author | sheepluva |
Mon, 25 May 2015 22:32:32 +0200 | |
changeset 10960 | 4f77e60146fc |
parent 10620 | 0f7dedda093b |
permissions | -rw-r--r-- |
10028
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add a test based on unC0Rr's suggestion. still a lot of mess and redundancy involved, sry :P
sheepluva
parents:
diff
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1 |
|
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add a test based on unC0Rr's suggestion. still a lot of mess and redundancy involved, sry :P
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2 |
local ta_pointsize = 63 |
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3 |
local ta_radius = (ta_pointsize * 10 + 6) / 2 |
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4 |
|
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5 |
local sqrttwo = math.sqrt(2) |
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6 |
|
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add a test based on unC0Rr's suggestion. still a lot of mess and redundancy involved, sry :P
sheepluva
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7 |
-- creates round test area |
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8 |
function AddTestArea(testarea) |
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9 |
step = 100 |
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10 |
xstep = step * testarea["xdir"] |
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11 |
ystep = step * testarea["ydir"] |
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12 |
x = testarea["x"] |
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13 |
y = testarea["y"] |
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14 |
if xstep * ystep ~= 0 then |
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15 |
xstep = math.floor(xstep / sqrttwo) |
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16 |
ystep = math.floor(ystep / sqrttwo) |
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17 |
end |
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18 |
AddPoint(x, y, ta_pointsize); |
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19 |
AddPoint(x + xstep, y + ystep, ta_pointsize, true); |
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20 |
end |
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21 |
|
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22 |
-- vertical test areas |
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23 |
local taa_v1 = {x= 350, y= 400, xdir= 0, ydir= 1} |
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24 |
local taa_v2 = {x= 350, y=1500, xdir= 0, ydir=-1} |
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25 |
-- horizontal test areas |
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26 |
local taa_h1 = {x=1150, y= 400, xdir= 1, ydir= 0} |
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27 |
local taa_h2 = {x=1200, y=1100, xdir=-1, ydir= 0} |
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28 |
-- diagonal test areas |
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29 |
local taa_d1 = {x=2200, y= 400, xdir= 1, ydir= 1} |
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30 |
local taa_d2 = {x=2000, y=1500, xdir= 1, ydir=-1} |
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31 |
local taa_d3 = {x=3300, y= 400, xdir=-1, ydir= 1} |
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32 |
local taa_d4 = {x=3300, y=1500, xdir=-1, ydir=-1} |
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33 |
|
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34 |
-- fail counter |
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35 |
local nfailed = 0 |
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36 |
local nspawned = 0 |
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37 |
local ndied = 0 |
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38 |
|
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39 |
function onGameInit() |
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40 |
-- At first we have to overwrite/set some global variables |
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41 |
-- that define the map, the game has to load, as well as |
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42 |
-- other things such as the game rules to use, etc. |
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43 |
-- Things we don't modify here will use their default values. |
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44 |
|
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45 |
-- The base number for the random number generator |
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46 |
Seed = 1 |
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47 |
-- The map to be played |
10421 | 48 |
MapGen = mgDrawn |
10028
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49 |
-- The theme to be used |
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50 |
Theme = "Bamboo" |
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51 |
-- Game settings and rules |
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52 |
EnableGameFlags(gfOneClanMode, gfDisableWind, gfDisableLandObjects, gfDisableGirders, gfSolidLand) |
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53 |
CaseFreq = 0 |
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54 |
MinesNum = 0 |
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55 |
Explosives = 0 |
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56 |
|
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57 |
-- No damage please |
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58 |
DamagePercent = 1 |
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59 |
|
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60 |
-- Draw Map |
10618 | 61 |
-- AddPoint(10,30,0) -- hog spawn platform |
10028
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62 |
-- test areas |
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63 |
AddTestArea(taa_v1) |
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64 |
AddTestArea(taa_v2) |
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65 |
AddTestArea(taa_h1) |
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66 |
AddTestArea(taa_h2) |
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67 |
AddTestArea(taa_d1) |
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68 |
AddTestArea(taa_d2) |
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69 |
AddTestArea(taa_d3) |
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70 |
AddTestArea(taa_d4) |
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71 |
|
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72 |
FlushPoints() |
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73 |
|
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74 |
-- Create the player team |
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75 |
AddTeam("'Zooka Team", 14483456, "Simple", "Island", "Default") |
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76 |
-- And add a hog to it |
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77 |
player = AddHog("Hunter", 0, 1, "NoHat") |
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78 |
-- place it on how spawn platform |
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79 |
SetGearPosition(player, 10, 10) |
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80 |
end |
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81 |
|
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82 |
-- xdir/ydir is direction in which to fire the drills |
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83 |
function SpawnDrillRocketArray(testarea) |
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84 |
xdir = testarea["xdir"] |
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85 |
ydir = testarea["ydir"] |
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86 |
centerx = testarea["x"] |
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87 |
centery = testarea["y"] |
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88 |
distance = 23 |
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89 |
d = distance |
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90 |
radius = ta_radius |
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91 |
speed = 900000; |
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92 |
local xmin, xmax, ymin, ymax |
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93 |
if (xdir ~= 0) and (ydir ~= 0) then |
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94 |
d = d / sqrttwo |
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95 |
radius = radius / sqrttwo |
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96 |
speed = math.floor(speed / sqrttwo) |
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97 |
end |
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98 |
centerx = centerx - (xdir * (radius + 20)) |
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99 |
centery = centery - (ydir * (radius + 20)) |
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100 |
radius = radius - 6 |
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101 |
xn = ydir |
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102 |
yn = -xdir |
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103 |
startx = centerx - (radius * xn) |
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104 |
starty = centery - (radius * yn) |
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105 |
endx = centerx + (radius * xn) |
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106 |
endy = centery + (radius * yn) |
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107 |
|
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108 |
-- spawn loop |
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109 |
x = startx |
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110 |
y = starty |
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111 |
xd = d * xn |
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112 |
yd = d * yn |
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113 |
if (xd < 0) and (startx < endx) then x = endx end |
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114 |
if (yd < 0) and (starty < endy) then y = endy end |
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115 |
nsteps = math.floor(math.max(math.abs(startx - endx),math.abs(starty - endy)) / d) |
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116 |
for i = 1, nsteps, 1 do |
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117 |
AddGear(math.floor(x), math.floor(y), gtDrill, gsttmpFlag * (i % 2), speed * xdir, speed * ydir, 0) |
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118 |
nspawned = nspawned + 1 |
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119 |
x = x + xd |
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120 |
y = y + yd |
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121 |
end |
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122 |
end |
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123 |
|
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124 |
function onGearDelete(gear) |
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125 |
if GetGearType(gear) == gtDrill then |
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126 |
-- the way to check state will change in API at some point |
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127 |
if band(GetState(gear), gsttmpFlag) == 0 then |
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128 |
-- regular drill rocket |
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129 |
if (GetTimer(gear) < 2000) or (GetTimer(gear) > 3000) then |
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130 |
nfailed = nfailed + 1 |
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131 |
end |
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132 |
else |
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133 |
-- airstrike drill rocket |
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134 |
if GetTimer(gear) > 0 then |
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135 |
nfailed = nfailed + 1 |
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136 |
end |
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137 |
end |
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138 |
ndied = ndied + 1 |
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139 |
if ndied == nspawned then |
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140 |
WriteLnToConsole('TESTRESULT: ' .. nfailed .. ' of ' .. nspawned .. ' drill rockets did not explode as expected') |
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141 |
if (nfailed > 0) then |
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142 |
EndLuaTest(TEST_FAILED) |
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143 |
else |
10620 | 144 |
EndLuaTest(TEST_SUCCESSFUL) |
10028
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145 |
end |
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146 |
end |
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147 |
end |
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148 |
end |
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149 |
|
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150 |
function onGameStart() |
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151 |
SetGravity(1) |
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152 |
|
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153 |
SpawnDrillRocketArray(taa_h1) |
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154 |
SpawnDrillRocketArray(taa_h2) |
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155 |
SpawnDrillRocketArray(taa_v1) |
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156 |
SpawnDrillRocketArray(taa_v2) |
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157 |
SpawnDrillRocketArray(taa_d1) |
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158 |
SpawnDrillRocketArray(taa_d2) |
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159 |
SpawnDrillRocketArray(taa_d3) |
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160 |
SpawnDrillRocketArray(taa_d4) |
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161 |
end |
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162 |