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.


 -- taken from http://code.google.com/p/hedgewars/wiki/LuaDrawing
 PointsBuffer = ''  -- A string to accumulate points in
 function AddPoint(x, y, width, erase)
     PointsBuffer = PointsBuffer .. string.char(band(x,0xff00) / 256 , band(x,0xff) , band(y,0xff00) / 256 , band(y,0xff))
     if width then
         width = bor(width,0x80)
         if erase then
             width = bor(width,0x40)
         end
         PointsBuffer = PointsBuffer .. string.char(width)
     else
         PointsBuffer = PointsBuffer .. string.char(0)
     end
     if #PointsBuffer > 245 then
         ParseCommand('draw '..PointsBuffer)
         PointsBuffer = ''
     end
 end
 function FlushPoints()
     if #PointsBuffer > 0 then
         ParseCommand('draw '..PointsBuffer)
         PointsBuffer = ''
     end
 end


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

local sqrttwo = math.sqrt(2)

-- creates round test area
function AddTestArea(testarea)
	step = 100
	xstep = step * testarea["xdir"]
	ystep = step * testarea["ydir"]
	x = testarea["x"]
	y = testarea["y"]
	if xstep * ystep ~= 0 then
		xstep = math.floor(xstep / sqrttwo)
		ystep = math.floor(ystep / sqrttwo)
	end
	AddPoint(x, y, ta_pointsize);
	AddPoint(x + xstep, y + ystep, ta_pointsize, true);
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 = 2
	-- 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
	speed = 900000;
	local xmin, xmax, ymin, ymax
	if (xdir ~= 0) and (ydir ~= 0) then
		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, gsttmpFlag * (i % 2), speed * xdir, speed * ydir, 0)
		nspawned = nspawned + 1
		x = x + xd
		y = y + yd
	end
end

function onGearDelete(gear)
	if GetGearType(gear) == gtDrill then
		-- the way to check state will change in API at some point
		if band(GetState(gear), gsttmpFlag) == 0 then
			-- regular drill rocket
			if (GetTimer(gear) < 2000) or (GetTimer(gear) > 3000) then
				nfailed = nfailed + 1
			end
		else
			-- airstrike drill rocket
			if GetTimer(gear) > 0 then
				nfailed = nfailed + 1
			end
		end
		ndied = ndied + 1
		if ndied == nspawned then
			WriteLnToConsole('TESTRESULT: ' .. nfailed .. ' of ' .. nspawned .. ' drill rockets did not explode as expected')
			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