tests/lua/drillrockets_boom.lua
author nemo
Wed, 30 Dec 2015 23:30:00 -0500
changeset 11478 023db094b22d
parent 10620 0f7dedda093b
permissions -rw-r--r--
Some themers expressed desire to have translucent themes. While the current AA stuff in uLandGraphics won't really allow this to work with LandBackTex properly, seems to me it should be safe to allow alpha for LandTex. Our LandTex should all have alpha of 255 on the existing themes.
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local ta_pointsize = 63
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local ta_radius = (ta_pointsize * 10 + 6) / 2
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local sqrttwo = math.sqrt(2)
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-- creates round test area
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function AddTestArea(testarea)
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	step = 100
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	xstep = step * testarea["xdir"]
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	ystep = step * testarea["ydir"]
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	x = testarea["x"]
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	y = testarea["y"]
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	if xstep * ystep ~= 0 then
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		xstep = math.floor(xstep / sqrttwo)
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		ystep = math.floor(ystep / sqrttwo)
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	end
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	AddPoint(x, y, ta_pointsize);
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	AddPoint(x + xstep, y + ystep, ta_pointsize, true);
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end
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-- vertical test areas
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local taa_v1 = {x= 350, y= 400, xdir= 0, ydir= 1}
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local taa_v2 = {x= 350, y=1500, xdir= 0, ydir=-1}
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-- horizontal test areas
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local taa_h1 = {x=1150, y= 400, xdir= 1, ydir= 0}
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local taa_h2 = {x=1200, y=1100, xdir=-1, ydir= 0}
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-- diagonal test areas
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local taa_d1 = {x=2200, y= 400, xdir= 1, ydir= 1}
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local taa_d2 = {x=2000, y=1500, xdir= 1, ydir=-1}
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local taa_d3 = {x=3300, y= 400, xdir=-1, ydir= 1}
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local taa_d4 = {x=3300, y=1500, xdir=-1, ydir=-1}
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-- fail counter
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local nfailed = 0
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local nspawned = 0
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local ndied = 0
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function onGameInit()
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	-- At first we have to overwrite/set some global variables
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	-- that define the map, the game has to load, as well as
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	-- other things such as the game rules to use, etc.
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	-- Things we don't modify here will use their default values.
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	-- The base number for the random number generator
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	Seed = 1
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	-- The map to be played
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	MapGen = mgDrawn
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	-- The theme to be used
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	Theme = "Bamboo"
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	-- Game settings and rules
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	EnableGameFlags(gfOneClanMode, gfDisableWind, gfDisableLandObjects, gfDisableGirders, gfSolidLand)
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	CaseFreq = 0
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	MinesNum = 0
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	Explosives = 0
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	-- No damage please
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	DamagePercent = 1
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	-- Draw Map
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	-- AddPoint(10,30,0) -- hog spawn platform
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	-- test areas
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	AddTestArea(taa_v1)
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	AddTestArea(taa_v2)
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	AddTestArea(taa_h1)
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	AddTestArea(taa_h2)
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	AddTestArea(taa_d1)
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	AddTestArea(taa_d2)
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	AddTestArea(taa_d3)
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	AddTestArea(taa_d4)
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	FlushPoints()
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	-- Create the player team
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	AddTeam("'Zooka Team", 14483456, "Simple", "Island", "Default")
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	-- And add a hog to it
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	player = AddHog("Hunter", 0, 1, "NoHat")
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	-- place it on how spawn platform
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	SetGearPosition(player, 10, 10)
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end
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-- xdir/ydir is direction in which to fire the drills
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function SpawnDrillRocketArray(testarea)
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	xdir = testarea["xdir"]
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	ydir = testarea["ydir"]
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	centerx = testarea["x"]
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	centery = testarea["y"]
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	distance = 23
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	d = distance
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	radius = ta_radius
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	speed = 900000;
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	local xmin, xmax, ymin, ymax
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	if (xdir ~= 0) and (ydir ~= 0) then
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		d = d / sqrttwo
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		radius = radius / sqrttwo
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		speed = math.floor(speed / sqrttwo)
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	end
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	centerx = centerx - (xdir * (radius + 20))
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	centery = centery - (ydir * (radius + 20))
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	radius = radius - 6
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	xn = ydir
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	yn = -xdir
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	startx = centerx - (radius * xn)
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	starty = centery - (radius * yn)
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	endx = centerx + (radius * xn)
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	endy = centery + (radius * yn)
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	-- spawn loop
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	x = startx
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	y = starty
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	xd = d * xn
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	yd = d * yn
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	if (xd < 0) and (startx < endx) then x = endx end
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	if (yd < 0) and (starty < endy) then y = endy end
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	nsteps = math.floor(math.max(math.abs(startx - endx),math.abs(starty - endy)) / d)
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	for i = 1, nsteps, 1 do
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		AddGear(math.floor(x), math.floor(y), gtDrill, gsttmpFlag * (i % 2), speed * xdir, speed * ydir, 0)
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		nspawned = nspawned + 1
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		x = x + xd
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		y = y + yd
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	end
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end
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function onGearDelete(gear)
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	if GetGearType(gear) == gtDrill then
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		-- the way to check state will change in API at some point
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		if band(GetState(gear), gsttmpFlag) == 0 then
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			-- regular drill rocket
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			if (GetTimer(gear) < 2000) or (GetTimer(gear) > 3000) then
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				nfailed = nfailed + 1
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			end
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		else
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			-- airstrike drill rocket
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			if GetTimer(gear) > 0 then
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				nfailed = nfailed + 1
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			end
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		end
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		ndied = ndied + 1
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		if ndied == nspawned then
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			WriteLnToConsole('TESTRESULT: ' .. nfailed .. ' of ' .. nspawned .. ' drill rockets did not explode as expected')
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			if (nfailed > 0) then
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				EndLuaTest(TEST_FAILED)
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			else
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				EndLuaTest(TEST_SUCCESSFUL)
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			end
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		end
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	end
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end
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function onGameStart()
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	SetGravity(1)
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	SpawnDrillRocketArray(taa_h1)
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	SpawnDrillRocketArray(taa_h2)
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	SpawnDrillRocketArray(taa_v1)
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	SpawnDrillRocketArray(taa_v2)
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	SpawnDrillRocketArray(taa_d1)
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	SpawnDrillRocketArray(taa_d2)
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	SpawnDrillRocketArray(taa_d3)
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	SpawnDrillRocketArray(taa_d4)
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end
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