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350 lines
15 KiB
Lua
350 lines
15 KiB
Lua
local testing = require('testing_util')
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local self = require('openmw.self')
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local util = require('openmw.util')
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local core = require('openmw.core')
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local input = require('openmw.input')
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local types = require('openmw.types')
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local nearby = require('openmw.nearby')
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local camera = require('openmw.camera')
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types.Player.setControlSwitch(self, types.Player.CONTROL_SWITCH.Controls, false)
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types.Player.setControlSwitch(self, types.Player.CONTROL_SWITCH.Fighting, false)
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types.Player.setControlSwitch(self, types.Player.CONTROL_SWITCH.Jumping, false)
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types.Player.setControlSwitch(self, types.Player.CONTROL_SWITCH.Looking, false)
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types.Player.setControlSwitch(self, types.Player.CONTROL_SWITCH.Magic, false)
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types.Player.setControlSwitch(self, types.Player.CONTROL_SWITCH.VanityMode, false)
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types.Player.setControlSwitch(self, types.Player.CONTROL_SWITCH.ViewMode, false)
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local function rotate(object, targetPitch, targetYaw)
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local endTime = core.getSimulationTime() + 1
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while core.getSimulationTime() < endTime do
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object.controls.jump = false
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object.controls.run = true
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object.controls.movement = 0
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object.controls.sideMovement = 0
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if targetPitch ~= nil then
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object.controls.pitchChange = util.normalizeAngle(targetPitch - object.rotation:getPitch()) * 0.5
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end
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if targetYaw ~= nil then
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object.controls.yawChange = util.normalizeAngle(targetYaw - object.rotation:getYaw()) * 0.5
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end
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coroutine.yield()
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end
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end
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local function rotateByYaw(object, target)
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rotate(object, nil, target)
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end
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local function rotateByPitch(object, target)
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rotate(object, target, nil)
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end
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testing.registerLocalTest('playerYawRotation',
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function()
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local initialAlphaXZ, initialGammaXZ = self.rotation:getAnglesXZ()
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local initialAlphaZYX, initialBetaZYX, initialGammaZYX = self.rotation:getAnglesZYX()
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local targetYaw = math.rad(90)
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rotateByYaw(self, targetYaw)
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testing.expectEqualWithDelta(self.rotation:getYaw(), targetYaw, 0.05, 'Incorrect yaw rotation')
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local alpha1, gamma1 = self.rotation:getAnglesXZ()
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testing.expectEqualWithDelta(alpha1, initialAlphaXZ, 0.05, 'Alpha rotation in XZ convention should not change')
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testing.expectEqualWithDelta(gamma1, targetYaw, 0.05, 'Incorrect gamma rotation in XZ convention')
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local alpha2, beta2, gamma2 = self.rotation:getAnglesZYX()
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testing.expectEqualWithDelta(alpha2, targetYaw, 0.05, 'Incorrect alpha rotation in ZYX convention')
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testing.expectEqualWithDelta(beta2, initialBetaZYX, 0.05, 'Beta rotation in ZYX convention should not change')
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testing.expectEqualWithDelta(gamma2, initialGammaZYX, 0.05, 'Gamma rotation in ZYX convention should not change')
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end)
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testing.registerLocalTest('playerPitchRotation',
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function()
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local initialAlphaXZ, initialGammaXZ = self.rotation:getAnglesXZ()
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local initialAlphaZYX, initialBetaZYX, initialGammaZYX = self.rotation:getAnglesZYX()
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local targetPitch = math.rad(90)
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rotateByPitch(self, targetPitch)
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testing.expectEqualWithDelta(self.rotation:getPitch(), targetPitch, 0.05, 'Incorrect pitch rotation')
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local alpha1, gamma1 = self.rotation:getAnglesXZ()
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testing.expectEqualWithDelta(alpha1, targetPitch, 0.05, 'Incorrect alpha rotation in XZ convention')
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testing.expectEqualWithDelta(gamma1, initialGammaXZ, 0.05, 'Gamma rotation in XZ convention should not change')
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local alpha2, beta2, gamma2 = self.rotation:getAnglesZYX()
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testing.expectEqualWithDelta(alpha2, initialAlphaZYX, 0.05, 'Alpha rotation in ZYX convention should not change')
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testing.expectEqualWithDelta(beta2, initialBetaZYX, 0.05, 'Beta rotation in ZYX convention should not change')
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testing.expectEqualWithDelta(gamma2, targetPitch, 0.05, 'Incorrect gamma rotation in ZYX convention')
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end)
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testing.registerLocalTest('playerPitchAndYawRotation',
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function()
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local targetPitch = math.rad(-30)
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local targetYaw = math.rad(-60)
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rotate(self, targetPitch, targetYaw)
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testing.expectEqualWithDelta(self.rotation:getPitch(), targetPitch, 0.05, 'Incorrect pitch rotation')
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testing.expectEqualWithDelta(self.rotation:getYaw(), targetYaw, 0.05, 'Incorrect yaw rotation')
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local alpha1, gamma1 = self.rotation:getAnglesXZ()
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testing.expectEqualWithDelta(alpha1, targetPitch, 0.05, 'Incorrect alpha rotation in XZ convention')
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testing.expectEqualWithDelta(gamma1, targetYaw, 0.05, 'Incorrect gamma rotation in XZ convention')
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local alpha2, beta2, gamma2 = self.rotation:getAnglesZYX()
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testing.expectEqualWithDelta(alpha2, math.rad(-56), 0.05, 'Incorrect alpha rotation in ZYX convention')
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testing.expectEqualWithDelta(beta2, math.rad(-25), 0.05, 'Incorrect beta rotation in ZYX convention')
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testing.expectEqualWithDelta(gamma2, math.rad(-16), 0.05, 'Incorrect gamma rotation in ZYX convention')
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end)
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testing.registerLocalTest('playerRotation',
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function()
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local rotation = math.sqrt(2)
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local endTime = core.getSimulationTime() + 3
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while core.getSimulationTime() < endTime do
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self.controls.jump = false
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self.controls.run = true
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self.controls.movement = 0
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self.controls.sideMovement = 0
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self.controls.pitchChange = rotation
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self.controls.yawChange = rotation
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coroutine.yield()
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local alpha1, gamma1 = self.rotation:getAnglesXZ()
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testing.expectThat(alpha1, testing.isNotNan(), 'Alpha rotation in XZ convention is nan')
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testing.expectThat(gamma1, testing.isNotNan(), 'Gamma rotation in XZ convention is nan')
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local alpha2, beta2, gamma2 = self.rotation:getAnglesZYX()
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testing.expectThat(alpha2, testing.isNotNan(), 'Alpha rotation in ZYX convention is nan')
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testing.expectThat(beta2, testing.isNotNan(), 'Beta rotation in ZYX convention is nan')
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testing.expectThat(gamma2, testing.isNotNan(), 'Gamma rotation in ZYX convention is nan')
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end
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end)
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testing.registerLocalTest('playerForwardRunning',
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function()
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local startPos = self.position
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local endTime = core.getSimulationTime() + 1
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while core.getSimulationTime() < endTime do
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self.controls.jump = false
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self.controls.run = true
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self.controls.movement = 1
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self.controls.sideMovement = 0
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self.controls.yawChange = 0
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coroutine.yield()
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end
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local direction, distance = (self.position - startPos):normalize()
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testing.expectGreaterThan(distance, 0, 'Run forward, distance')
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testing.expectEqualWithDelta(direction.x, 0, 0.1, 'Run forward, X coord')
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testing.expectEqualWithDelta(direction.y, 1, 0.1, 'Run forward, Y coord')
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end)
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testing.registerLocalTest('playerDiagonalWalking',
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function()
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local startPos = self.position
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local endTime = core.getSimulationTime() + 1
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while core.getSimulationTime() < endTime do
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self.controls.jump = false
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self.controls.run = false
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self.controls.movement = -1
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self.controls.sideMovement = -1
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self.controls.yawChange = 0
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coroutine.yield()
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end
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local direction, distance = (self.position - startPos):normalize()
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testing.expectGreaterThan(distance, 0, 'Walk diagonally, distance')
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testing.expectEqualWithDelta(direction.x, -0.707, 0.1, 'Walk diagonally, X coord')
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testing.expectEqualWithDelta(direction.y, -0.707, 0.1, 'Walk diagonally, Y coord')
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end)
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testing.registerLocalTest('findPath',
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function()
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local src = util.vector3(4096, 4096, 1745)
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local dst = util.vector3(4500, 4500, 1745.95263671875)
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local options = {
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agentBounds = types.Actor.getPathfindingAgentBounds(self),
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includeFlags = nearby.NAVIGATOR_FLAGS.Walk + nearby.NAVIGATOR_FLAGS.Swim,
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areaCosts = {
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water = 1,
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door = 2,
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ground = 1,
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pathgrid = 1,
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},
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destinationTolerance = 1,
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}
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local status, path = nearby.findPath(src, dst, options)
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testing.expectEqual(status, nearby.FIND_PATH_STATUS.Success, 'Status')
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testing.expectLessOrEqual((path[#path] - dst):length(), 1,
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'Last path point ' .. testing.formatActualExpected(path[#path], dst))
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end)
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testing.registerLocalTest('findRandomPointAroundCircle',
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function()
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local position = util.vector3(4096, 4096, 1745.95263671875)
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local maxRadius = 100
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local options = {
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agentBounds = types.Actor.getPathfindingAgentBounds(self),
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includeFlags = nearby.NAVIGATOR_FLAGS.Walk,
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}
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local result = nearby.findRandomPointAroundCircle(position, maxRadius, options)
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testing.expectGreaterThan((result - position):length(), 1,
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'Random point ' .. testing.formatActualExpected(result, position))
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end)
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testing.registerLocalTest('castNavigationRay',
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function()
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local src = util.vector3(4096, 4096, 1745)
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local dst = util.vector3(4500, 4500, 1745.95263671875)
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local options = {
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agentBounds = types.Actor.getPathfindingAgentBounds(self),
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includeFlags = nearby.NAVIGATOR_FLAGS.Walk + nearby.NAVIGATOR_FLAGS.Swim,
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}
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local result = nearby.castNavigationRay(src, dst, options)
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testing.expectLessOrEqual((result - dst):length(), 1,
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'Navigation hit point ' .. testing.formatActualExpected(result, dst))
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end)
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testing.registerLocalTest('findNearestNavMeshPosition',
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function()
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local position = util.vector3(4096, 4096, 2000)
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local options = {
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agentBounds = types.Actor.getPathfindingAgentBounds(self),
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includeFlags = nearby.NAVIGATOR_FLAGS.Walk + nearby.NAVIGATOR_FLAGS.Swim,
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searchAreaHalfExtents = util.vector3(1000, 1000, 1000),
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}
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local result = nearby.findNearestNavMeshPosition(position, options)
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local expected = util.vector3(4096, 4096, 1746.27099609375)
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testing.expectLessOrEqual((result - expected):length(), 1,
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'Navigation mesh position ' .. testing.formatActualExpected(result, expected))
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end)
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testing.registerLocalTest('playerMemoryLimit',
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function()
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local ok, err = pcall(function()
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local str = 'a'
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while true do
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str = str .. str
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end
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end)
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testing.expectEqual(ok, false, 'Script reaching memory limit should fail')
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testing.expectEqual(err, 'not enough memory')
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end)
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testing.registerLocalTest('playerWeaponAttack',
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function()
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camera.setMode(camera.MODE.ThirdPerson)
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local options = {
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agentBounds = types.Actor.getPathfindingAgentBounds(self),
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}
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local duration = 10
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local endTime = core.getSimulationTime() + duration
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local nextTime = 0
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local use = self.ATTACK_TYPE.NoAttack
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local attributes = {}
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for k, v in pairs(types.Actor.stats.attributes) do
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attributes[k] = v(self).base
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end
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types.Actor.stats.attributes.speed(self).base = 100
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types.Actor.stats.attributes.strength(self).base = 1000
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types.Actor.stats.attributes.agility(self).base = 1000
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local weaponId = 'basic_dagger1h'
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local weapon = types.Actor.inventory(self):find(weaponId)
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local isWeapon = function(actual)
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if actual == nil then
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return weaponId .. ' is not found'
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end
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if actual.recordId ~= weaponId then
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return 'found weapon recordId does not match expected: actual=' .. tostring(actual.id)
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.. ', expected=' .. weaponId
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end
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return ''
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end
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testing.expectThat(weapon, isWeapon)
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types.Actor.setEquipment(self, {[types.Actor.EQUIPMENT_SLOT.CarriedRight] = weapon})
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coroutine.yield()
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testing.expectThat(types.Actor.getEquipment(self, types.Actor.EQUIPMENT_SLOT.CarriedRight), isWeapon)
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types.Actor.setStance(self, types.Actor.STANCE.Weapon)
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local previousHealth = nil
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local targetActor = nil
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while true do
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local time = core.getSimulationTime()
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testing.expectLessOrEqual(time, endTime, 'Did not damage any targets in ' .. duration .. ' seconds')
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if targetActor ~= nil and types.Actor.stats.dynamic.health(targetActor).current < previousHealth then
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print('Dealt ' .. (previousHealth - types.Actor.stats.dynamic.health(targetActor).current) .. ' damage to ' .. tostring(targetActor))
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break
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end
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local minDistance = nil
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for i, actor in ipairs(nearby.actors) do
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if actor.id ~= self.id then
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local distance = (actor.position - self.position):length()
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if minDistance == nil or minDistance > distance then
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minDistance = distance
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targetActor = actor
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end
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end
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end
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testing.expectNotEqual(targetActor, nil, 'No attack targets found')
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previousHealth = types.Actor.stats.dynamic.health(targetActor).current
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local destination = nil
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if minDistance > 100 then
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local status, path = nearby.findPath(self.position, targetActor.position, options)
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testing.expectEqual(status, nearby.FIND_PATH_STATUS.Success,
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'Failed to find path from ' .. tostring(self.position) .. ' to ' .. tostring(targetActor.position))
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destination = path[2]
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use = self.ATTACK_TYPE.NoAttack
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self.controls.run = true
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self.controls.movement = 1
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else
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destination = targetActor.position
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if nextTime < time then
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if use == 0 then
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use = self.ATTACK_TYPE.Any
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nextTime = time + 0.5
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else
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use = self.ATTACK_TYPE.NoAttack
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end
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end
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end
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self.controls.use = use
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local direction = destination - self.position
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direction = direction:normalize()
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self.controls.yawChange = util.normalizeAngle(math.atan2(direction.x, direction.y) - self.rotation:getYaw())
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self.controls.pitchChange = util.normalizeAngle(math.asin(util.clamp(-direction.z, -1, 1)) - self.rotation:getPitch())
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coroutine.yield()
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end
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for k, v in pairs(types.Actor.stats.attributes) do
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v(self).base = attributes[k]
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end
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end)
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return {
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engineHandlers = {
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onFrame = testing.updateLocal,
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},
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eventHandlers = testing.eventHandlers
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}
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