tests/lua/drillrockets_drill.lua
author Wuzzy <Wuzzy2@mail.ru>
Thu, 25 Apr 2019 23:01:05 +0200
changeset 14844 e239378a9400
parent 10611 58cad46782ff
permissions -rw-r--r--
Prevent entering “/”, “\” and “:” in team and scheme names. The name of teams and schems is saved in the file name itself, so these characters would cause trouble as they are used in path names in Linux and Windows.


local ta_pointsize = 63
local ta_radius = (ta_pointsize * 10 + 6) / 2

-- creates round test area
function AddTestArea(testarea)
	step = 200
	xstep = step * testarea["xdir"]
	ystep = step * testarea["ydir"]
	x = testarea["x"]
	y = testarea["y"]
	AddPoint(x, y, ta_pointsize);
	AddPoint(x + xstep, y + ystep);
end

-- vertical test areas
local taa_v1 = {x= 350, y= 400, xdir= 0, ydir= 1}
local taa_v2 = {x= 350, y=1500, xdir= 0, ydir=-1}
-- horizontal test areas
local taa_h1 = {x=1150, y= 400, xdir= 1, ydir= 0}
local taa_h2 = {x=1200, y=1100, xdir=-1, ydir= 0}
-- diagonal test areas
local taa_d1 = {x=2200, y= 400, xdir= 1, ydir= 1}
local taa_d2 = {x=2000, y=1500, xdir= 1, ydir=-1}
local taa_d3 = {x=3300, y= 400, xdir=-1, ydir= 1}
local taa_d4 = {x=3300, y=1500, xdir=-1, ydir=-1}

-- fail counter
local nfailed = 0
local nspawned = 0
local ndied = 0

function onGameInit()
	-- At first we have to overwrite/set some global variables
	-- that define the map, the game has to load, as well as
	-- other things such as the game rules to use, etc.
	-- Things we don't modify here will use their default values.

	-- The base number for the random number generator
	Seed = 1
	-- The map to be played
	MapGen = mgDrawn
	-- The theme to be used
	Theme = "Bamboo"
	-- Game settings and rules
	EnableGameFlags(gfOneClanMode, gfDisableWind, gfDisableLandObjects, gfDisableGirders, gfSolidLand)
	CaseFreq = 0
	MinesNum = 0
	Explosives = 0

	-- No damage please
	DamagePercent = 1

	-- Draw Map
	AddPoint(10,30,0) -- hog spawn platform
	-- test areas
	AddTestArea(taa_v1)
	AddTestArea(taa_v2)
	AddTestArea(taa_h1)
	AddTestArea(taa_h2)
	AddTestArea(taa_d1)
	AddTestArea(taa_d2)
	AddTestArea(taa_d3)
	AddTestArea(taa_d4)

	FlushPoints()

	-- Create the player team
	AddTeam("'Zooka Team", 14483456, "Simple", "Island", "Default")
	-- And add a hog to it
	player = AddHog("Hunter", 0, 1, "NoHat")
	-- place it on how spawn platform
	SetGearPosition(player, 10, 10)
end

-- xdir/ydir is direction in which to fire the drills
function SpawnDrillRocketArray(testarea)
	xdir = testarea["xdir"]
	ydir = testarea["ydir"]
	centerx = testarea["x"]
	centery = testarea["y"]
	distance = 23
	d = distance
	radius = ta_radius
	local xmin, xmax, ymin, ymax
	speed = 900000;
	local xmin, xmax, ymin, ymax
	if (xdir ~= 0) and (ydir ~= 0) then
		sqrttwo = math.sqrt(2)
		d = d / sqrttwo
		radius = radius / sqrttwo
		speed = math.floor(speed / sqrttwo)
	end
	centerx = centerx - (xdir * (radius + 20))
	centery = centery - (ydir * (radius + 20))
	radius = radius - 6
	xn = ydir
	yn = -xdir
	startx = centerx - (radius * xn)
	starty = centery - (radius * yn)
	endx = centerx + (radius * xn)
	endy = centery + (radius * yn)

	-- spawn loop
	x = startx
	y = starty
	xd = d * xn
	yd = d * yn
	if (xd < 0) and (startx < endx) then x = endx end
	if (yd < 0) and (starty < endy) then y = endy end
	nsteps = math.floor(math.max(math.abs(startx - endx),math.abs(starty - endy)) / d)
	for i = 1, nsteps, 1 do
		AddGear(math.floor(x), math.floor(y), gtDrill, 0, speed * xdir, speed * ydir, 0)
		nspawned = nspawned + 1
		x = x + xd
		y = y + yd
	end
end

function onGearDelete(gear)
	if GetGearType(gear) == gtDrill then
		if GetTimer(gear) > 0 then
			nfailed = nfailed + 1
		end
		ndied = ndied + 1
		if ndied == nspawned then
			WriteLnToConsole('TESTRESULT: ' .. nfailed .. ' of ' .. nspawned .. ' drill rockets exploded prematurely')
			if (nfailed > 0) then
				EndLuaTest(TEST_FAILED)
			else
				EndLuaTest(TEST_SUCCESSFUL)
			end
		end
	end
end

function onGameStart()
	SetGravity(1)

	SpawnDrillRocketArray(taa_h1)
	SpawnDrillRocketArray(taa_h2)
	SpawnDrillRocketArray(taa_v1)
	SpawnDrillRocketArray(taa_v2)
	SpawnDrillRocketArray(taa_d1)
	SpawnDrillRocketArray(taa_d2)
	SpawnDrillRocketArray(taa_d3)
	SpawnDrillRocketArray(taa_d4)
end