Add test for player's attack

pull/3236/head
elsid 6 months ago
parent 5f26da01f1
commit 7998689080
No known key found for this signature in database
GPG Key ID: 4DE04C198CBA7625

@ -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()

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