cyphesis/tests/ThingTest.cpp
Erik Ogenvik f09675cec6 Use "planted" for floating entities.
Entities that are "planted" on bodies of water are floating.
This does away with the "floating" mode.

To mark that entities should by default be floating when placed in
water the boolean property "floats" has been added.
2018-03-24 17:06:02 +01:00

244 lines
5.5 KiB
C++

// Cyphesis Online RPG Server and AI Engine
// Copyright (C) 2003 Alistair Riddoch
//
// 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 "IGEntityExerciser.h"
#include "allOperations.h"
#include "rulesets/Thing.h"
#include "rulesets/Domain.h"
#include "common/const.h"
#include "common/id.h"
#include "common/log.h"
#include "common/Property_impl.h"
#include "common/TypeNode.h"
#include "stubs/common/stubCustom.h"
#include "stubs/common/stubRouter.h"
#include "stubs/common/stubTypeNode.h"
#include "stubs/common/stubPropertyManager.h"
#include "stubs/modules/stubLocation.h"
#include "stubs/common/stubProperty.h"
#include "stubs/rulesets/stubDomain.h"
#include "stubs/rulesets/stubPropelProperty.h"
#include "TestDomain.h"
#include <cstdlib>
#include <cassert>
using Atlas::Message::Element;
using Atlas::Message::ListType;
using Atlas::Message::MapType;
using Atlas::Objects::Entity::RootEntity;
int main()
{
Thing e("1", 1);
TypeNode type("thing");
e.setType(&type);
IGEntityExerciser ee(e);
// Throw an op of every type at the entity
ee.runOperations();
// Subscribe the entity to every class of op
std::set<std::string> opNames;
ee.addAllOperations(opNames);
// Throw an op of every type at the entity again now it is subscribed
ee.runOperations();
return 0;
}
//stubs
void TestWorld::message(const Operation & op, LocatedEntity & ent)
{
}
LocatedEntity * TestWorld::addNewEntity(const std::string &,
const Atlas::Objects::Entity::RootEntity &)
{
return 0;
}
#include "stubs/rulesets/stubEntity.h"
#include "stubs/rulesets/stubEntityProperty.h"
#define STUB_LocatedEntity_isVisibleForOtherEntity
bool LocatedEntity::isVisibleForOtherEntity(const LocatedEntity* watcher) const
{
return true;
}
#define STUB_LocatedEntity_makeContainer
void LocatedEntity::makeContainer()
{
if (m_contains == 0) {
m_contains = new LocatedEntitySet;
}
}
#define STUB_LocatedEntity_changeContainer
void LocatedEntity::changeContainer(LocatedEntity * new_loc)
{
assert(m_location.m_loc != 0);
assert(m_location.m_loc->m_contains != 0);
m_location.m_loc->m_contains->erase(this);
if (m_location.m_loc->m_contains->empty()) {
m_location.m_loc->onUpdated();
}
new_loc->makeContainer();
bool was_empty = new_loc->m_contains->empty();
new_loc->m_contains->insert(this);
if (was_empty) {
new_loc->onUpdated();
}
assert(m_location.m_loc->checkRef() > 0);
LocatedEntity* oldLoc = m_location.m_loc;
m_location.m_loc = new_loc;
m_location.m_loc->incRef();
assert(m_location.m_loc->checkRef() > 0);
onContainered(oldLoc);
oldLoc->decRef();
}
#define STUB_LocatedEntity_broadcast
void LocatedEntity::broadcast(const Atlas::Objects::Operation::RootOperation& op, OpVector& res) const
{
auto copy = op.copy();
copy->setTo(getId());
res.push_back(copy);
}
#include "stubs/rulesets/stubLocatedEntity.h"
void addToEntity(const Point3D & p, std::vector<double> & vd)
{
vd.resize(3);
vd[0] = p[0];
vd[1] = p[1];
vd[2] = p[2];
}
BaseWorld * BaseWorld::m_instance = 0;
BaseWorld::BaseWorld(LocatedEntity & gw) : m_gameWorld(gw)
{
m_instance = this;
}
BaseWorld::~BaseWorld()
{
m_instance = 0;
}
LocatedEntity * BaseWorld::getEntity(const std::string & id) const
{
long intId = integerId(id);
EntityDict::const_iterator I = m_eobjects.find(intId);
if (I != m_eobjects.end()) {
assert(I->second != 0);
return I->second;
} else {
return 0;
}
}
LocatedEntity * BaseWorld::getEntity(long id) const
{
EntityDict::const_iterator I = m_eobjects.find(id);
if (I != m_eobjects.end()) {
assert(I->second != 0);
return I->second;
} else {
return 0;
}
}
double BaseWorld::getTime() const
{
return 0;
}
void log(LogLevel lvl, const std::string & msg)
{
}
long integerId(const std::string & id)
{
long intId = strtol(id.c_str(), 0, 10);
if (intId == 0 && id != "0") {
intId = -1L;
}
return intId;
}
template <typename FloatT>
int fromStdVector(Point3D & p, const std::vector<FloatT> & vf)
{
if (vf.size() != 3) {
return -1;
}
p[0] = vf[0];
p[1] = vf[1];
p[2] = vf[2];
p.setValid();
return 0;
}
template <typename FloatT>
int fromStdVector(Vector3D & v, const std::vector<FloatT> & vf)
{
if (vf.size() != 3) {
return -1;
}
v[0] = vf[0];
v[1] = vf[1];
v[2] = vf[2];
v.setValid();
return 0;
}
template int fromStdVector<double>(Point3D & p, const std::vector<double> & vf);
template int fromStdVector<double>(Vector3D & v, const std::vector<double> & vf);
float squareDistance(const Point3D & u, const Point3D & v)
{
return 1.f;
}