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binaries/data/mods/public/simulation/components/tests/test_Damage.js
Show All 19 Lines | |||||
Engine.LoadComponentScript("Timer.js"); | Engine.LoadComponentScript("Timer.js"); | ||||
function Test_Generic() | function Test_Generic() | ||||
{ | { | ||||
ResetState(); | ResetState(); | ||||
let cmpDamage = ConstructComponent(SYSTEM_ENTITY, "Damage"); | let cmpDamage = ConstructComponent(SYSTEM_ENTITY, "Damage"); | ||||
let cmpTimer = ConstructComponent(SYSTEM_ENTITY, "Timer"); | let cmpTimer = ConstructComponent(SYSTEM_ENTITY, "Timer"); | ||||
cmpTimer.OnUpdate({ turnLength: 1 }); | cmpTimer.OnUpdate({ "turnLength": 1 }); | ||||
let attacker = 11; | let attacker = 11; | ||||
let atkPlayerEntity = 1; | let atkPlayerEntity = 1; | ||||
let attackerOwner = 6; | let attackerOwner = 6; | ||||
let cmpAttack = ConstructComponent(attacker, "Attack", | let cmpAttack = ConstructComponent(attacker, "Attack", | ||||
{ | { | ||||
"Ranged": { | "Ranged": { | ||||
"MaxRange": 50, | "MaxRange": 50, | ||||
"MinRange": 0, | "MinRange": 0, | ||||
"Delay": 0, | "Delay": 0, | ||||
"Projectile": { | "Projectile": { | ||||
"Speed": 75.0, | "Speed": 75.0, | ||||
"Spread": 0.5, | "Spread": 0.5, | ||||
"Gravity": 9.81, | "Gravity": 9.81, | ||||
"FriendlyFire": "false", | |||||
Stan: Shouldn't that be text, as it would be in the template ? | |||||
"LaunchPoint": { "@y": 3 } | "LaunchPoint": { "@y": 3 } | ||||
} | } | ||||
} | } | ||||
}); | }); | ||||
let damage = 5; | let damage = 5; | ||||
let target = 21; | let target = 21; | ||||
let targetOwner = 7; | let targetOwner = 7; | ||||
let targetPos = new Vector3D(3, 0, 3); | let targetPos = new Vector3D(3, 0, 3); | ||||
let type = "Melee"; | let type = "Melee"; | ||||
let damageTaken = false; | let damageTaken = false; | ||||
cmpAttack.GetAttackStrengths = attackType => ({ "hack": 0, "pierce": 0, "crush": damage }); | cmpAttack.GetAttackStrengths = attackType => ({ "hack": 0, "pierce": 0, "crush": damage }); | ||||
let data = { | let data = { | ||||
"attacker": attacker, | "attacker": attacker, | ||||
"target": target, | "target": target, | ||||
"type": "Melee", | "type": "Melee", | ||||
"strengths": { "hack": 0, "pierce": 0, "crush": damage }, | "strengths": { "hack": 0, "pierce": 0, "crush": damage }, | ||||
"multiplier": 1.0, | "multiplier": 1.0, | ||||
"attackerOwner": attackerOwner, | "attackerOwner": attackerOwner, | ||||
"position": targetPos, | "position": targetPos, | ||||
"isSplash": false, | |||||
"projectileId": 9, | "projectileId": 9, | ||||
"direction": new Vector3D(1,0,0) | "direction": new Vector3D(1, 0, 0) | ||||
}; | }; | ||||
AddMock(atkPlayerEntity, IID_Player, { | AddMock(atkPlayerEntity, IID_Player, { | ||||
"GetEnemies": () => [targetOwner] | "GetEnemies": () => [targetOwner] | ||||
}); | }); | ||||
AddMock(SYSTEM_ENTITY, IID_PlayerManager, { | AddMock(SYSTEM_ENTITY, IID_PlayerManager, { | ||||
"GetPlayerByID": id => atkPlayerEntity, | "GetPlayerByID": id => atkPlayerEntity, | ||||
Show All 34 Lines | function Test_Generic() | ||||
AddMock(attacker, IID_Position, { | AddMock(attacker, IID_Position, { | ||||
"GetPosition": () => new Vector3D(2, 0, 3), | "GetPosition": () => new Vector3D(2, 0, 3), | ||||
"GetRotation": () => new Vector3D(1, 2, 3), | "GetRotation": () => new Vector3D(1, 2, 3), | ||||
"IsInWorld": () => true, | "IsInWorld": () => true, | ||||
}); | }); | ||||
function TestDamage() | function TestDamage() | ||||
{ | { | ||||
cmpTimer.OnUpdate({ turnLength: 1 }); | cmpTimer.OnUpdate({ "turnLength": 1 }); | ||||
TS_ASSERT(damageTaken); | TS_ASSERT(damageTaken); | ||||
damageTaken = false; | damageTaken = false; | ||||
} | } | ||||
cmpDamage.CauseDamage(data); | cmpDamage.CauseDamage(data); | ||||
TestDamage(); | TestDamage(); | ||||
type = data.type = "Ranged"; | type = data.type = "Ranged"; | ||||
Show All 25 Lines | function TestLinearSplashDamage() | ||||
const origin = new Vector2D(0, 0); | const origin = new Vector2D(0, 0); | ||||
let data = { | let data = { | ||||
"attacker": attacker, | "attacker": attacker, | ||||
"origin": origin, | "origin": origin, | ||||
"radius": 10, | "radius": 10, | ||||
"shape": "Linear", | "shape": "Linear", | ||||
"strengths": { "hack" : 100, "pierce" : 0, "crush": 0 }, | "strengths": { "hack": 100, "pierce": 0, "crush": 0 }, | ||||
"direction": new Vector3D(1, 747, 0), | "direction": new Vector3D(1, 747, 0), | ||||
"playersToDamage": [2], | "playersToDamage": [2], | ||||
"type": "Ranged", | "type": "Ranged", | ||||
"attackerOwner": attackerOwner | "attackerOwner": attackerOwner | ||||
}; | }; | ||||
let fallOff = function(x,y) | let fallOff = function(x, y) | ||||
{ | { | ||||
return (1 - x * x / (data.radius * data.radius)) * (1 - 25 * y * y / (data.radius * data.radius)); | return (1 - x * x / (data.radius * data.radius)) * (1 - 25 * y * y / (data.radius * data.radius)); | ||||
}; | }; | ||||
let hitEnts = new Set(); | let hitEnts = new Set(); | ||||
let cmpDamage = ConstructComponent(SYSTEM_ENTITY, "Damage"); | let cmpDamage = ConstructComponent(SYSTEM_ENTITY, "Damage"); | ||||
▲ Show 20 Lines • Show All 135 Lines • ▼ Show 20 Lines | AddMock(64, IID_DamageReceiver, { | ||||
} | } | ||||
}); | }); | ||||
cmpDamage.CauseDamageOverArea({ | cmpDamage.CauseDamageOverArea({ | ||||
"attacker": 50, | "attacker": 50, | ||||
"origin": new Vector2D(3, 4), | "origin": new Vector2D(3, 4), | ||||
"radius": radius, | "radius": radius, | ||||
"shape": "Circular", | "shape": "Circular", | ||||
"strengths": { "hack" : 100, "pierce" : 0, "crush": 0 }, | "strengths": { "hack": 100, "pierce": 0, "crush": 0 }, | ||||
"playersToDamage": [2], | "playersToDamage": [2], | ||||
"type": "Ranged", | "type": "Ranged", | ||||
"attackerOwner": 1 | "attackerOwner": 1 | ||||
}); | }); | ||||
} | } | ||||
TestCircularSplashDamage(); | TestCircularSplashDamage(); | ||||
Show All 19 Lines | let data = { | ||||
"type": "Ranged", | "type": "Ranged", | ||||
"attacker": 70, | "attacker": 70, | ||||
"target": 60, | "target": 60, | ||||
"strengths": { "hack": 0, "pierce": 100, "crush": 0 }, | "strengths": { "hack": 0, "pierce": 100, "crush": 0 }, | ||||
"position": targetPos, | "position": targetPos, | ||||
"direction": new Vector3D(1, 0, 0), | "direction": new Vector3D(1, 0, 0), | ||||
"projectileId": 9, | "projectileId": 9, | ||||
"bonus": undefined, | "bonus": undefined, | ||||
"isSplash": false, | "friendlyFire": "false", | ||||
Done Inline ActionsIsn't it supposed to be a "false" string ? Stan: Isn't it supposed to be a "false" string ? | |||||
"attackerOwner": 1 | "attackerOwner": 1 | ||||
}; | }; | ||||
AddMock(SYSTEM_ENTITY, IID_PlayerManager, { | AddMock(SYSTEM_ENTITY, IID_PlayerManager, { | ||||
"GetPlayerByID": id => id == 1 ? 10 : 11, | "GetPlayerByID": id => id == 1 ? 10 : 11, | ||||
"GetAllPlayers": () => [0, 1] | "GetAllPlayers": () => [0, 1] | ||||
}); | }); | ||||
▲ Show 20 Lines • Show All 82 Lines • ▼ Show 20 Lines | AddMock(61, IID_Footprint, { | ||||
"GetShape": () => ({ "type": "circle", "radius": 20 }), | "GetShape": () => ({ "type": "circle", "radius": 20 }), | ||||
}); | }); | ||||
cmpDamage.MissileHit(data, 0); | cmpDamage.MissileHit(data, 0); | ||||
TS_ASSERT(hitEnts.has(61)); | TS_ASSERT(hitEnts.has(61)); | ||||
hitEnts.clear(); | hitEnts.clear(); | ||||
// Add a splash damage. | // Add a splash damage. | ||||
data.splash = { | |||||
data.friendlyFire = false; | "friendlyFire": "false", | ||||
data.radius = 10; | "radius": 10, | ||||
data.shape = "Circular"; | "shape": "Circular", | ||||
data.isSplash = true; | "strengths": { "hack": 0, "pierce": 0, "crush": 200 } | ||||
data.splashStrengths = { "hack": 0, "pierce": 0, "crush": 200 }; | }; | ||||
Done Inline ActionsMaybe data.splash = { "friendlyFire": "false", "radius": 10, "shape": "Circular" }; Stan: Maybe
```lang=js
data.splash = {
"friendlyFire": "false",
"radius": 10,
"shape"… | |||||
AddMock(SYSTEM_ENTITY, IID_RangeManager, { | AddMock(SYSTEM_ENTITY, IID_RangeManager, { | ||||
"ExecuteQueryAroundPos": () => [61, 62] | "ExecuteQueryAroundPos": () => [61, 62] | ||||
}); | }); | ||||
let dealtDamage = 0; | let dealtDamage = 0; | ||||
AddMock(61, IID_DamageReceiver, { | AddMock(61, IID_DamageReceiver, { | ||||
"TakeDamage": (strengths, multiplier) => { | "TakeDamage": (strengths, multiplier) => { | ||||
▲ Show 20 Lines • Show All 47 Lines • ▼ Show 20 Lines | function Test_MissileHit() | ||||
data.bonus = bonus; | data.bonus = bonus; | ||||
cmpDamage.MissileHit(data, 0); | cmpDamage.MissileHit(data, 0); | ||||
TS_ASSERT(hitEnts.has(61)); | TS_ASSERT(hitEnts.has(61)); | ||||
TS_ASSERT_EQUALS(dealtDamage, 400 * 100 + 200); | TS_ASSERT_EQUALS(dealtDamage, 400 * 100 + 200); | ||||
dealtDamage = 0; | dealtDamage = 0; | ||||
hitEnts.clear(); | hitEnts.clear(); | ||||
data.splashBonus = splashBonus; | data.splash.bonus = splashBonus; | ||||
cmpDamage.MissileHit(data, 0); | cmpDamage.MissileHit(data, 0); | ||||
TS_ASSERT(hitEnts.has(61)); | TS_ASSERT(hitEnts.has(61)); | ||||
TS_ASSERT_EQUALS(dealtDamage, 400 * 100 + 10000 * 200); | TS_ASSERT_EQUALS(dealtDamage, 400 * 100 + 10000 * 200); | ||||
dealtDamage = 0; | dealtDamage = 0; | ||||
hitEnts.clear(); | hitEnts.clear(); | ||||
data.bonus = undefined; | data.bonus = undefined; | ||||
cmpDamage.MissileHit(data, 0); | cmpDamage.MissileHit(data, 0); | ||||
Show All 21 Lines |
Wildfire Games · Phabricator
Shouldn't that be text, as it would be in the template ?