tests/lua/drillrockets_boom.lua
author nemo
Sat, 01 Mar 2014 14:52:36 -0500
changeset 10171 00f41ff0bf2d
parent 10028 9e742fc72696
child 10421 87e47843018e
permissions -rw-r--r--
Script might well override a static map, but can't risk it not doing it, and preview completely failing. Better to just not try it for static maps. Some script cfg might help. Could also avoid unnnecessary preview regenerations even if the script was doing nothing at all.
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 -- taken from http://code.google.com/p/hedgewars/wiki/LuaDrawing
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 PointsBuffer = ''  -- A string to accumulate points in
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 function AddPoint(x, y, width, erase)
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     PointsBuffer = PointsBuffer .. string.char(band(x,0xff00) / 256 , band(x,0xff) , band(y,0xff00) / 256 , band(y,0xff))
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     if width then
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         width = bor(width,0x80)
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         if erase then
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             width = bor(width,0x40)
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         end
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         PointsBuffer = PointsBuffer .. string.char(width)
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     else
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         PointsBuffer = PointsBuffer .. string.char(0)
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     end
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     if #PointsBuffer > 245 then
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         ParseCommand('draw '..PointsBuffer)
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         PointsBuffer = ''
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     end
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 end
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 function FlushPoints()
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     if #PointsBuffer > 0 then
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         ParseCommand('draw '..PointsBuffer)
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         PointsBuffer = ''
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     end
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 end
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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 = 2
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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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