't allow external entities to look into it.
ASSERT_FALSE(t3->test_lookAtEntity(sightOp, res, t1.get()));
//T2 can see T1 since it's a parent and there's no domain
ASSERT_TRUE(t1->test_lookAtEntity(sightOp, res, t2.get()));
//T3 can't see T1 since T2 has a domain
ASSERT_FALSE(t1->test_lookAtEntity(sightOp, res, t3.get()));
//T2 can see itself
ASSERT_TRUE(t2->test_lookAtEntity(sightOp, res, t2.get()));
//T2 can see T3 since T2 has a Physical domain which allows it.
ASSERT_TRUE(t3->test_lookAtEntity(sightOp, res, t2.get()));
//T5 can see T3 since T2 has a Physical domain which allows it.
ASSERT_TRUE(t3->test_lookAtEntity(sightOp, res, t5.get()));
//T5 can see T4 since T2 has a Physical domain which allows it to see T3, and thus T4.
ASSERT_TRUE(t4->test_lookAtEntity(sightOp, res, t5.get()));
//T2 can see T6 since the parent of T6 is T5, which can be seen and has no domain.
ASSERT_TRUE(t6->test_lookAtEntity(sightOp, res, t2.get()));
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//T3 can't see T7 since T2 has a Physical domain and T7 has an invalid pos.
ASSERT_FALSE(t7->test_lookAtEntity(sightOp, res, t3.get()));
//T4 can't see T5 since T4 isn't a direct child of T2
ASSERT_FALSE(t5->test_lookAtEntity(sightOp, res, t4.get()));
ASSERT_TRUE(verifyBroadcastContains(t1, {t1}));
ASSERT_TRUE(verifyBroadcastContains(t2, {t2, t3, t5, t7, t1}));
//T7 should not be visible since it has an invalid position
ASSERT_TRUE(verifyBroadcastContains(t3, {t2, t3, t5,}));
ASSERT_TRUE(verifyBroadcastContains(t4, {t2, t3, t5, t4}));
ASSERT_TRUE(verifyBroadcastContains(t5, {t2, t3, t5}));
ASSERT_TRUE(verifyBroadcastContains(t6, {t2, t6, t3, t5}));
ASSERT_TRUE(verifyBroadcastContains(t7, {t2, t7}));
ASSERT_TRUE(verifyBroadcastContains(t8, {t2, t3, t5}));
}
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/**
* Then handle the case where there's an Inventory domain.
*
* All entities are placed at origo
* Hierarchy looks like this:
*
* T1
* T2* T6
* T3** T5
* T4
*
* With T2 having an inventory domain.
* And T3 being wielded
*/
{
Ref<ThingExt> t1 = new ThingExt("1", 1);
Ref<ThingExt> t2 = new ThingExt("2", 2);
Ref<ThingExt> t3 = new ThingExt("3", 3);
Ref<ThingExt> t4 = new ThingExt("4", 4);
Ref<ThingExt> t5 = new ThingExt("5", 5);
Ref<ThingExt> t6 = new ThingExt("6", 6);
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t1->addChild(*t2);
t1->addChild(*t6);
t2->addChild(*t3);
t2->addChild(*t5);
t3->addChild(*t4);
t2->domain = new InventoryDomain(*t2);
t2->addFlags(entity_domain);
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auto plantedOnProp = new PlantedOnProperty();
plantedOnProp->data().entity = t2;
t3->setProperty(PlantedOnProperty::property_name, plantedOnProp);
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Operation sightOp;
OpVector res;
//T1 can see itself
ASSERT_TRUE(t1->test_lookAtEntity(sightOp, res, t1.get()));
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//T1 can see T2 since it's a child and there's no domain
ASSERT_TRUE(t2->test_lookAtEntity(sightOp, res, t1.get()));
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//T1 can see T3 since T2 has an Inventory domain and T3 is wielded.
ASSERT_TRUE(t3->test_lookAtEntity(sightOp, res, t1.get()));
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//T1 can see T4 since T2 has an Inventory domain and T3 is wielded, and T4 is a child.
ASSERT_TRUE(t4->test_lookAtEntity(sightOp, res, t1.get()));
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//T1 can't see T5 since T2 has an Inventory domain and T5 isn't wielded.
ASSERT_FALSE(t5->test_lookAtEntity(sightOp, res, t1.get()));
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//T6 can see T3 since T2 has an Inventory domain and T3 is wielded.
ASSERT_TRUE(t3->test_lookAtEntity(sightOp, res, t6.get()));
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//T6 can see T4 since T2 has an Inventory domain and T3 is wielded, and T4 is a child.
ASSERT_TRUE(t4->test_lookAtEntity(sightOp, res, t6.get()));
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//T6 can't see T5 since T2 has an Inventory domain and T5 isn't wielded.
ASSERT_FALSE(t5->test_lookAtEntity(sightOp, res, t6.get()));
ASSERT_TRUE(verifyBroadcastContains(t1, {t1}));
ASSERT_TRUE(verifyBroadcastContains(t2, {t2, t1}));
ASSERT_TRUE(verifyBroadcastContains(t3, {t3, t2, t1}));
ASSERT_TRUE(verifyBroadcastContains(t4, {t4, t3, t2, t1}));
ASSERT_TRUE(verifyBroadcastContains(t5, {t5, t2}));
ASSERT_TRUE(verifyBroadcastContains(t6, {t6, t1}));
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}
/**
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* And then a more complex case, involving multiple domains.
*
* All entities are placed at origo
* Hierarchy looks like this:
*
* T1
* T2*
* T3* T5
* T4* T6
*
* With T2 having a Physical domain.
* With T3 having an Inventory domain.
* And T4 being wielded
*/
{
Ref<ThingExt> t1 = new ThingExt("1", 1);
Ref<ThingExt> t2 = new ThingExt("2", 2);
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t2->m_location.m_pos = WFMath::Point<3>::ZERO();
t2->m_location.setBBox(bbox);
Ref<ThingExt> t3 = new ThingExt("3", 3);
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t3->m_location.m_pos = WFMath::Point<3>::ZERO();
t3->m_location.setBBox(bbox);
Ref<ThingExt> t4 = new ThingExt("4", 4);
Ref<ThingExt> t5 = new ThingExt("5", 5);
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t5->m_location.m_pos = WFMath::Point<3>::ZERO();
t5->m_location.setBBox(bbox);
Ref<ThingExt> t6 = new ThingExt("6", 6);
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t2->domain = new PhysicalDomain(*t2);
t2->addFlags(entity_domain);
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t3->domain = new InventoryDomain(*t3);
t3->addFlags(entity_domain);
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t1->addChild(*t2);
t2->addChild(*t3);
t2->addChild(*t5);
t3->addChild(*t4);
t3->addChild(*t6);
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auto plantedOnProp = new PlantedOnProperty();
plantedOnProp->data().entity = t3;
t4->setProperty(PlantedOnProperty::property_name, plantedOnProp);
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Operation sightOp;
OpVector res;
//T1 can see itself
ASSERT_TRUE(t1->test_lookAtEntity(sightOp, res, t1.get()));
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//T1 can see T2 since it's a child and there's no domain
ASSERT_TRUE(t2->test_lookAtEntity(sightOp, res, t1.get()));
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//T1 can't see T3 since T2 has an Physical domain and T1 is a parent.
ASSERT_FALSE(t3->test_lookAtEntity(sightOp, res, t1.get()));
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//T1 can't see T4 since T2 has an Physical domain and T1 is a parent.
ASSERT_FALSE(t4->test_lookAtEntity(sightOp, res, t1.get()));
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//T5 can see T3 since T2 has an Physical domain .
ASSERT_TRUE(t3->test_lookAtEntity(sightOp, res, t5.get()));
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//T5 can see T4 since T2 has an Physical domain, T3 has an Inventory Domain and is close, and T4 is wielded.
ASSERT_TRUE(t4->test_lookAtEntity(sightOp, res, t5.get()));
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//T5 can't see T6 since T2 has an Physical domain, T3 has an Inventory Domain and is close, and T6 isn't wielded.
ASSERT_FALSE(t6->test_lookAtEntity(sightOp, res, t5.get()));
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ASSERT_TRUE(verifyBroadcastContains(t1, {t1}));
ASSERT_TRUE(verifyBroadcastContains(t2, {t1, t2, t3, t5}));
ASSERT_TRUE(verifyBroadcastContains(t3, {t2, t3, t5}));
ASSERT_TRUE(verifyBroadcastContains(t4, {t4, t2, t3, t5}));
ASSERT_TRUE(verifyBroadcastContains(t5, {t2, t3, t5}));
ASSERT_TRUE(verifyBroadcastContains(t6, {t6, t3}));
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}
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/**
* Handle "creator" entities which allows more access.
*
* All entities are placed at origo
* Hierarchy looks like this:
*
* T1*
* T2*** creator* T3
* T4** T5
*
* With T1 having a Physical domain.
* With T2 having an Inventory domain.
* With "creator" being a "creator"
* And T4 being wielded
*/
{
Ref<ThingExt> t1 = new ThingExt("1", 1);
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t1->m_location.m_pos = WFMath::Point<3>::ZERO();
t1->m_location.setBBox(bbox);
Ref<ThingExt> t2 = new ThingExt("2", 2);
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t2->m_location.m_pos = WFMath::Point<3>::ZERO();
t2->m_location.setBBox(bbox);
Ref<ThingExt> creator = new ThingExt("creator", 10);
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creator->m_location.m_pos = WFMath::Point<3>::ZERO();
creator->m_location.setBBox(bbox);
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creator->addFlags(entity_admin);
Ref<ThingExt> t3 = new ThingExt("3", 3);
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t3->m_location.m_pos = WFMath::Point<3>::ZERO();
t3->m_location.setBBox(bbox);
Ref<ThingExt> t4 = new ThingExt("4", 4);
Ref<ThingExt> t5 = new ThingExt("5", 5);
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t1->domain = new PhysicalDomain(*t1);
t1->addFlags(entity_domain);
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t2->domain = new InventoryDomain(*t2);
t2->addFlags(entity_domain);
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t1->addChild(*t2);
t1->addChild(*creator);
t1->addChild(*t3);
t2->addChild(*t4);
t2->addChild(*t5);
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auto plantedOnProp = new PlantedOnProperty();
plantedOnProp->data().entity = t2;
t4->setProperty(PlantedOnProperty::property_name, plantedOnProp);
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Operation sightOp;
OpVector res;
//T3 can see t4 since it's wielded
ASSERT_TRUE(t4->test_lookAtEntity(sightOp, res, t3.get()));
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//"creator" can see t4 since it's wielded
ASSERT_TRUE(t4->test_lookAtEntity(sightOp, res, creator.get()));
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//T3 can't see t5 since it's not wielded
ASSERT_FALSE(t5->test_lookAtEntity(sightOp, res, t3.get()));
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//"creator" can see t5 since it's a "creator"
ASSERT_TRUE(t5->test_lookAtEntity(sightOp, res, creator.get()));
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ASSERT_TRUE(verifyBroadcastContains(t4, {t1, t2, t3, t4, creator}));
ASSERT_TRUE(verifyBroadcastContains(t5, {t2, t5})); //broadcasts won't be sent to creator, since they will be stopped at T2
}
}
void ThingIntegration::test_reachability()
{
WFMath::AxisBox<3> bbox(WFMath::Point<3>(-10, -10, -10), WFMath::Point<3>(10, 10, 10));
auto createReachPropFn = [](double reach) {
auto reachProp = new Property<double>();
reachProp->data() = reach;
return reachProp;
};
/**
* First handle the case where there's no domains at all.
*
* All entities are placed at origo
* Hierarchy looks like this:
*
* T1 T4
* T2 T5
* T3
*
*
*/
{
Ref<ThingExt> t1 = new ThingExt("1", 1);
Ref<ThingExt> t2 = new ThingExt("2", 2);
Ref<ThingExt> t3 = new ThingExt("3", 3);
Ref<ThingExt> t4 = new ThingExt("4", 4);
Ref<ThingExt> t5 = new ThingExt("5", 5);
t1->addChild(*t2);
t1->addChild(*t5);
t2->addChild(*t3);
//T1 can reach itself
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ASSERT_TRUE(t1->canReach({t1, {}}));
//T1 can reach T2 since it's a child and there's no domain
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ASSERT_TRUE(t1->canReach({t2, {}}));
//T1 can reach T3 since it's a grandchild and there's no domain
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ASSERT_TRUE(t1->canReach({t3, {}}));
//T1 can't reach T4 since it's not in the same graph
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ASSERT_FALSE(t1->canReach({t4, {}}));
//T2 can reach T1 since it's a parent and there's no domain
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ASSERT_TRUE(t2->canReach({t1, {}}));
//T3 can reach T1 since it's a grand parent and there's no domain
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ASSERT_TRUE(t3->canReach({t1, {}}));
//T5 can reach T3 since they share T1 as parent/grand parent and there's no domain
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ASSERT_TRUE(t5->canReach({t3, {}}));
//T4 can't reach T1 since it's not in the same graph
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ASSERT_FALSE(t4->canReach({t1, {}}));
}
/**
* Then handle the case where there's a Void domain
*
* Hierarchy looks like this:
*
* T1
* T2*
* T3
*
* With T2 having a void domain.
*/
{
Ref<ThingExt> t1 = new ThingExt("1", 1);
Ref<ThingExt> t2 = new ThingExt("2", 2);
Ref<ThingExt> t3 = new ThingExt("3", 3);
t1->addChild(*t2);
t2->addChild(*t3);
t2->domain = new VoidDomain(*t2);
t2->addFlags(entity_domain);
//T1 can reach itself
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ASSERT_TRUE(t1->canReach({t1, {}}));
//T1 can reach T2 since it's a child and there's no domain
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ASSERT_TRUE(t1->canReach({t2, {}}));
//T1 can't reach T3 since T2 has a Void domain
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ASSERT_FALSE(t1->canReach({t3, {}}));
//T2 can reach T1 since it's a parent and there's no domain
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ASSERT_TRUE(t2->canReach({t1, {}}));
//T3 can't reach T1 since T2 has a domain
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ASSERT_FALSE(t3->canReach({t1, {}}));
//T2 can reach itself
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ASSERT_TRUE(t2->canReach({t2, {}}));
//T2 can reach T3 even though T2 has a Void domain, since T2 is the parent
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ASSERT_TRUE(t2->canReach({t3, {}}));
}
/**
* Then handle the case where there's a Physical domain.
*
* All entities are placed at origo
* Hierarchy looks like this:
*
* T1
* T2*
* T3 T5 T7** T8***
* T4 T6**
*
* With T2 having a physical domain, and T6 and T7 having invalid positions.
* T8 is not perceptive.
*/
{
Ref<ThingExt> t1 = new ThingExt("1", 1);
Ref<ThingExt> t2 = new ThingExt("2", 2);
t2->m_location.m_pos = WFMath::Point<3>::ZERO();
t2->m_location.setBBox(bbox);
Ref<ThingExt> t3 = new ThingExt("3", 3);
t3->m_location.m_pos = WFMath::Point<3>::ZERO();
t3->m_location.setBBox(bbox);
Ref<ThingExt> t4 = new ThingExt("4", 4);
t4->m_location.m_pos = WFMath::Point<3>::ZERO();
t4->m_location.setBBox(bbox);
Ref<ThingExt> t5 = new ThingExt("5", 5);
t5->m_location.m_pos = WFMath::Point<3>::ZERO();
t5->m_location.setBBox(bbox);
t5->setProperty("reach", createReachPropFn(10));
Ref<ThingExt> t6 = new ThingExt("6", 6);
Ref<ThingExt> t7 = new ThingExt("7", 7);
Ref<ThingExt> t8 = new ThingExt("8", 8);
t8->m_location.m_pos = WFMath::Point<3>::ZERO();
t8->m_location.setBBox(bbox);
t8->removeFlags(entity_perceptive);
t2->domain = new PhysicalDomain(*t2);
t2->addFlags(entity_domain);
t1->addChild(*t2);
t2->addChild(*t3);
t2->addChild(*t5);
t2->addChild(*t7);
t2->addChild(*t8);
t5->addChild(*t6);
t3->addChild(*t4);
//T1 can reach itself
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ASSERT_TRUE( t1->canReach({t1, {}}));
//T1 can reach T2 since it's a child and there's no domain
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ASSERT_TRUE( t1->canReach({t2, {}}));
//T1 can't reach T3 since T2 has a Physical domain and it doesn't allow external entities to reach into it.
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ASSERT_FALSE( t1->canReach({t3, {}}));
//T2 can reach T1 since it's a parent and there's no domain
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ASSERT_TRUE( t2->canReach({t1, {}}));
//T3 can't reach T1 since T2 has a domain
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ASSERT_FALSE( t3->canReach({t1, {}}));
//T2 can reach itself
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ASSERT_TRUE( t2->canReach({t2, {}}));
//T2 can reach T3 since T2 has a Physical domain which allows it.
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ASSERT_TRUE( t2->canReach({t3, {}}));
//T5 can reach T3 since T2 has a Physical domain which allows it.
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ASSERT_TRUE( t5->canReach({t3, {}}));
//T5 can reach T4 since T2 has a Physical domain which allows it to reach T3, and thus T4.
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ASSERT_TRUE( t5->canReach({t4, {}}));
//T2 can reach T6 since the parent of T6 is T5, which can be reached and has no domain.
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ASSERT_TRUE( t2->canReach({t6, {}}));
//T3 can't reach T7 since T2 has a Physical domain and T7 has an invalid pos.
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ASSERT_FALSE( t3->canReach({t7, {}}));
//T4 can't reach T5 since T4 isn't a direct child of T2
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ASSERT_FALSE( t4->canReach({t5, {}}));
}
/**
* Then handle the case where there's an Inventory domain.
*
* All entities are placed at origo
* Hierarchy looks like this:
*
* T1
* T2* T6
* T3** T5
* T4
*
* With T2 having an inventory domain.
* And T3 being wielded
*/
{
Ref<ThingExt> t1 = new ThingExt("1", 1);
Ref<ThingExt> t2 = new ThingExt("2", 2);
Ref<ThingExt> t3 = new ThingExt("3", 3);
Ref<ThingExt> t4 = new ThingExt("4", 4);
Ref<ThingExt> t5 = new ThingExt("5", 5);
Ref<ThingExt> t6 = new ThingExt("6", 6);
t1->addChild(*t2);
t1->addChild(*t6);
t2->addChild(*t3);
t2->addChild(*t5);
t3->addChild(*t4);
t2->domain = new InventoryDomain(*t2);
t2->addFlags(entity_domain);
auto entityProp = new EntityProperty();
entityProp->data() = WeakEntityRef(t3);
t2->setProperty("right_hand_wield", entityProp);
//T1 can reach itself
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ASSERT_TRUE(t1->canReach({t1, {}}));
//T1 can reach T2 since it's a child and there's no domain
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ASSERT_TRUE(t1->canReach({t2, {}}));
//T1 can't reach T3 since T2 has an Inventory domain, even though T3 is wielded.
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ASSERT_FALSE(t1->canReach({t3, {}}));
//T1 can't reach T4 since T2 has an Inventory domain, even though T3 is wielded, and T4 is a child.
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ASSERT_FALSE(t1->canReach({t4, {}}));
//T1 can't reach T5 since T2 has an Inventory domain.
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ASSERT_FALSE(t1->canReach({t5, {}}));
//T6 can't reach T3 since T2 has an Inventory domain, even though T3 is wielded.
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ASSERT_FALSE(t6->canReach({t3, {}}));
//T6 can't reach T4 since T2 has an Inventory domain, even though T3 is wielded, and T4 is a child.
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ASSERT_FALSE(t6->canReach({t4, {}}));
//T6 can't reach T5 since T2 has an Inventory domain.
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ASSERT_FALSE(t6->canReach({t5, {}}));
}
/**
* And then a more complex case, involving multiple domains.
*
* All entities are placed at origo
* Hierarchy looks like this:
*
* T1
* T2*
* T3* T5
* T4* T6
*
* With T2 having a Physical domain.
* With T3 having an Inventory domain.
* And T4 being wielded
*/
{
Ref<ThingExt> t1 = new ThingExt("1", 1);
Ref<ThingExt> t2 = new ThingExt("2", 2);
t2->m_location.m_pos = WFMath::Point<3>::ZERO();
t2->m_location.setBBox(bbox);
Ref<ThingExt> t3 = new ThingExt("3", 3);
t3->m_location.m_pos = WFMath::Point<3>::ZERO();
t3->m_location.setBBox(bbox);
Ref<ThingExt> t4 = new ThingExt("4", 4);
Ref<ThingExt> t5 = new ThingExt("5", 5);
t5->m_location.m_pos = WFMath::Point<3>::ZERO();
t5->m_location.setBBox(bbox);
t5->setProperty("reach", createReachPropFn(10));
Ref<ThingExt> t6 = new ThingExt("6", 6);
t2->domain = new PhysicalDomain(*t2);
t2->addFlags(entity_domain);
t3->domain = new InventoryDomain(*t3);
t3->addFlags(entity_domain);
t1->addChild(*t2);
t2->addChild(*t3);
t2->addChild(*t5);
t3->addChild(*t4);
t3->addChild(*t6);
auto entityProp = new EntityProperty();
entityProp->data() = WeakEntityRef(t4);
t3->setProperty("right_hand_wield", entityProp);
//T1 can reach itself
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ASSERT_TRUE(t1->canReach({t1, {}}));
//T1 can reach T2 since it's a child and there's no domain
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ASSERT_TRUE(t1->canReach({t2, {}}));
//T1 can't reach T3 since T2 has an Physical domain and T1 is a parent.
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ASSERT_FALSE(t1->canReach({t3, {}}));
//T1 can't reach T4 since T2 has an Physical domain and T1 is a parent.
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ASSERT_FALSE(t1->canReach({t4, {}}));
//T5 can reach T3 since T2 has an Physical domain .
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ASSERT_TRUE(t5->canReach({t3, {}}));
//T5 can't reach T4 since T2 has an Physical domain, T3 has an Inventory Domain and is close, even though T4 is wielded.
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ASSERT_FALSE(t5->canReach({t4, {}}));
//T5 can't reach T6 since T2 has an Physical domain, T3 has an Inventory Domain.
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ASSERT_FALSE(t5->canReach({t6, {}}));
}
/**
* Handle "creator" entities which allows more access.
*
* All entities are placed at origo
* Hierarchy looks like this:
*
* T1*
* T2*** creator* T3
* T4** T5
*
* With T1 having a Physical domain.
* With T2 having an Inventory domain.
* With "creator" being a "creator"
* And T4 being wielded
*/
{
Ref<ThingExt> t1 = new ThingExt("1", 1);
t1->m_location.m_pos = WFMath::Point<3>::ZERO();
t1->m_location.setBBox(bbox);
Ref<ThingExt> t2 = new ThingExt("2", 2);
t2->m_location.m_pos = WFMath::Point<3>::ZERO();
t2->m_location.setBBox(bbox);
Ref<ThingExt> creator = new ThingExt("creator", 10);
creator->m_location.m_pos = WFMath::Point<3>::ZERO();
creator->m_location.setBBox(bbox);
Ref<ThingExt> t3 = new ThingExt("3", 3);
t3->m_location.m_pos = WFMath::Point<3>::ZERO();
t3->m_location.setBBox(bbox);
Ref<ThingExt> t4 = new ThingExt("4", 4);
Ref<ThingExt> t5 = new ThingExt("5", 5);
t1->domain = new PhysicalDomain(*t1);
t1->addFlags(entity_domain);
t2->domain = new InventoryDomain(*t2);
t2->addFlags(entity_domain);
t1->addChild(*t2);
t1->addChild(*creator);
t1->addChild(*t3);
t2->addChild(*t4);
t2->addChild(*t5);
auto entityProp = new EntityProperty();
entityProp->data() = WeakEntityRef(t4);
t2->setProperty("right_hand_wield", entityProp);
//T3 can't reach t4 even though it's wielded
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ASSERT_FALSE(t3->canReach({t4, {}}));
//"creator" can reach t4 since it's a "creator"
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ASSERT_TRUE(creator->canReach({t4, {}}));
//T3 can't reach t5
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ASSERT_FALSE(t3->canReach({t5, {}}));
//"creator" can reach t5 since it's a "creator"
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ASSERT_TRUE(creator->canReach({t5, {}}));
}
/**
* Handle reaching entities in the same physical domain based on distance.
*
* Hierarchy looks like this:
*
* T1*
* T2 T3 T4
*
* With T1 having a Physical domain.
* And T2, T3 placed near each other, while T4 is placed a bit away.
* T2 has no reach, T3 has a reach of 20 meters
*/
{
WFMath::AxisBox<3> smallBbox = {{-1, -1, -1},
{1, 1, 1}};
Ref<ThingExt> t1 = new ThingExt("1", 1);
t1->m_location.m_pos = WFMath::Point<3>::ZERO();
t1->m_location.setBBox({{-200, -200, -200}, {200, 200, 200}});
Ref<ThingExt> t2 = new ThingExt("2", 2);
t2->m_location.m_pos = {5, 0, 5};
t2->m_location.setBBox(smallBbox);
Ref<ThingExt> t3 = new ThingExt("3", 3);
t3->m_location.m_pos = {10, 0, 10};
t3->m_location.setBBox(smallBbox);
auto reachProp = new Property<double>();
reachProp->data() = 20.f;
t3->setProperty("reach", reachProp);
Ref<ThingExt> t4 = new ThingExt("4", 4);
t4->m_location.m_pos = {100, 0, 100};
t4->m_location.setBBox(smallBbox);
t1->domain = new PhysicalDomain(*t1);
t1->addFlags(entity_domain);
t1->addChild(*t2);
t1->addChild(*t3);
t1->addChild(*t4);
//T2 can't reach t3 since t2 has no reach
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ASSERT_FALSE(t2->canReach({t3, {}}));
//T3 can reach t2 since they are close
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ASSERT_TRUE(t3->canReach({t2, {}}));
//T3 can't reach t4 since it's far away
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ASSERT_FALSE(t3->canReach({t4, {}}));
//T2 can't reach t4 since it's far away and t2 has no reach
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ASSERT_FALSE(t2->canReach({t4, {}}));
//T3 can reach a close point in t1
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ASSERT_TRUE(t3->canReach({t1, {9, 0, 9}}));
//T3 can't reach a far away point in t1
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ASSERT_FALSE(t3->canReach({t1, {90, 0, 90}}));
//T2 can't reach a close point in t1 since it has no reach
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ASSERT_FALSE(t2->canReach({t1, {6, 0, 6}}));
}
}
int main()
{
ThingIntegration t;
return t.run();
}
// stubs
static inline WFMath::CoordType sqr(WFMath::CoordType x)
{
return x * x;
}
WFMath::CoordType squareDistance(const Point3D& u, const Point3D& v)
{
return (sqr(u.x() - v.x()) + sqr(u.y() - v.y()) + sqr(u.z() - v.z()));
}
void addToEntity(const Point3D& p, std::vector<double>& vd)
{
}
void addToEntity(const Vector3D& v, std::vector<double>& vd)
{
}
template<>
int fromStdVector<double>(Point3D& p, const std::vector<double>& vf)
{
if (vf.size() != 3) {
return -1;
}
p[0] = vf[0];
p[1] = vf[1];
p[2] = vf[2];
p.setValid();
return 0;
}
template<>
int fromStdVector<double>(Vector3D& v, const std::vector<double>& vf)
{
if (vf.size() != 3) {
return -1;
}
v[0] = vf[0];
v[1] = vf[1];
v[2] = vf[2];
v.setValid();
return 0;
}
WFMath::CoordType sqrMag(const Point3D& p)
{
return 0;
}