tests/lua/drillrockets_boom.lua
author Wuzzy <almikes@aol.com>
Mon, 25 Sep 2017 20:09:33 +0200
changeset 12520 22f2a586b9ca
parent 10620 0f7dedda093b
permissions -rw-r--r--
Remove checkpoints in ASA: Getting to the device This means the player now must win this mission in one go. Justification: There were many ways for the mission to be saved in an unwinnable state, there are many ways to win this mission and the checkpoints try to "force" one particular way. Also, this mission isn't too long anyway.
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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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