tests/lua/luaAPI/zoom_get_set.lua
author Wuzzy <Wuzzy2@mail.ru>
Tue, 24 Jul 2018 20:07:58 +0200
branch0.9.24
changeset 13550 d42237d16acf
parent 9988 317d46a2afd2
permissions -rw-r--r--
Limit max droplet count to 50 (fix for 0.9.24 branch only) This fixes the issue with insane amounts of droplets in 0.9.24. It's temporary, the real fix is in default branch, but would be desyncing.


-- This function is called before the game loads its
-- resources.
-- It's one of the predefined function names that will
-- be called by the game. They give you entry points
-- where you're able to call your own code using either
-- provided instructions or custom functions.
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
	Map = "Bamboo"
	-- The theme to be used
	Theme = "Bamboo"
	-- Game settings and rules
	EnableGameFlags(gfOneClanMode)

	-- Create the player team
	AddTeam("'Zooka Team", 14483456, "Simple", "Island", "Default")
	-- And add a hog to it
	player = AddHog("Hunter", 0, 1, "NoHat")
	SetGearPosition(player, 936, 136)
end

-- from lua API wiki:
local minZoom = 1.0;
local maxZoom = 3.0;
local defaultZoom = 2.0;

local nFails = 0;

function TestZoom(value)
	exp = math.max(minZoom, math.min(maxZoom, value))
	SetZoom(value)
	z = GetZoom()
	-- compare with some tolerance - because of float inprecision
	if (z > exp + 0.01) or (z < exp - 0.01) then
		WriteLnToConsole("Expected zoom value " .. exp .. " (after setting go zoom to " .. value .. "), but got: " .. z )
		nFails = nFails + 1
	end
end

function onGameStart()
	if (GetZoom() ~= defaultZoom) then
		WriteLnToConsole("Game did not start with zoom level of " .. defaultZoom)
		nFails = 1
	end

	TestZoom(0)
	TestZoom(1)
	TestZoom(0.5)
	TestZoom(3.5)
	TestZoom(7)
	TestZoom(2.0)
	TestZoom(2.2)

	if (nFails > 0) then
		EndLuaTest(TEST_FAILED)
	else
		EndLuaTest(TEST_SUCCESSFUL)
	end
end