mirror of
https://github.com/worldforge/cyphesis
synced 2026-08-13 12:26:04 -04:00
440 lines
14 KiB
C++
440 lines
14 KiB
C++
// Cyphesis Online RPG Server and AI Engine
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// Copyright (C) 2016 Erik Ogenvik
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//
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// This program is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software Foundation,
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// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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#ifdef NDEBUG
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#undef NDEBUG
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#endif
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#ifndef DEBUG
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#define DEBUG
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#endif
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#include "TestBase.h"
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#include "rulesets/Domain.h"
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#include "rulesets/Thing.h"
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#include "rulesets/VoidDomain.h"
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#include "rulesets/PhysicalDomain.h"
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#include "rulesets/InventoryDomain.h"
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#include "rulesets/EntityProperty.h"
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#include "common/const.h"
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#include "common/globals.h"
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#include "common/id.h"
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#include "common/Inheritance.h"
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#include "common/log.h"
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#include "common/Monitors.h"
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#include "common/SystemTime.h"
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#include "common/Tick.h"
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#include "common/Variable.h"
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#include <Atlas/Objects/Anonymous.h>
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#include <cstdio>
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#include <cstdlib>
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#include <cassert>
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using Atlas::Message::Element;
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using Atlas::Message::MapType;
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using Atlas::Objects::Entity::Anonymous;
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using Atlas::Objects::Entity::RootEntity;
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using Atlas::Objects::Operation::Tick;
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class ThingIntegration: public Cyphesis::TestBase {
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public:
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ThingIntegration();
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void setup();
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void teardown();
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void test_visibility();
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};
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class ThingExt: public Thing {
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public:
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Domain* domain;
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explicit ThingExt(const std::string & id, long intId) :
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Thing::Thing(id, intId),
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domain(nullptr)
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{
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}
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bool test_lookAtEntity(const Operation & op, OpVector & res, LocatedEntity* watcher) const
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{
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return lookAtEntity(op, res, watcher);
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}
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virtual Domain * getMovementDomain()
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{
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return domain;
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}
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virtual const Domain * getMovementDomain() const
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{
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return domain;
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}
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};
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ThingIntegration::ThingIntegration()
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{
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ADD_TEST(ThingIntegration::test_visibility);
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}
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void ThingIntegration::setup()
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{
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}
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void ThingIntegration::teardown()
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{
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}
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void ThingIntegration::test_visibility()
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{
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/**
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* First handle the case where there's no domains at all.
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*
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* All entities are places at origo
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* Hierarchy looks like this:
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*
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* T1 T4
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* T2 T5
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* T3
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*
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*
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* With T2 having a physical domain.
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*/
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{
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ThingExt* t1 = new ThingExt("1", 1);
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ThingExt* t2 = new ThingExt("2", 2);
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ThingExt* t3 = new ThingExt("3", 3);
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ThingExt* t4 = new ThingExt("4", 4);
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ThingExt* t5 = new ThingExt("5", 5);
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t1->addChild(*t2);
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t1->addChild(*t5);
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t2->addChild(*t3);
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Operation sightOp;
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OpVector res;
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//T1 can see itself
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ASSERT_TRUE(t1->test_lookAtEntity(sightOp, res, t1));
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//T1 can see T2 since it's a child and there's no domain
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ASSERT_TRUE(t2->test_lookAtEntity(sightOp, res, t1));
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//T1 can see T3 since it's a grandchild and there's no domain
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ASSERT_TRUE(t3->test_lookAtEntity(sightOp, res, t1));
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//T1 can't see T4 since it's not in the same graph
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ASSERT_TRUE(!t4->test_lookAtEntity(sightOp, res, t1));
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//T2 can see T1 since it's a parent and there's no domain
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ASSERT_TRUE(t1->test_lookAtEntity(sightOp, res, t2));
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//T3 can see T1 since it's a grand parent and there's no domain
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ASSERT_TRUE(t1->test_lookAtEntity(sightOp, res, t3));
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//T5 can see T3 since they share T1 as parent/grand parent and there's no domain
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ASSERT_TRUE(t3->test_lookAtEntity(sightOp, res, t5));
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//T4 can't see T1 since it's not in the same graph
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ASSERT_TRUE(!t1->test_lookAtEntity(sightOp, res, t4));
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}
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/**
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* Then handle the case where there's a Void domain
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*
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* Hierarchy looks like this:
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*
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* T1
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* T2*
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* T3
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*
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* With T2 having a void domain.
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*/
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{
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ThingExt* t1 = new ThingExt("1", 1);
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ThingExt* t2 = new ThingExt("2", 2);
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ThingExt* t3 = new ThingExt("3", 3);
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t1->addChild(*t2);
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t2->addChild(*t3);
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t2->domain = new VoidDomain(*t2);
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t2->setFlags(entity_domain);
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Operation sightOp;
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OpVector res;
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//T1 can see itself
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ASSERT_TRUE(t1->test_lookAtEntity(sightOp, res, t1));
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//T1 can see T2 since it's a child and there's no domain
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ASSERT_TRUE(t2->test_lookAtEntity(sightOp, res, t1));
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//T1 can't see T3 since T2 has a Void domain
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ASSERT_TRUE(!t3->test_lookAtEntity(sightOp, res, t1));
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//T2 can see T1 since it's a parent and there's no domain
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ASSERT_TRUE(t1->test_lookAtEntity(sightOp, res, t2));
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//T3 can't see T1 since T2 has a domain
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ASSERT_TRUE(!t1->test_lookAtEntity(sightOp, res, t3));
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//T2 can see itself
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ASSERT_TRUE(t2->test_lookAtEntity(sightOp, res, t2));
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//T2 can't see T3 since T2 has a Void domain
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ASSERT_TRUE(!t3->test_lookAtEntity(sightOp, res, t2));
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}
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/**
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* Then handle the case where there's a Physical domain.
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*
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* All entities are placed at origo
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* Hierarchy looks like this:
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*
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* T1
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* T2*
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* T3 T5 T7**
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* T4 T6**
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*
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* With T2 having a physical domain, and T6 and T7 having invalid positions.
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*/
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{
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ThingExt* t1 = new ThingExt("1", 1);
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ThingExt* t2 = new ThingExt("2", 2);
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t2->m_location.m_pos = WFMath::Point<3>::ZERO();
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ThingExt* t3 = new ThingExt("3", 3);
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t3->m_location.m_pos = WFMath::Point<3>::ZERO();
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ThingExt* t4 = new ThingExt("4", 4);
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t4->m_location.m_pos = WFMath::Point<3>::ZERO();
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ThingExt* t5 = new ThingExt("5", 5);
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t5->m_location.m_pos = WFMath::Point<3>::ZERO();
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ThingExt* t6 = new ThingExt("6", 6);
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ThingExt* t7 = new ThingExt("7", 7);
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t1->addChild(*t2);
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t2->addChild(*t3);
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t2->addChild(*t5);
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t2->addChild(*t7);
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t5->addChild(*t6);
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t3->addChild(*t4);
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t2->domain = new PhysicalDomain(*t2);
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t2->setFlags(entity_domain);
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Operation sightOp;
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OpVector res;
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//T1 can see itself
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ASSERT_TRUE(t1->test_lookAtEntity(sightOp, res, t1));
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//T1 can see T2 since it's a child and there's no domain
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ASSERT_TRUE(t2->test_lookAtEntity(sightOp, res, t1));
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//T1 can't see T3 since T2 has a Physical domain and it doesn't allow external entities to look into it.
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ASSERT_TRUE(!t3->test_lookAtEntity(sightOp, res, t1));
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//T2 can see T1 since it's a parent and there's no domain
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ASSERT_TRUE(t1->test_lookAtEntity(sightOp, res, t2));
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//T3 can't see T1 since T2 has a domain
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ASSERT_TRUE(!t1->test_lookAtEntity(sightOp, res, t3));
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//T2 can see itself
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ASSERT_TRUE(t2->test_lookAtEntity(sightOp, res, t2));
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//T2 can see T3 since T2 has a Physical domain which allows it.
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ASSERT_TRUE(t3->test_lookAtEntity(sightOp, res, t2));
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//T5 can see T3 since T2 has a Physical domain which allows it.
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ASSERT_TRUE(t3->test_lookAtEntity(sightOp, res, t5));
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//T5 can see T4 since T2 has a Physical domain which allows it to see T3, and thus T4.
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ASSERT_TRUE(t4->test_lookAtEntity(sightOp, res, t5));
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//T2 can see T6 since the parent of T6 is T5, which can be seen and has no domain.
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ASSERT_TRUE(t6->test_lookAtEntity(sightOp, res, t2));
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//T2 can't see T7 since T2 has a Physical domain and T7 has an invalid pos.
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ASSERT_TRUE(!t7->test_lookAtEntity(sightOp, res, t2));
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}
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/**
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* Then handle the case where there's an Inventory domain.
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*
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* All entities are placed at origo
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* Hierarchy looks like this:
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*
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* T1
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* T2* T6
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* T3** T5
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* T4
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*
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* With T2 having an inventory domain.
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* And T3 being wielded
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*/
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{
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ThingExt* t1 = new ThingExt("1", 1);
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ThingExt* t2 = new ThingExt("2", 2);
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ThingExt* t3 = new ThingExt("3", 3);
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ThingExt* t4 = new ThingExt("4", 4);
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ThingExt* t5 = new ThingExt("5", 5);
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ThingExt* t6 = new ThingExt("6", 6);
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t1->addChild(*t2);
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t1->addChild(*t6);
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t2->addChild(*t3);
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t2->addChild(*t5);
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t3->addChild(*t4);
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t2->domain = new InventoryDomain(*t2);
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t2->setFlags(entity_domain);
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auto entityProp = new EntityProperty();
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entityProp->data() = EntityRef(t3);
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t2->setProperty("right_hand_wield", entityProp);
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Operation sightOp;
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OpVector res;
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//T1 can see itself
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ASSERT_TRUE(t1->test_lookAtEntity(sightOp, res, t1));
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//T1 can see T2 since it's a child and there's no domain
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ASSERT_TRUE(t2->test_lookAtEntity(sightOp, res, t1));
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//T1 can see T3 since T2 has an Inventory domain and T3 is wielded.
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ASSERT_TRUE(t3->test_lookAtEntity(sightOp, res, t1));
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//T1 can see T4 since T2 has an Inventory domain and T3 is wielded, and T4 is a child.
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ASSERT_TRUE(t4->test_lookAtEntity(sightOp, res, t1));
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//T1 can't see T5 since T2 has an Inventory domain and T5 isn't wielded.
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ASSERT_TRUE(!t5->test_lookAtEntity(sightOp, res, t1));
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//T6 can see T3 since T2 has an Inventory domain and T3 is wielded.
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ASSERT_TRUE(t3->test_lookAtEntity(sightOp, res, t6));
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//T6 can see T4 since T2 has an Inventory domain and T3 is wielded, and T4 is a child.
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ASSERT_TRUE(t4->test_lookAtEntity(sightOp, res, t6));
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//T6 can't see T5 since T2 has an Inventory domain and T5 isn't wielded.
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ASSERT_TRUE(!t5->test_lookAtEntity(sightOp, res, t6));
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}
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/**
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* And then a more complex case, involving multiple domains.
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*
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* All entities are placed at origo
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* Hierarchy looks like this:
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*
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* T1
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* T2*
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* T3* T5
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* T4* T6
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*
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* With T2 having a Physical domain.
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* With T3 having an Inventory domain.
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* And T4 being wielded
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*/
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{
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ThingExt* t1 = new ThingExt("1", 1);
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ThingExt* t2 = new ThingExt("2", 2);
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t2->m_location.m_pos = WFMath::Point<3>::ZERO();
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ThingExt* t3 = new ThingExt("3", 3);
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t3->m_location.m_pos = WFMath::Point<3>::ZERO();
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ThingExt* t4 = new ThingExt("4", 4);
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ThingExt* t5 = new ThingExt("5", 5);
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t5->m_location.m_pos = WFMath::Point<3>::ZERO();
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ThingExt* t6 = new ThingExt("6", 6);
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t1->addChild(*t2);
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t2->addChild(*t3);
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t2->addChild(*t5);
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t3->addChild(*t4);
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t3->addChild(*t6);
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t2->domain = new PhysicalDomain(*t2);
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t2->setFlags(entity_domain);
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t3->domain = new InventoryDomain(*t3);
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t3->setFlags(entity_domain);
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auto entityProp = new EntityProperty();
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entityProp->data() = EntityRef(t4);
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t3->setProperty("right_hand_wield", entityProp);
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Operation sightOp;
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OpVector res;
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//T1 can see itself
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ASSERT_TRUE(t1->test_lookAtEntity(sightOp, res, t1));
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//T1 can see T2 since it's a child and there's no domain
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ASSERT_TRUE(t2->test_lookAtEntity(sightOp, res, t1));
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//T1 can't see T3 since T2 has an Physical domain and T1 is a parent.
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ASSERT_TRUE(!t3->test_lookAtEntity(sightOp, res, t1));
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//T1 can't see T4 since T2 has an Physical domain and T1 is a parent.
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ASSERT_TRUE(!t4->test_lookAtEntity(sightOp, res, t1));
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//T5 can see T3 since T2 has an Physical domain .
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ASSERT_TRUE(t3->test_lookAtEntity(sightOp, res, t5));
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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.
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ASSERT_TRUE(t4->test_lookAtEntity(sightOp, res, t5));
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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.
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ASSERT_TRUE(!t6->test_lookAtEntity(sightOp, res, t5));
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}
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}
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int main()
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{
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ThingIntegration t;
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return t.run();
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}
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// stubs
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static inline WFMath::CoordType sqr(WFMath::CoordType x)
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{
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return x * x;
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}
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WFMath::CoordType squareDistance(const Point3D & u, const Point3D & v)
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{
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return (sqr(u.x() - v.x()) + sqr(u.y() - v.y()) + sqr(u.z() - v.z()));
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}
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void addToEntity(const Point3D & p, std::vector<double> & vd)
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{
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}
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void addToEntity(const Vector3D & v, std::vector<double> & vd)
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{
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}
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template<>
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int fromStdVector<double>(Point3D & p, const std::vector<double> & vf)
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{
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if (vf.size() != 3) {
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return -1;
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}
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p[0] = vf[0];
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p[1] = vf[1];
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p[2] = vf[2];
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p.setValid();
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return 0;
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}
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template<>
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int fromStdVector<double>(Vector3D & v, const std::vector<double> & vf)
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{
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if (vf.size() != 3) {
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return -1;
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}
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v[0] = vf[0];
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v[1] = vf[1];
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v[2] = vf[2];
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v.setValid();
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return 0;
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}
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WFMath::CoordType sqrMag(const Point3D & p)
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{
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return 0;
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}
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bool predictCollision(const Location & l, // This location
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const Location & o, // Other location
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float & time, // Returned time to collision
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Vector3D & normal) // Returned normal acting on l
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{
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return false;
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}
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