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	We just need to make sure player moved, for how long is not important. To avoid failures like: https://gitlab.com/OpenMW/openmw/-/jobs/5815281969: TEST playerForwardRunning FAILED [string "test.lua"]:80: [string "player.lua"]:44: Normalized forward runned distance: 0.782032 ~= 1.000000
		
			
				
	
	
		
			132 lines
		
	
	
	
		
			5.6 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
			
		
		
	
	
			132 lines
		
	
	
	
		
			5.6 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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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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testing.registerLocalTest('playerRotation',
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    function()
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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 = 0
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            self.controls.sideMovement = 0
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            self.controls.yawChange = util.normalizeAngle(math.rad(90) - self.rotation:getYaw()) * 0.5
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            coroutine.yield()
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        end
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        testing.expectEqualWithDelta(self.rotation:getYaw(), math.rad(90), 0.05, 'Incorrect rotation')
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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, 867.237)
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        local dst = util.vector3(4500, 4500, 700.216)
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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:size()] - dst):length(), 1,
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            'Last path point '  .. testing.formatActualExpected(path[path:size()], 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, 867.237)
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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, 867.237)
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        local dst = util.vector3(4500, 4500, 700.216)
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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, 1000)
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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, 872.674)
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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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return {
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    engineHandlers = {
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        onUpdate = testing.updateLocal,
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    },
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    eventHandlers = testing.eventHandlers
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}
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