cyphesis/tests/rules/ThingIntegration.cpp
Erik Ogenvik 7fcf0c34d1 Envelope router ids in one single struct.
Since the string and the integer always go together.
2022-07-04 15:37:51 +02:00

1118 lines
48 KiB
C++

// 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
#include "../TestBaseWithContext.h"
#include "rules/Domain.h"
#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"
#include <Atlas/Objects/Anonymous.h>
#include <Atlas/Objects/Operation.h>
#include <rules/simulation/AttachmentsProperty.h>
#include <rules/simulation/ModeDataProperty.h>
#include <rules/BBoxProperty.h>
using Atlas::Message::Element;
using Atlas::Message::MapType;
using Atlas::Objects::Entity::Anonymous;
using Atlas::Objects::Entity::RootEntity;
struct ThingExt;
//Keep track of all created things and make sure they are destroyed when the Context is destroyed.
//This is needed to avoid recursive references, where an entity refers to its children, and the children to their parent.
//This might be removed if we instead store "parent" as a simple pointer.
static std::vector<Ref<ThingExt>> things;
struct ThingExt : public Thing
{
std::unique_ptr<Domain> domain;
explicit ThingExt(RouterId id)
: Thing::Thing(id)
{
m_type = new TypeNode(id.m_id);
addFlags(entity_perceptive);
things.emplace_back(Ref<ThingExt>(this));
}
~ThingExt()
{
delete m_type;
m_type = nullptr;
clearProperties();
}
bool test_lookAtEntity(const Operation& op, OpVector& res, LocatedEntity* watcher) const
{
return lookAtEntity(op, res, *watcher);
}
bool test_lookAtEntity(const Operation& op, OpVector& res, const Ref<LocatedEntity>& watcher) const
{
return lookAtEntity(op, res, *watcher);
}
Domain* getDomain() override
{
return domain.get();
}
const Domain* getDomain() const override
{
return domain.get();
}
void sendWorld(Operation op) override
{
}
void destroy() override
{
m_parent = nullptr;
if (m_contains) {
m_contains->clear();
}
}
};
struct Context
{
~Context()
{
for (auto thing : things) {
thing->destroy();
}
things.clear();
}
};
struct ThingIntegration : public Cyphesis::TestBaseWithContext<Context>
{
ThingIntegration()
{
ADD_TEST(test_visibility_levels);
ADD_TEST(test_reachability);
ADD_TEST(test_visibility);
}
void test_visibility_levels(Context& context)
{
WFMath::AxisBox<3> bbox(WFMath::Point<3>(-10, -10, -10), WFMath::Point<3>(10, 10, 10));
/**
* Handle the case where there's no domains at all.
*
* All entities are placed at origo
* Hierarchy looks like this:
* T2, T3 and T5 have visibility "protected"
* T4 has visibility "private"
* T6 is an admin
*
* T1
* T2* T5* T6***
* T3* T4**
* T7 T8
*
*/
{
Ref<ThingExt> t1(new ThingExt(1));
Ref<ThingExt> t2(new ThingExt(2));
t2->addFlags(entity_visibility_protected);
Ref<ThingExt> t3(new ThingExt(3));
t3->addFlags(entity_visibility_protected);
Ref<ThingExt> t4(new ThingExt(4));
t4->addFlags(entity_visibility_private);
Ref<ThingExt> t5(new ThingExt(5));
t5->addFlags(entity_visibility_protected);
Ref<ThingExt> t6(new ThingExt(6));
t6->addFlags(entity_admin);
Ref<ThingExt> t7(new ThingExt(7));
Ref<ThingExt> t8(new ThingExt(8));
t1->addChild(*t2);
t1->addChild(*t5);
t1->addChild(*t6);
t2->addChild(*t3);
t5->addChild(*t4);
t3->addChild(*t7);
t4->addChild(*t8);
Operation sightOp;
OpVector res;
// Everyone can see themselves
ASSERT_TRUE(t1->test_lookAtEntity(sightOp, res, t1.get()));
ASSERT_TRUE(t2->test_lookAtEntity(sightOp, res, t2.get()));
ASSERT_TRUE(t3->test_lookAtEntity(sightOp, res, t3.get()));
ASSERT_TRUE(t4->test_lookAtEntity(sightOp, res, t4.get()));
ASSERT_TRUE(t5->test_lookAtEntity(sightOp, res, t5.get()));
ASSERT_TRUE(t6->test_lookAtEntity(sightOp, res, t6.get()));
ASSERT_TRUE(t7->test_lookAtEntity(sightOp, res, t7.get()));
// T1 can see T2 even though it's protected since it's a child
ASSERT_TRUE(t2->test_lookAtEntity(sightOp, res, t1.get()));
// T1 can't see T3 since it's protected and not a direct child
ASSERT_FALSE(t3->test_lookAtEntity(sightOp, res, t1.get()));
// T5 can't see T2 since it's protected, and not a child
ASSERT_FALSE(t2->test_lookAtEntity(sightOp, res, t5.get()));
// T5 can't see T4 since it's private
ASSERT_FALSE(t4->test_lookAtEntity(sightOp, res, t5.get()));
// T1 can't see T7 since it can't see T3
ASSERT_FALSE(t7->test_lookAtEntity(sightOp, res, t1.get()));
// T7 can see T1 since it's an ancestor
ASSERT_TRUE(t1->test_lookAtEntity(sightOp, res, t7.get()));
// T3 can see T2 since T3 is a child
ASSERT_TRUE(t2->test_lookAtEntity(sightOp, res, t3.get()));
// T8 can see T4, even though it's private, since T8 is a child
ASSERT_TRUE(t4->test_lookAtEntity(sightOp, res, t8));
// T8 can see T5, even though T4 private, since T8 is a child
ASSERT_TRUE(t5->test_lookAtEntity(sightOp, res, t8));
// T8 can see T1, even though T4 private, since T8 is a child
ASSERT_TRUE(t1->test_lookAtEntity(sightOp, res, t8));
// T6 can see all since it's an admin
ASSERT_TRUE(t1->test_lookAtEntity(sightOp, res, t6.get()));
ASSERT_TRUE(t2->test_lookAtEntity(sightOp, res, t6.get()));
ASSERT_TRUE(t3->test_lookAtEntity(sightOp, res, t6.get()));
ASSERT_TRUE(t4->test_lookAtEntity(sightOp, res, t6.get()));
ASSERT_TRUE(t5->test_lookAtEntity(sightOp, res, t6.get()));
ASSERT_TRUE(t7->test_lookAtEntity(sightOp, res, t6.get()));
}
/**
* Handle the case where there's a physical domain and an Inventory domain.
*
* All entities are placed at origo
* Hierarchy looks like this:
* T1 has a physical domain
* T6 has an inventory domain
* T2, T3, T5 and T7 have visibility "protected"
* T7 is wielded by T6 (but shouldn't be visible except to T6 since it's protected)
* T8 is private and wielded by T6 (and shouldn't be visible since it's private)
* T9 is wielded by T6
*
* T1#
* T2* T3 T6##
* T4 T5* T7* T8** T9
*/
{
Ref<ThingExt> t1(new ThingExt(1));
t1->requirePropertyClassFixed<BBoxProperty>().data() = {{-128, -128, -128},
{128, 128, 128}};
t1->domain = std::make_unique<PhysicalDomain>(*t1);
t1->addFlags(entity_domain);
Ref<ThingExt> t2(new ThingExt(2));
t2->requirePropertyClassFixed<PositionProperty>().data() = WFMath::Point<3>::ZERO();
t2->requirePropertyClassFixed<BBoxProperty>().data() = bbox;
t2->addFlags(entity_visibility_protected);
Ref<ThingExt> t3(new ThingExt(3));
t3->requirePropertyClassFixed<PositionProperty>().data() = WFMath::Point<3>::ZERO();
t3->requirePropertyClassFixed<BBoxProperty>().data() = bbox;
Ref<ThingExt> t4(new ThingExt(4));
t4->requirePropertyClassFixed<PositionProperty>().data() = WFMath::Point<3>::ZERO();
t4->requirePropertyClassFixed<BBoxProperty>().data() = bbox;
Ref<ThingExt> t5(new ThingExt(5));
t5->requirePropertyClassFixed<PositionProperty>().data() = WFMath::Point<3>::ZERO();
t5->requirePropertyClassFixed<BBoxProperty>().data() = bbox;
t5->addFlags(entity_visibility_protected);
Ref<ThingExt> t6(new ThingExt(6));
t6->requirePropertyClassFixed<PositionProperty>().data() = WFMath::Point<3>::ZERO();
t6->requirePropertyClassFixed<BBoxProperty>().data() = bbox;
t6->domain = std::make_unique<InventoryDomain>(*t6);
t6->addFlags(entity_domain);
Ref<ThingExt> t7(new ThingExt(7));
t7->requirePropertyClassFixed<PositionProperty>().data() = WFMath::Point<3>::ZERO();
t7->requirePropertyClassFixed<BBoxProperty>().data() = bbox;
t7->addFlags(entity_visibility_protected);
{
auto modeDataProp = std::make_unique<ModeDataProperty>();
modeDataProp->setPlantedData({t6->getIntId()});
t7->setProperty(ModeDataProperty::property_name, std::move(modeDataProp));
}
Ref<ThingExt> t8(new ThingExt(8));
t8->requirePropertyClassFixed<PositionProperty>().data() = WFMath::Point<3>::ZERO();
t8->requirePropertyClassFixed<BBoxProperty>().data() = bbox;
t8->addFlags(entity_visibility_private);
{
auto modeDataProp = std::make_unique<ModeDataProperty>();
modeDataProp->setPlantedData({t6->getIntId()});
t8->setProperty(ModeDataProperty::property_name, std::move(modeDataProp));
}
Ref<ThingExt> t9(new ThingExt(9));
t9->requirePropertyClassFixed<PositionProperty>().data() = WFMath::Point<3>::ZERO();
t9->requirePropertyClassFixed<BBoxProperty>().data() = bbox;
{
auto modeDataProp = std::make_unique<ModeDataProperty>();
modeDataProp->setPlantedData({t6->getIntId()});
t9->setProperty(ModeDataProperty::property_name, std::move(modeDataProp));
}
t1->addChild(*t2);
t1->addChild(*t3);
t1->addChild(*t6);
t2->addChild(*t4);
t3->addChild(*t5);
t6->addChild(*t7);
t6->addChild(*t8);
t6->addChild(*t9);
Operation sightOp;
OpVector res;
// Everyone can see themselves
ASSERT_TRUE(t1->test_lookAtEntity(sightOp, res, t1.get()));
ASSERT_TRUE(t2->test_lookAtEntity(sightOp, res, t2.get()));
ASSERT_TRUE(t3->test_lookAtEntity(sightOp, res, t3.get()));
ASSERT_TRUE(t4->test_lookAtEntity(sightOp, res, t4.get()));
ASSERT_TRUE(t5->test_lookAtEntity(sightOp, res, t5.get()));
// T4 can see T2 even though it's protected since it's a child
ASSERT_TRUE(t2->test_lookAtEntity(sightOp, res, t4.get()));
// T2 can see T3
ASSERT_TRUE(t3->test_lookAtEntity(sightOp, res, t2.get()));
// T3 can't see T2 since it's protected, and not a child
ASSERT_FALSE(t2->test_lookAtEntity(sightOp, res, t3.get()));
// T3 can't see T4 since T2 is protected
ASSERT_FALSE(t4->test_lookAtEntity(sightOp, res, t3.get()));
// T6 can see T7 since it's a child and protected
ASSERT_TRUE(t7->test_lookAtEntity(sightOp, res, t6.get()));
// T6 can't see T8 since it's private
ASSERT_FALSE(t8->test_lookAtEntity(sightOp, res, t6.get()));
// T3 can't see T7 since it's protected, even though it's wielded
ASSERT_FALSE(t7->test_lookAtEntity(sightOp, res, t3.get()));
// T3 can't see T8 since it's private, even though it's wielded
ASSERT_FALSE(t8->test_lookAtEntity(sightOp, res, t3.get()));
// T3 can see T9 since it's wielded (and public)
ASSERT_TRUE(t9->test_lookAtEntity(sightOp, res, t3.get()));
}
}
void test_visibility(Context& context)
{
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) {
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));
Ref<ThingExt> t2(new ThingExt(2));
Ref<ThingExt> t3(new ThingExt(3));
Ref<ThingExt> t4(new ThingExt(4));
Ref<ThingExt> t5(new ThingExt(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));
Ref<ThingExt> t2(new ThingExt(2));
Ref<ThingExt> t3(new ThingExt(3));
t1->addChild(*t2);
t2->addChild(*t3);
t2->domain = std::make_unique<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));
// t1->setAttrValue()
Ref<ThingExt> t2(new ThingExt(2));
t2->requirePropertyClassFixed<PositionProperty>().data() = WFMath::Point<3>::ZERO();
t2->requirePropertyClassFixed<BBoxProperty>().data() = bbox;
Ref<ThingExt> t3(new ThingExt(3));
t3->requirePropertyClassFixed<PositionProperty>().data() = WFMath::Point<3>::ZERO();
t3->requirePropertyClassFixed<BBoxProperty>().data() = bbox;
Ref<ThingExt> t4(new ThingExt(4));
t4->requirePropertyClassFixed<PositionProperty>().data() = WFMath::Point<3>::ZERO();
t4->requirePropertyClassFixed<BBoxProperty>().data() = bbox;
Ref<ThingExt> t5(new ThingExt(5));
t5->requirePropertyClassFixed<PositionProperty>().data() = WFMath::Point<3>::ZERO();
t5->requirePropertyClassFixed<BBoxProperty>().data() = bbox;
Ref<ThingExt> t6(new ThingExt(6));
Ref<ThingExt> t7(new ThingExt(7));
Ref<ThingExt> t8(new ThingExt(8));
t8->requirePropertyClassFixed<PositionProperty>().data() = WFMath::Point<3>::ZERO();
t8->requirePropertyClassFixed<BBoxProperty>().data() = bbox;
t8->removeFlags(entity_perceptive);
t2->domain = std::make_unique<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);
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()));
// 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, 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}));
}
/**
* 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));
Ref<ThingExt> t2(new ThingExt(2));
Ref<ThingExt> t3(new ThingExt(3));
Ref<ThingExt> t4(new ThingExt(4));
Ref<ThingExt> t5(new ThingExt(5));
Ref<ThingExt> t6(new ThingExt(6));
t1->addChild(*t2);
t1->addChild(*t6);
t2->addChild(*t3);
t2->addChild(*t5);
t3->addChild(*t4);
t2->domain = std::make_unique<InventoryDomain>(*t2);
t2->addFlags(entity_domain);
auto modeDataProp = std::make_unique<ModeDataProperty>();
modeDataProp->setPlantedData({t2->getIntId()});
t3->setProperty(ModeDataProperty::property_name, std::move(modeDataProp));
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 T2 has an Inventory domain and T3 is wielded.
ASSERT_TRUE(t3->test_lookAtEntity(sightOp, res, t1.get()));
// 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()));
// 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()));
// T6 can see T3 since T2 has an Inventory domain and T3 is wielded.
ASSERT_TRUE(t3->test_lookAtEntity(sightOp, res, t6.get()));
// 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()));
// 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}));
}
/**
* 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));
Ref<ThingExt> t2(new ThingExt(2));
t2->requirePropertyClassFixed<PositionProperty>().data() = WFMath::Point<3>::ZERO();
t2->requirePropertyClassFixed<BBoxProperty>().data() = bbox;
Ref<ThingExt> t3(new ThingExt(3));
t3->requirePropertyClassFixed<PositionProperty>().data() = WFMath::Point<3>::ZERO();
t3->requirePropertyClassFixed<BBoxProperty>().data() = bbox;
Ref<ThingExt> t4(new ThingExt(4));
Ref<ThingExt> t5(new ThingExt(5));
t5->requirePropertyClassFixed<PositionProperty>().data() = WFMath::Point<3>::ZERO();
t5->requirePropertyClassFixed<BBoxProperty>().data() = bbox;
Ref<ThingExt> t6(new ThingExt(6));
t2->domain = std::make_unique<PhysicalDomain>(*t2);
t2->addFlags(entity_domain);
t3->domain = std::make_unique<InventoryDomain>(*t3);
t3->addFlags(entity_domain);
t1->addChild(*t2);
t2->addChild(*t3);
t2->addChild(*t5);
t3->addChild(*t4);
t3->addChild(*t6);
auto modeDataProp = std::make_unique<ModeDataProperty>();
modeDataProp->setPlantedData({t3->getIntId()});
t4->setProperty(ModeDataProperty::property_name, std::move(modeDataProp));
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 an Physical domain and T1 is a parent.
ASSERT_FALSE(t3->test_lookAtEntity(sightOp, res, t1.get()));
// 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()));
// T5 can see T3 since T2 has an Physical domain .
ASSERT_TRUE(t3->test_lookAtEntity(sightOp, res, t5.get()));
// 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()));
// 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()));
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));
t1->requirePropertyClassFixed<PositionProperty>().data() = WFMath::Point<3>::ZERO();
t1->requirePropertyClassFixed<BBoxProperty>().data() = bbox;
Ref<ThingExt> t2(new ThingExt(2));
t2->requirePropertyClassFixed<PositionProperty>().data() = WFMath::Point<3>::ZERO();
t2->requirePropertyClassFixed<BBoxProperty>().data() = bbox;
Ref<ThingExt> creator(new ThingExt(RouterId("creator", 10)));
creator->requirePropertyClassFixed<PositionProperty>().data() = WFMath::Point<3>::ZERO();
creator->requirePropertyClassFixed<BBoxProperty>().data() = bbox;
creator->addFlags(entity_admin);
Ref<ThingExt> t3(new ThingExt(3));
t3->requirePropertyClassFixed<PositionProperty>().data() = WFMath::Point<3>::ZERO();
t3->requirePropertyClassFixed<BBoxProperty>().data() = bbox;
Ref<ThingExt> t4(new ThingExt(4));
Ref<ThingExt> t5(new ThingExt(5));
t1->domain = std::make_unique<PhysicalDomain>(*t1);
t1->addFlags(entity_domain);
t2->domain = std::make_unique<InventoryDomain>(*t2);
t2->addFlags(entity_domain);
t1->addChild(*t2);
t1->addChild(*creator);
t1->addChild(*t3);
t2->addChild(*t4);
t2->addChild(*t5);
auto modeDataProp = std::make_unique<ModeDataProperty>();
modeDataProp->setPlantedData({t2->getIntId()});
t4->setProperty(ModeDataProperty::property_name, std::move(modeDataProp));
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 test_reachability(Context& context)
{
WFMath::AxisBox<3> bbox(WFMath::Point<3>(-10, -10, -10), WFMath::Point<3>(10, 10, 10));
auto createReachPropFn = [](double reach) {
auto reachProp = std::make_unique<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));
Ref<ThingExt> t2(new ThingExt(2));
Ref<ThingExt> t3(new ThingExt(3));
Ref<ThingExt> t4(new ThingExt(4));
Ref<ThingExt> t5(new ThingExt(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));
Ref<ThingExt> t2(new ThingExt(2));
Ref<ThingExt> t3(new ThingExt(3));
t1->addChild(*t2);
t2->addChild(*t3);
t2->domain = std::make_unique<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));
Ref<ThingExt> t2(new ThingExt(2));
t2->requirePropertyClassFixed<PositionProperty>().data() = WFMath::Point<3>::ZERO();
t2->requirePropertyClassFixed<BBoxProperty>().data() = bbox;
Ref<ThingExt> t3(new ThingExt(3));
t3->requirePropertyClassFixed<PositionProperty>().data() = WFMath::Point<3>::ZERO();
t3->requirePropertyClassFixed<BBoxProperty>().data() = bbox;
Ref<ThingExt> t4(new ThingExt(4));
t4->requirePropertyClassFixed<PositionProperty>().data() = WFMath::Point<3>::ZERO();
t4->requirePropertyClassFixed<BBoxProperty>().data() = bbox;
Ref<ThingExt> t5(new ThingExt(5));
t5->requirePropertyClassFixed<PositionProperty>().data() = WFMath::Point<3>::ZERO();
t5->requirePropertyClassFixed<BBoxProperty>().data() = bbox;
t5->setProperty("reach", createReachPropFn(10));
Ref<ThingExt> t6(new ThingExt(6));
Ref<ThingExt> t7(new ThingExt(7));
Ref<ThingExt> t8(new ThingExt(8));
t8->requirePropertyClassFixed<PositionProperty>().data() = WFMath::Point<3>::ZERO();
t8->requirePropertyClassFixed<BBoxProperty>().data() = bbox;
t8->removeFlags(entity_perceptive);
t2->domain = std::make_unique<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));
Ref<ThingExt> t2(new ThingExt(2));
Ref<ThingExt> t3(new ThingExt(3));
Ref<ThingExt> t4(new ThingExt(4));
Ref<ThingExt> t5(new ThingExt(5));
Ref<ThingExt> t6(new ThingExt(6));
t1->addChild(*t2);
t1->addChild(*t6);
t2->addChild(*t3);
t2->addChild(*t5);
t3->addChild(*t4);
t2->domain = std::make_unique<InventoryDomain>(*t2);
t2->addFlags(entity_domain);
auto entityProp = new EntityProperty();
entityProp->data() = WeakEntityRef(t3);
t2->setProperty("right_hand_wield", std::unique_ptr<PropertyBase>(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));
Ref<ThingExt> t2(new ThingExt(2));
t2->requirePropertyClassFixed<PositionProperty>().data() = WFMath::Point<3>::ZERO();
t2->requirePropertyClassFixed<BBoxProperty>().data() = bbox;
Ref<ThingExt> t3(new ThingExt(3));
t3->requirePropertyClassFixed<PositionProperty>().data() = WFMath::Point<3>::ZERO();
t3->requirePropertyClassFixed<BBoxProperty>().data() = bbox;
Ref<ThingExt> t4(new ThingExt(4));
Ref<ThingExt> t5(new ThingExt(5));
t5->requirePropertyClassFixed<PositionProperty>().data() = WFMath::Point<3>::ZERO();
t5->requirePropertyClassFixed<BBoxProperty>().data() = bbox;
t5->setProperty("reach", createReachPropFn(10));
Ref<ThingExt> t6(new ThingExt(6));
t2->domain = std::make_unique<PhysicalDomain>(*t2);
t2->addFlags(entity_domain);
t3->domain = std::make_unique<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", std::unique_ptr<PropertyBase>(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));
t1->requirePropertyClassFixed<PositionProperty>().data() = WFMath::Point<3>::ZERO();
t1->requirePropertyClassFixed<BBoxProperty>().data() = bbox;
Ref<ThingExt> t2(new ThingExt(2));
t2->requirePropertyClassFixed<PositionProperty>().data() = WFMath::Point<3>::ZERO();
t2->requirePropertyClassFixed<BBoxProperty>().data() = bbox;
Ref<ThingExt> creator(new ThingExt(RouterId("creator", 10)));
creator->addFlags(entity_admin);
creator->requirePropertyClassFixed<PositionProperty>().data() = WFMath::Point<3>::ZERO();
creator->requirePropertyClassFixed<BBoxProperty>().data() = bbox;
Ref<ThingExt> t3(new ThingExt(3));
t3->requirePropertyClassFixed<PositionProperty>().data() = WFMath::Point<3>::ZERO();
t3->requirePropertyClassFixed<BBoxProperty>().data() = bbox;
Ref<ThingExt> t4(new ThingExt(4));
Ref<ThingExt> t5(new ThingExt(5));
t1->domain = std::make_unique<PhysicalDomain>(*t1);
t1->addFlags(entity_domain);
t2->domain = std::make_unique<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", std::unique_ptr<PropertyBase>(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));
t1->requirePropertyClassFixed<PositionProperty>().data() = WFMath::Point<3>::ZERO();
t1->requirePropertyClassFixed<BBoxProperty>().data() = {{-200, -200, -200},
{200, 200, 200}};
Ref<ThingExt> t2(new ThingExt(2));
t2->requirePropertyClassFixed<PositionProperty>().data() = {5, 0, 5};
t2->requirePropertyClassFixed<BBoxProperty>().data() = smallBbox;
Ref<ThingExt> t3(new ThingExt(3));
t3->requirePropertyClassFixed<PositionProperty>().data() = {10, 0, 10};
t3->requirePropertyClassFixed<BBoxProperty>().data() = smallBbox;
auto reachProp = new Property<double>();
reachProp->data() = 20.f;
t3->setProperty("reach", std::unique_ptr<PropertyBase>(reachProp));
Ref<ThingExt> t4(new ThingExt(4));
t4->requirePropertyClassFixed<PositionProperty>().data() = {100, 0, 100};
t4->requirePropertyClassFixed<BBoxProperty>().data() = smallBbox;
t1->domain = std::make_unique<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