mirror of
https://github.com/OpenMW/openmw.git
synced 2025-02-28 13:09:42 +00:00
Add test for player's attack
This commit is contained in:
parent
5f26da01f1
commit
7998689080
3 changed files with 123 additions and 1 deletions
|
@ -5,7 +5,9 @@ local core = require('openmw.core')
|
|||
local input = require('openmw.input')
|
||||
local types = require('openmw.types')
|
||||
local nearby = require('openmw.nearby')
|
||||
local camera = require('openmw.camera')
|
||||
|
||||
types.Player.setControlSwitch(self, types.Player.CONTROL_SWITCH.Controls, false)
|
||||
types.Player.setControlSwitch(self, types.Player.CONTROL_SWITCH.Fighting, false)
|
||||
types.Player.setControlSwitch(self, types.Player.CONTROL_SWITCH.Jumping, false)
|
||||
types.Player.setControlSwitch(self, types.Player.CONTROL_SWITCH.Looking, false)
|
||||
|
@ -230,6 +232,115 @@ testing.registerLocalTest('playerMemoryLimit',
|
|||
testing.expectEqual(err, 'not enough memory')
|
||||
end)
|
||||
|
||||
testing.registerLocalTest('playerWeaponAttack',
|
||||
function()
|
||||
camera.setMode(camera.MODE.ThirdPerson)
|
||||
|
||||
local options = {
|
||||
agentBounds = types.Actor.getPathfindingAgentBounds(self),
|
||||
}
|
||||
local duration = 10
|
||||
local endTime = core.getSimulationTime() + duration
|
||||
local nextTime = 0
|
||||
local use = self.ATTACK_TYPE.NoAttack
|
||||
|
||||
local attributes = {}
|
||||
for k, v in pairs(types.Actor.stats.attributes) do
|
||||
attributes[k] = v(self).base
|
||||
end
|
||||
|
||||
types.Actor.stats.attributes.speed(self).base = 100
|
||||
types.Actor.stats.attributes.strength(self).base = 1000
|
||||
types.Actor.stats.attributes.agility(self).base = 1000
|
||||
|
||||
local weaponId = 'basic_dagger1h'
|
||||
local weapon = types.Actor.inventory(self):find(weaponId)
|
||||
|
||||
local isWeapon = function(actual)
|
||||
if actual == nil then
|
||||
return weaponId .. ' is not found'
|
||||
end
|
||||
if actual.recordId ~= weaponId then
|
||||
return 'found weapon recordId does not match expected: actual=' .. tostring(actual.id)
|
||||
.. ', expected=' .. weaponId
|
||||
end
|
||||
return ''
|
||||
end
|
||||
testing.expectThat(weapon, isWeapon)
|
||||
|
||||
types.Actor.setEquipment(self, {[types.Actor.EQUIPMENT_SLOT.CarriedRight] = weapon})
|
||||
|
||||
coroutine.yield()
|
||||
|
||||
testing.expectThat(types.Actor.getEquipment(self, types.Actor.EQUIPMENT_SLOT.CarriedRight), isWeapon)
|
||||
|
||||
types.Actor.setStance(self, types.Actor.STANCE.Weapon)
|
||||
|
||||
local previousHealth = nil
|
||||
local targetActor = nil
|
||||
|
||||
while true do
|
||||
local time = core.getSimulationTime()
|
||||
testing.expectLessOrEqual(time, endTime, 'Did not damage any targets in ' .. duration .. ' seconds')
|
||||
|
||||
if targetActor ~= nil and types.Actor.stats.dynamic.health(targetActor).current < previousHealth then
|
||||
print('Dealt ' .. (previousHealth - types.Actor.stats.dynamic.health(targetActor).current) .. ' damage to ' .. tostring(targetActor))
|
||||
break
|
||||
end
|
||||
|
||||
local minDistance = nil
|
||||
for i, actor in ipairs(nearby.actors) do
|
||||
if actor.id ~= self.id then
|
||||
local distance = (actor.position - self.position):length()
|
||||
if minDistance == nil or minDistance > distance then
|
||||
minDistance = distance
|
||||
targetActor = actor
|
||||
end
|
||||
end
|
||||
end
|
||||
testing.expectNotEqual(targetActor, nil, 'No attack targets found')
|
||||
|
||||
previousHealth = types.Actor.stats.dynamic.health(targetActor).current
|
||||
|
||||
local destination = nil
|
||||
if minDistance > 100 then
|
||||
local status, path = nearby.findPath(self.position, targetActor.position, options)
|
||||
|
||||
testing.expectEqual(status, nearby.FIND_PATH_STATUS.Success,
|
||||
'Failed to find path from ' .. tostring(self.position) .. ' to ' .. tostring(targetActor.position))
|
||||
|
||||
destination = path[2]
|
||||
use = self.ATTACK_TYPE.NoAttack
|
||||
|
||||
self.controls.run = true
|
||||
self.controls.movement = 1
|
||||
else
|
||||
destination = targetActor.position
|
||||
|
||||
if nextTime < time then
|
||||
if use == 0 then
|
||||
use = self.ATTACK_TYPE.Any
|
||||
nextTime = time + 0.5
|
||||
else
|
||||
use = self.ATTACK_TYPE.NoAttack
|
||||
end
|
||||
end
|
||||
end
|
||||
self.controls.use = use
|
||||
|
||||
local direction = destination - self.position
|
||||
direction = direction:normalize()
|
||||
self.controls.yawChange = util.normalizeAngle(math.atan2(direction.x, direction.y) - self.rotation:getYaw())
|
||||
self.controls.pitchChange = util.normalizeAngle(math.asin(util.clamp(-direction.z, -1, 1)) - self.rotation:getPitch())
|
||||
|
||||
coroutine.yield()
|
||||
end
|
||||
|
||||
for k, v in pairs(types.Actor.stats.attributes) do
|
||||
v(self).base = attributes[k]
|
||||
end
|
||||
end)
|
||||
|
||||
return {
|
||||
engineHandlers = {
|
||||
onFrame = testing.updateLocal,
|
||||
|
|
|
@ -277,7 +277,12 @@ tests = {
|
|||
{'playerMemoryLimit', function()
|
||||
initPlayer()
|
||||
testing.runLocalTest(player, 'playerMemoryLimit')
|
||||
end}
|
||||
end},
|
||||
{'player with equipped weapon on attack should damage health of other actors', function()
|
||||
initPlayer()
|
||||
world.createObject('basic_dagger1h', 1):moveInto(player)
|
||||
testing.runLocalTest(player, 'playerWeaponAttack')
|
||||
end},
|
||||
}
|
||||
|
||||
return {
|
||||
|
|
|
@ -81,6 +81,12 @@ function M.expectEqual(v1, v2, msg)
|
|||
end
|
||||
end
|
||||
|
||||
function M.expectNotEqual(v1, v2, msg)
|
||||
if v1 == v2 then
|
||||
error(string.format('%s: %s == %s', msg or '', v1, v2), 2)
|
||||
end
|
||||
end
|
||||
|
||||
function M.closeToVector(expected, maxDistance)
|
||||
return function(actual)
|
||||
local distance = (expected - actual):length()
|
||||
|
|
Loading…
Reference in a new issue