mirror of
https://github.com/worldforge/cyphesis
synced 2026-08-13 12:26:04 -04:00
990 lines
34 KiB
C++
990 lines
34 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 "rules/Domain.h"
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#include "rules/simulation/Thing.h"
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#include "rules/simulation/VoidDomain.h"
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#include "rules/simulation/PhysicalDomain.h"
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#include "rules/simulation/InventoryDomain.h"
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#include "rules/simulation/EntityProperty.h"
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#include "common/Inheritance.h"
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#include "common/operations/Tick.h"
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#include <Atlas/Objects/Anonymous.h>
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#include <Atlas/Objects/Operation.h>
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#include <rules/simulation/AttachmentsProperty.h>
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#include <rules/simulation/PlantedOnProperty.h>
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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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{
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public:
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ThingIntegration();
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void setup() override;
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void teardown() override;
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void test_visibility();
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void test_reachability();
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};
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class ThingExt : public Thing
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{
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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), domain(nullptr)
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{
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m_type = new TypeNode(id);
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addFlags(entity_perceptive);
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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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Domain* getDomain() override
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{
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return domain;
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}
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const Domain* getDomain() const override
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{
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return domain;
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}
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void sendWorld(const Operation& op) override
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{
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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_reachability);
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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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WFMath::AxisBox<3> bbox(WFMath::Point<3>(-10, -10, -10), WFMath::Point<3>(10, 10, 10));
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auto verifyBroadcastContains = [&](Ref<ThingExt> thing, std::initializer_list<const Ref<ThingExt>> expectedThings) {
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OpVector res;
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Atlas::Objects::Operation::Sight s;
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thing->broadcast(s, res, Visibility::PUBLIC);
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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(); });
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if (I == std::end(res)) {
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addFailure(String::compose("Could not find entity id '%1' in list of broadcasts.", expectedThing->getId()));
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return false;
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} else {
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res.erase(I);
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}
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}
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if (!res.empty()) {
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for (auto& op : res) {
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addFailure(String::compose("Found broadcast op to '%1' which was not expected.", op->getTo()));
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}
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return false;
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}
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return true;
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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 placed 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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*/
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{
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Ref<ThingExt> t1 = new ThingExt("1", 1);
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Ref<ThingExt> t2 = new ThingExt("2", 2);
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Ref<ThingExt> t3 = new ThingExt("3", 3);
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Ref<ThingExt> t4 = new ThingExt("4", 4);
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Ref<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.get()));
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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.get()));
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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.get()));
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//T1 can't see T4 since it's not in the same graph
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ASSERT_FALSE(t4->test_lookAtEntity(sightOp, res, t1.get()));
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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.get()));
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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.get()));
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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.get()));
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//T4 can't see T1 since it's not in the same graph
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ASSERT_FALSE(t1->test_lookAtEntity(sightOp, res, t4.get()));
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ASSERT_TRUE(verifyBroadcastContains(t1, {t1}));
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ASSERT_TRUE(verifyBroadcastContains(t2, {t1, t2}));
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ASSERT_TRUE(verifyBroadcastContains(t3, {t1, t2, t3}));
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ASSERT_TRUE(verifyBroadcastContains(t4, {t4}));
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ASSERT_TRUE(verifyBroadcastContains(t5, {t1, t5}));
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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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Ref<ThingExt> t1 = new ThingExt("1", 1);
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Ref<ThingExt> t2 = new ThingExt("2", 2);
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Ref<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->addFlags(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.get()));
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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.get()));
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//T1 can't see T3 since T2 has a Void domain
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ASSERT_FALSE(t3->test_lookAtEntity(sightOp, res, t1.get()));
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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.get()));
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//T3 can't see T1 since T2 has a domain
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ASSERT_FALSE(t1->test_lookAtEntity(sightOp, res, t3.get()));
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//T2 can see itself
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ASSERT_TRUE(t2->test_lookAtEntity(sightOp, res, t2.get()));
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//T2 can see T3 even though T2 has a Void domain, since T2 is the parent
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ASSERT_TRUE(t3->test_lookAtEntity(sightOp, res, t2.get()));
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ASSERT_TRUE(verifyBroadcastContains(t1, {t1}));
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ASSERT_TRUE(verifyBroadcastContains(t2, {t1, t2}));
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ASSERT_TRUE(verifyBroadcastContains(t3, {t2, t3}));
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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** T8***
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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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* T8 is not perceptive.
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*/
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{
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Ref<ThingExt> t1 = new ThingExt("1", 1);
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// t1->setAttr()
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Ref<ThingExt> t2 = new ThingExt("2", 2);
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t2->m_location.m_pos = WFMath::Point<3>::ZERO();
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t2->m_location.setBBox(bbox);
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Ref<ThingExt> t3 = new ThingExt("3", 3);
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t3->m_location.m_pos = WFMath::Point<3>::ZERO();
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t3->m_location.setBBox(bbox);
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Ref<ThingExt> t4 = new ThingExt("4", 4);
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t4->m_location.m_pos = WFMath::Point<3>::ZERO();
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t4->m_location.setBBox(bbox);
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Ref<ThingExt> t5 = new ThingExt("5", 5);
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t5->m_location.m_pos = WFMath::Point<3>::ZERO();
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t5->m_location.setBBox(bbox);
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Ref<ThingExt> t6 = new ThingExt("6", 6);
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Ref<ThingExt> t7 = new ThingExt("7", 7);
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Ref<ThingExt> t8 = new ThingExt("8", 8);
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t8->m_location.m_pos = WFMath::Point<3>::ZERO();
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t8->m_location.setBBox(bbox);
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t8->removeFlags(entity_perceptive);
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t2->domain = new PhysicalDomain(*t2);
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t2->addFlags(entity_domain);
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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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t2->addChild(*t8);
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t5->addChild(*t6);
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t3->addChild(*t4);
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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.get()));
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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.get()));
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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_FALSE(t3->test_lookAtEntity(sightOp, res, t1.get()));
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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.get()));
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//T3 can't see T1 since T2 has a domain
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ASSERT_FALSE(t1->test_lookAtEntity(sightOp, res, t3.get()));
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//T2 can see itself
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ASSERT_TRUE(t2->test_lookAtEntity(sightOp, res, t2.get()));
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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.get()));
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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.get()));
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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.get()));
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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.get()));
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//T3 can't see T7 since T2 has a Physical domain and T7 has an invalid pos.
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ASSERT_FALSE(t7->test_lookAtEntity(sightOp, res, t3.get()));
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//T4 can't see T5 since T4 isn't a direct child of T2
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ASSERT_FALSE(t5->test_lookAtEntity(sightOp, res, t4.get()));
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ASSERT_TRUE(verifyBroadcastContains(t1, {t1}));
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ASSERT_TRUE(verifyBroadcastContains(t2, {t2, t3, t5, t7, t1}));
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//T7 should not be visible since it has an invalid position
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ASSERT_TRUE(verifyBroadcastContains(t3, {t2, t3, t5,}));
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ASSERT_TRUE(verifyBroadcastContains(t4, {t2, t3, t5, t4}));
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ASSERT_TRUE(verifyBroadcastContains(t5, {t2, t3, t5}));
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ASSERT_TRUE(verifyBroadcastContains(t6, {t2, t6, t3, t5}));
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ASSERT_TRUE(verifyBroadcastContains(t7, {t2, t7}));
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ASSERT_TRUE(verifyBroadcastContains(t8, {t2, t3, t5}));
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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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Ref<ThingExt> t1 = new ThingExt("1", 1);
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Ref<ThingExt> t2 = new ThingExt("2", 2);
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Ref<ThingExt> t3 = new ThingExt("3", 3);
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Ref<ThingExt> t4 = new ThingExt("4", 4);
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Ref<ThingExt> t5 = new ThingExt("5", 5);
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Ref<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->addFlags(entity_domain);
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auto plantedOnProp = new PlantedOnProperty();
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plantedOnProp->data().entity = t2;
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t3->setProperty(PlantedOnProperty::property_name, plantedOnProp);
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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.get()));
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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.get()));
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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.get()));
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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.get()));
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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_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.
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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.
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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.
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ASSERT_FALSE(t5->test_lookAtEntity(sightOp, res, t6.get()));
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ASSERT_TRUE(verifyBroadcastContains(t1, {t1}));
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ASSERT_TRUE(verifyBroadcastContains(t2, {t2, t1}));
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ASSERT_TRUE(verifyBroadcastContains(t3, {t3, t2, t1}));
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ASSERT_TRUE(verifyBroadcastContains(t4, {t4, t3, t2, t1}));
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ASSERT_TRUE(verifyBroadcastContains(t5, {t5, t2}));
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ASSERT_TRUE(verifyBroadcastContains(t6, {t6, t1}));
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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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Ref<ThingExt> t1 = new ThingExt("1", 1);
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Ref<ThingExt> t2 = new ThingExt("2", 2);
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t2->m_location.m_pos = WFMath::Point<3>::ZERO();
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t2->m_location.setBBox(bbox);
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Ref<ThingExt> t3 = new ThingExt("3", 3);
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t3->m_location.m_pos = WFMath::Point<3>::ZERO();
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t3->m_location.setBBox(bbox);
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Ref<ThingExt> t4 = new ThingExt("4", 4);
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Ref<ThingExt> t5 = new ThingExt("5", 5);
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t5->m_location.m_pos = WFMath::Point<3>::ZERO();
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t5->m_location.setBBox(bbox);
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Ref<ThingExt> t6 = new ThingExt("6", 6);
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t2->domain = new PhysicalDomain(*t2);
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t2->addFlags(entity_domain);
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t3->domain = new InventoryDomain(*t3);
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t3->addFlags(entity_domain);
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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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auto plantedOnProp = new PlantedOnProperty();
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plantedOnProp->data().entity = t3;
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t4->setProperty(PlantedOnProperty::property_name, plantedOnProp);
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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.get()));
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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.get()));
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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_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.
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ASSERT_FALSE(t4->test_lookAtEntity(sightOp, res, t1.get()));
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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.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.
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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.
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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}));
|
|
|
|
}
|
|
|
|
/**
|
|
* 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);
|
|
creator->addFlags(entity_admin);
|
|
|
|
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 plantedOnProp = new PlantedOnProperty();
|
|
plantedOnProp->data().entity = t2;
|
|
t4->setProperty(PlantedOnProperty::property_name, plantedOnProp);
|
|
|
|
|
|
Operation sightOp;
|
|
OpVector res;
|
|
//T3 can see t4 since it's wielded
|
|
ASSERT_TRUE(t4->test_lookAtEntity(sightOp, res, t3.get()));
|
|
//"creator" can see t4 since it's wielded
|
|
ASSERT_TRUE(t4->test_lookAtEntity(sightOp, res, creator.get()));
|
|
//T3 can't see t5 since it's not wielded
|
|
ASSERT_FALSE(t5->test_lookAtEntity(sightOp, res, t3.get()));
|
|
//"creator" can see t5 since it's a "creator"
|
|
ASSERT_TRUE(t5->test_lookAtEntity(sightOp, res, creator.get()));
|
|
|
|
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
|
|
ASSERT_TRUE(t1->canReach({t1, {}}));
|
|
//T1 can reach T2 since it's a child and there's no domain
|
|
ASSERT_TRUE(t1->canReach({t2, {}}));
|
|
//T1 can reach T3 since it's a grandchild and there's no domain
|
|
ASSERT_TRUE(t1->canReach({t3, {}}));
|
|
//T1 can't reach T4 since it's not in the same graph
|
|
ASSERT_FALSE(t1->canReach({t4, {}}));
|
|
|
|
//T2 can reach T1 since it's a parent and there's no domain
|
|
ASSERT_TRUE(t2->canReach({t1, {}}));
|
|
//T3 can reach T1 since it's a grand parent and there's no domain
|
|
ASSERT_TRUE(t3->canReach({t1, {}}));
|
|
//T5 can reach T3 since they share T1 as parent/grand parent and there's no domain
|
|
ASSERT_TRUE(t5->canReach({t3, {}}));
|
|
//T4 can't reach T1 since it's not in the same graph
|
|
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
|
|
ASSERT_TRUE(t1->canReach({t1, {}}));
|
|
//T1 can reach T2 since it's a child and there's no domain
|
|
ASSERT_TRUE(t1->canReach({t2, {}}));
|
|
//T1 can't reach T3 since T2 has a Void domain
|
|
ASSERT_FALSE(t1->canReach({t3, {}}));
|
|
|
|
//T2 can reach T1 since it's a parent and there's no domain
|
|
ASSERT_TRUE(t2->canReach({t1, {}}));
|
|
//T3 can't reach T1 since T2 has a domain
|
|
ASSERT_FALSE(t3->canReach({t1, {}}));
|
|
|
|
//T2 can reach itself
|
|
ASSERT_TRUE(t2->canReach({t2, {}}));
|
|
//T2 can reach T3 even though T2 has a Void domain, since T2 is the parent
|
|
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
|
|
ASSERT_TRUE( t1->canReach({t1, {}}));
|
|
//T1 can reach T2 since it's a child and there's no domain
|
|
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.
|
|
ASSERT_FALSE( t1->canReach({t3, {}}));
|
|
|
|
//T2 can reach T1 since it's a parent and there's no domain
|
|
ASSERT_TRUE( t2->canReach({t1, {}}));
|
|
//T3 can't reach T1 since T2 has a domain
|
|
ASSERT_FALSE( t3->canReach({t1, {}}));
|
|
|
|
//T2 can reach itself
|
|
ASSERT_TRUE( t2->canReach({t2, {}}));
|
|
//T2 can reach T3 since T2 has a Physical domain which allows it.
|
|
ASSERT_TRUE( t2->canReach({t3, {}}));
|
|
//T5 can reach T3 since T2 has a Physical domain which allows it.
|
|
ASSERT_TRUE( t5->canReach({t3, {}}));
|
|
//T5 can reach T4 since T2 has a Physical domain which allows it to reach T3, and thus T4.
|
|
ASSERT_TRUE( t5->canReach({t4, {}}));
|
|
|
|
//T2 can reach T6 since the parent of T6 is T5, which can be reached and has no domain.
|
|
ASSERT_TRUE( t2->canReach({t6, {}}));
|
|
//T3 can't reach T7 since T2 has a Physical domain and T7 has an invalid pos.
|
|
ASSERT_FALSE( t3->canReach({t7, {}}));
|
|
//T4 can't reach T5 since T4 isn't a direct child of T2
|
|
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
|
|
ASSERT_TRUE(t1->canReach({t1, {}}));
|
|
//T1 can reach T2 since it's a child and there's no domain
|
|
ASSERT_TRUE(t1->canReach({t2, {}}));
|
|
//T1 can't reach T3 since T2 has an Inventory domain, even though T3 is wielded.
|
|
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.
|
|
ASSERT_FALSE(t1->canReach({t4, {}}));
|
|
//T1 can't reach T5 since T2 has an Inventory domain.
|
|
ASSERT_FALSE(t1->canReach({t5, {}}));
|
|
|
|
//T6 can't reach T3 since T2 has an Inventory domain, even though T3 is wielded.
|
|
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.
|
|
ASSERT_FALSE(t6->canReach({t4, {}}));
|
|
//T6 can't reach T5 since T2 has an Inventory domain.
|
|
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
|
|
ASSERT_TRUE(t1->canReach({t1, {}}));
|
|
//T1 can reach T2 since it's a child and there's no domain
|
|
ASSERT_TRUE(t1->canReach({t2, {}}));
|
|
//T1 can't reach T3 since T2 has an Physical domain and T1 is a parent.
|
|
ASSERT_FALSE(t1->canReach({t3, {}}));
|
|
//T1 can't reach T4 since T2 has an Physical domain and T1 is a parent.
|
|
ASSERT_FALSE(t1->canReach({t4, {}}));
|
|
|
|
//T5 can reach T3 since T2 has an Physical domain .
|
|
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.
|
|
ASSERT_FALSE(t5->canReach({t4, {}}));
|
|
//T5 can't reach T6 since T2 has an Physical domain, T3 has an Inventory Domain.
|
|
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
|
|
ASSERT_FALSE(t3->canReach({t4, {}}));
|
|
//"creator" can reach t4 since it's a "creator"
|
|
ASSERT_TRUE(creator->canReach({t4, {}}));
|
|
//T3 can't reach t5
|
|
ASSERT_FALSE(t3->canReach({t5, {}}));
|
|
//"creator" can reach t5 since it's a "creator"
|
|
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
|
|
ASSERT_FALSE(t2->canReach({t3, {}}));
|
|
//T3 can reach t2 since they are close
|
|
ASSERT_TRUE(t3->canReach({t2, {}}));
|
|
//T3 can't reach t4 since it's far away
|
|
ASSERT_FALSE(t3->canReach({t4, {}}));
|
|
//T2 can't reach t4 since it's far away and t2 has no reach
|
|
ASSERT_FALSE(t2->canReach({t4, {}}));
|
|
//T3 can reach a close point in t1
|
|
ASSERT_TRUE(t3->canReach({t1, {9, 0, 9}}));
|
|
//T3 can't reach a far away point in t1
|
|
ASSERT_FALSE(t3->canReach({t1, {90, 0, 90}}));
|
|
//T2 can't reach a close point in t1 since it has no reach
|
|
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;
|
|
}
|