polserver/pol-core/pol/testing/testdecay.cpp
turleypol 22b01b3b81
added multi prop/itemdesc items_decay (#735)
* added multi prop/itemdesc items_decay
added region cfg entry NoDecay
misc cleanup eg chr->equip sets position instead of calling side

* docs

* added future pos refactoring comment

* changed region NoDecay to ItemsDecay so it matches the other props
2024-11-14 06:58:18 +01:00

216 lines
6.5 KiB
C++

/** @file
*
* @par History
*/
#include <algorithm>
#include <array>
#include <cstring>
#include <string>
#include "../../clib/logfacility.h"
#include "../../clib/rawtypes.h"
#include "../globals/uvars.h"
#include "../item/item.h"
#include "../item/itemdesc.h"
#include "../multi/multi.h"
#include "../polclock.h"
#include "../realms/realm.h"
#include "../realms/realms.h"
#include "../uworld.h"
#include "testenv.h"
namespace Pol::Testing
{
void decay_test()
{
using namespace std::chrono_literals;
auto createitem = []( Core::Pos4d p, u32 decay )
{
auto item = Items::Item::create( 0x0eed );
item->setposition( p );
Core::add_item_to_world( item );
item->set_decay_after( decay );
};
auto createmulti = []( Core::Pos4d p, u32 objtype )
{
const auto& id = Items::find_itemdesc( objtype );
auto* multi = Multi::UMulti::create( id );
multi->setposition( p );
Core::add_multi_to_world( multi );
return multi;
};
auto decay_full_realm_loop = []( Core::Decay& d )
{
do
{
d.step();
} while ( d.area_itr != d.area.begin() );
};
INFO_PRINTLN( " create items" );
auto* firstrealm = Core::gamestate.Realms[0];
auto* secondrealm = Core::gamestate.Realms[1];
// create 3 items, two should decay
createitem( { 0, 0, 0, firstrealm }, 1 );
createitem( { 0, 0, 0, firstrealm }, 60 );
createitem( { firstrealm->area().se() - Core::Vec2d( 1, 1 ), 0, firstrealm }, 1 );
if ( firstrealm->toplevel_item_count() != 3 )
{
INFO_PRINTLN( "first realm toplevelcount 3!={}", firstrealm->toplevel_item_count() );
UnitTest::inc_failures();
return;
}
// on the second realm one item should also decay
createitem( { 0, 0, 0, secondrealm }, 1 );
if ( secondrealm->toplevel_item_count() != 1 )
{
INFO_PRINTLN( "second realm toplevelcount 1!={}", secondrealm->toplevel_item_count() );
UnitTest::inc_failures();
return;
}
// time machine
Core::shift_clock_for_unittest( 2s );
// decay thread doesnt run in test environment
// to be able to test realm add/delete the gamestate instance needs to be used
auto& d = Core::gamestate.decay;
d.calculate_sleeptime();
// first step will move onto first realm from uninitalized state
d.step();
// first step should directly destroy on item
INFO_PRINTLN( " first zone sweep" );
d.step();
if ( firstrealm->toplevel_item_count() != 2 )
{
INFO_PRINTLN( "first decay step did not destroy item toplevelcount 2!={}",
firstrealm->toplevel_item_count() );
UnitTest::inc_failures();
return;
}
// since we did already one step, this loop will also switch realm
INFO_PRINTLN( " full sweep" );
decay_full_realm_loop( d );
if ( firstrealm->toplevel_item_count() != 1 )
{
INFO_PRINTLN( "toplevelcount after complete loop 1!={}", firstrealm->toplevel_item_count() );
UnitTest::inc_failures();
return;
}
if ( d.realm_index != 1 )
{
INFO_PRINTLN( "active realm didnt switch 1!={}", d.realm_index );
UnitTest::inc_failures();
return;
}
// since switching realms is standalone step now, we need step again to clear 0,0
d.step();
if ( secondrealm->toplevel_item_count() != 0 )
{
INFO_PRINTLN( "second realm toplevelcount 0!={}", secondrealm->toplevel_item_count() );
UnitTest::inc_failures();
return;
}
// loop until active realm should be again 0
INFO_PRINTLN( " rollover" );
decay_full_realm_loop( d );
if ( d.realm_index != 0 )
{
INFO_PRINTLN( "active realm didnt roll over 0!={}", d.realm_index );
UnitTest::inc_failures();
return;
}
// test realm add/delete
INFO_PRINTLN( " prepare shadow realms" );
Core::add_realm( "firstshadow", firstrealm );
Core::add_realm( "secondshadow", firstrealm );
Core::add_realm( "thirdshadow", firstrealm );
auto* firstshadow = Core::gamestate.Realms[2];
auto* secondshadow = Core::gamestate.Realms[3];
auto* thirdshadow = Core::gamestate.Realms[4];
thirdshadow->has_decay = false;
// second shadow realm one item should decay normally
// one item inside a multi with decay enabled
// one item inside a multi with decay disabled
createitem( { 0, 0, 0, secondshadow }, 1 );
auto* multi = createmulti( { 100, 0, 0, secondshadow }, 0x12000 );
createmulti( { 200, 0, 0, secondshadow }, 0x12000 );
if ( !multi )
{
INFO_PRINTLN( "failed to create multi" );
UnitTest::inc_failures();
return;
}
multi->items_decay( true );
// item inside multi which has decay enabled
createitem( { 100, 0, 0, secondshadow }, 1 );
// item inside multi which has decay disabled
createitem( { 200, 0, 0, secondshadow }, 1 );
if ( secondshadow->toplevel_item_count() != 3 )
{
INFO_PRINTLN( "second shadow toplevelcount 3!={}", secondshadow->toplevel_item_count() );
UnitTest::inc_failures();
return;
}
// third shadow realm - create one item for decay, but it shouldn't as decay is disabled
createitem( { 0, 0, 0, thirdshadow }, 1 );
if ( thirdshadow->toplevel_item_count() != 1 )
{
INFO_PRINTLN( "third shadow toplevelcount 1!={}", thirdshadow->toplevel_item_count() );
UnitTest::inc_failures();
return;
}
// time machine
Core::shift_clock_for_unittest( 2s );
// current index is 0 so loop 2 times to get to the first shadow realm
decay_full_realm_loop( d );
decay_full_realm_loop( d );
if ( d.realm_index != 2 )
{
INFO_PRINTLN( "active realm isnt first shadow 2!={}", d.realm_index );
UnitTest::inc_failures();
return;
}
INFO_PRINTLN( " remove active realm" );
Core::remove_realm( firstshadow->name() );
// removing active realm will put us at the end of previous realm making the next step a
// realm switch
d.step();
if ( d.realm_index != 2 )
{
INFO_PRINTLN( "active realm isnt second shadow 2!={}", d.realm_index );
UnitTest::inc_failures();
return;
}
decay_full_realm_loop( d );
if ( secondshadow->toplevel_item_count() != 1 )
{
INFO_PRINTLN( "second shadow toplevelcount 1!={}", secondshadow->toplevel_item_count() );
UnitTest::inc_failures();
return;
}
if ( d.realm_index != 3 )
{
INFO_PRINTLN( "active realm isnt third shadow 3!={}", d.realm_index );
UnitTest::inc_failures();
return;
}
decay_full_realm_loop( d );
// item has decay, but realm decay is disabled so it shouldn't disappear
if ( thirdshadow->toplevel_item_count() != 1 )
{
INFO_PRINTLN( "third shadow toplevelcount 1!={}", thirdshadow->toplevel_item_count() );
UnitTest::inc_failures();
return;
}
UnitTest::inc_successes();
}
} // namespace Pol::Testing