adding new pet flags

This commit is contained in:
jadebenn 2023-12-14 23:43:08 -06:00
parent f5ca142eb9
commit 668bebf68c
4 changed files with 630 additions and 25 deletions

View File

@ -86,7 +86,7 @@ PetComponent::PetComponent(Entity* parent, uint32_t componentId): Component(pare
m_TimerAway = 0;
m_TimerBounce = 0;
m_DatabaseId = LWOOBJID_EMPTY;
m_Status = PetStatus::TAMEABLE; // Tameable
m_Flags = 1 << PetFlag::TAMEABLE; // Tameable
m_Ability = ePetAbilityType::Invalid;
m_StartPosition = m_Parent->GetPosition(); //NiPoint3::ZERO;
m_MovementAI = nullptr;
@ -125,7 +125,7 @@ void PetComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpd
outBitStream->Write1(); // Always serialize as dirty for now
outBitStream->Write<uint32_t>(static_cast<unsigned int>(m_Status));
outBitStream->Write<uint32_t>(static_cast<unsigned int>(m_Flags));
outBitStream->Write<uint32_t>(static_cast<uint32_t>(tamed ? m_Ability : ePetAbilityType::Invalid)); // Something with the overhead icon?
const bool interacting = m_Interaction != LWOOBJID_EMPTY;
@ -719,7 +719,7 @@ void PetComponent::ClientExitTamingMinigame(bool voluntaryExit) {
currentActivities.erase(m_Tamer);
SetStatus(PetStatus::TAMEABLE);
SetStatus(1 << PetFlag::TAMEABLE);
m_Tamer = LWOOBJID_EMPTY;
m_Timer = 0;
@ -770,7 +770,7 @@ void PetComponent::ClientFailTamingMinigame() {
currentActivities.erase(m_Tamer);
SetStatus(PetStatus::TAMEABLE);
SetStatus(1 << PetFlag::TAMEABLE);
m_Tamer = LWOOBJID_EMPTY;
m_Timer = 0;
@ -835,7 +835,7 @@ void PetComponent::OnSpawn() {
m_Parent->SetOwnerOverride(m_Owner);
m_MovementAI->SetMaxSpeed(m_SprintSpeed);
m_MovementAI->SetHaltDistance(m_FollowRadius);
SetStatus(PetStatus::NONE);
SetStatus(1 << PetFlag::NONE);
SetPetAiState(PetAiState::follow);
}
else {
@ -946,7 +946,7 @@ void PetComponent::StopInteract() {
SetInteractType(PetInteractType::none);
SetAbility(petAbility);
SetPetAiState(PetAiState::follow);
SetStatus(PetStatus::NONE);
SetStatus(1 << PetFlag::NONE);
SetIsReadyToInteract(false);
SetIsHandlingInteraction(false); // Needed?
m_MovementAI->SetMaxSpeed(m_SprintSpeed);
@ -976,7 +976,7 @@ void PetComponent::SetupInteractTreasureDig() {
auto petAbility = ePetAbilityType::DigAtPosition;
SetAbility(petAbility);
SetStatus(PetStatus::IS_NOT_WAITING); // TODO: Double-check this is the right flag being set
SetStatus(1 << PetFlag::NOT_WAITING); // TODO: Double-check this is the right flag being set
Game::entityManager->SerializeEntity(m_Parent); // TODO: Double-check pet packet captures
const auto sysAddr = owner->GetSystemAddress();
@ -1053,7 +1053,7 @@ void PetComponent::Activate(Item* item, bool registerPet, bool fromTaming) { //
auto* owner = GetOwner();
if (owner == nullptr) return;
SetStatus(PetStatus::PLAY_SPAWN_ANIM);
SetStatus(1 << PetFlag::PLAY_SPAWN_ANIM);
auto databaseData = inventoryComponent->GetDatabasePet(m_DatabaseId);
@ -1220,7 +1220,7 @@ LWOOBJID PetComponent::GetItemId() const {
}
uint32_t PetComponent::GetStatus() const {
return m_Status;
return m_Flags;
}
ePetAbilityType PetComponent::GetAbility() const {
@ -1232,8 +1232,8 @@ void PetComponent::SetInteraction(LWOOBJID value) {
}
void PetComponent::SetStatus(uint32_t value) {
m_Status = value;
LOG_DEBUG("Pet status set to: %x", m_Status);
m_Flags = value;
LOG_DEBUG("Pet status set to: %x", m_Flags);
}
void PetComponent::SetAbility(ePetAbilityType value) {

View File

@ -1,4 +1,5 @@
#pragma once
#ifndef PETCOMPONENT_H
#define PETCOMPONENT_H
#include "Entity.h"
#include "MovementAIComponent.h"
@ -22,23 +23,34 @@ enum class PetAiState : uint8_t {
/*
* The type of object the pet is interacting with
*/
enum class PetInteractType : uint8_t {
enum PetInteractType : uint8_t {
none, // Not interacting
treasure, // Treasure dig
bouncer // Bouncer switch
};
/*
* The status of the pet: Governs the icon above their head and the interactions available
/**
* The flags governing the status of the pet: Governs the icon above their head and the interactions available
*/
enum PetStatus : uint32_t {
enum PetFlag : uint32_t {
NONE,
BEING_TAMED = 1 << 4, //0x10,
IS_NOT_WAITING = 1 << 5, //0x20,
PLAY_SPAWN_ANIM = 1 << 7, //0x80,
TAMEABLE = 1 << 8 //0x4000000
BEING_TAMED = 4,
NOT_WAITING = 5,
PLAY_SPAWN_ANIM = 7,
TAMEABLE = 8
};
/*
* DEPRECATED The status of the pet: Governs the icon above their head and the interactions available
*/
/*enum PetStatus : uint32_t {
NONE,
BEING_TAMED = 1 << 4, //PetFlag::BEING_TAMED, //0x10,
IS_NOT_WAITING = 1 << 5, //PetFlag::NOT_WAITING, //0x20,
PLAY_SPAWN_ANIM = 1 << 7, //PetFlag::PLAY_SPAWN_ANIM, //0x80,
TAMEABLE = 1 << 8 // PetFlag::TAMEABLE //0x4000000
};*/
enum PetEmote : int32_t {
ActivateSwitch = 201,
DigTreasure,
@ -49,12 +61,11 @@ enum PetEmote : int32_t {
* Represents an entity that is a pet. This pet can be tamed and consequently follows the tamer around, allowing it
* to dig for treasure and activate pet bouncers.
*/
class PetComponent : public Component
{
class PetComponent : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::PET;
explicit PetComponent(Entity* parentEntity, uint32_t componentId);
PetComponent(Entity* parentEntity, uint32_t componentId);
~PetComponent() override;
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
@ -70,6 +81,26 @@ public:
*/
PetAiState GetPetAiState() { return m_State; };
/**
* Template function for setting pet flags
*/
template <typename... T>
void SetFlag(T... flag) {
//m_Flags |= (uint32_t)flag;
m_Flags |= ((uint32_t)flag | ...);//(static_cast<uint32_t>(flag) | ...);
//T::operator|(m_Flags, flag...);
}
/**
* Template function for getting pet flags
*/
template <typename... T>
const bool HasFlag(T... flag) {
//return (m_Flags & (u_int32_t)flag) == (u_int32_t)flag;
//return T::operator&(m_Flags, flag...) == T::operator&(flag...);
return true;
}
void Update(float deltaTime) override;
/**
@ -452,9 +483,9 @@ private:
std::string m_OwnerName;
/**
* The current state of the pet (e.g. tamable, tamed, etc).
* The current flags of the pet (e.g. tamable, tamed, etc).
*/
uint32_t m_Status;
uint32_t m_Flags;
/**
* The current state of the pet AI
@ -526,3 +557,5 @@ private:
*/
float m_SprintSpeed;
};
#endif // PETCOMPONENT_H

View File

@ -1,5 +1,6 @@
set(DCOMPONENTS_TESTS
"DestroyableComponentTests.cpp"
"PetComponentTests.cpp"
"SimplePhysicsComponentTests.cpp"
)

View File

@ -0,0 +1,571 @@
#include "GameDependencies.h"
#include <gtest/gtest.h>
#include "BitStream.h"
#include "PetComponent.h"
#include "Entity.h"
#include "eReplicaComponentType.h"
#include "ePetAbilityType.h"
#include "eStateChangeType.h"
// Table includes
#include "CDClientManager.h"
#include "CDComponentsRegistryTable.h"
class PetTest : public GameDependenciesTest {
protected:
Entity* baseEntity;
PetComponent* petComponent;
CBITSTREAM
// uint32_t flags = 0;
void SetUp() override {
SetUpDependencies();
// Set up entity and pet component
baseEntity = new Entity(3050, GameDependenciesTest::info);
//CDComponentsRegistryTable* compRegistryTable = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
//uint32_t petComponentId = compRegistryTable->GetByIDAndType(baseEntity->GetLOT(), eReplicaComponentType::PET);
petComponent = baseEntity->AddComponent<PetComponent>(1);
// Initialize some values to be not default
petComponent->SetFlag(PetFlag::NONE);
petComponent->SetPetAiState(PetAiState::follow);
petComponent->SetAbility(ePetAbilityType::Invalid);
}
void TearDown() override {
delete baseEntity;
TearDownDependencies();
}
};
TEST_F(PetTest, PlacementNewAddComponentTest) {
ASSERT_NE(petComponent, nullptr);
baseEntity->AddComponent<PetComponent>();
ASSERT_NE(baseEntity->GetComponent<PetComponent>(), nullptr);
ASSERT_EQ(petComponent->GetParent()->GetObjectID(), 15);
ASSERT_EQ(petComponent->HasFlag(), PetFlag::NONE); // UPDATE TO USE FLAGS
ASSERT_EQ(petComponent->GetPetAiState(), PetAiState::follow);
ASSERT_EQ(petComponent->GetAbility(), ePetAbilityType::Invalid);
}
/**
* Test Construction of a PetComponent
*/
/*TEST_F(PetTest, PetComponent) {
petComponent->Serialize(&bitStream, true);
// Assert that the full number of bits are present
ASSERT_EQ(bitStream.GetNumberOfUnreadBits(), 748);
{
// Now read in the full serialized construction BitStream
bool optionStatusImmunityInfo{};
uint32_t ImmuneToBasicAttackCount{};
uint32_t ImmuneToDamageOverTimeCount{};
uint32_t ImmuneToKnockbackCount{};
uint32_t ImmuneToInterruptCount{};
uint32_t ImmuneToSpeedCount{};
uint32_t ImmuneToImaginationGainCount{};
uint32_t ImmuneToImaginationLossCount{};
uint32_t ImmuneToQuickbuildInterruptCount{};
uint32_t ImmuneToPullToPointCount{};
bool optionStatsInfo{};
uint32_t currentHealth{};
float maxHealth{};
uint32_t currentArmor{};
float maxArmor{};
uint32_t currentImagination{};
float maxImagination{};
uint32_t damageAbsorptionPoints{};
bool hasImmunity{};
bool isGmImmune{};
bool isShielded{};
float actualMaxHealth{};
float actualMaxArmor{};
float actualMaxImagination{};
uint32_t factionsSize{};
std::vector<int32_t> factions{};
bool isSmashable{};
bool isDead{};
bool isSmashed{};
bool isModuleAssembly{};
bool optionExplodeFactor{};
float explodeFactor{};
bool optionIsOnThreatList{};
bool isThreatened{};
bitStream.Read(optionStatusImmunityInfo);
bitStream.Read(ImmuneToBasicAttackCount);
bitStream.Read(ImmuneToDamageOverTimeCount);
bitStream.Read(ImmuneToKnockbackCount);
bitStream.Read(ImmuneToInterruptCount);
bitStream.Read(ImmuneToSpeedCount);
bitStream.Read(ImmuneToImaginationGainCount);
bitStream.Read(ImmuneToImaginationLossCount);
bitStream.Read(ImmuneToQuickbuildInterruptCount);
bitStream.Read(ImmuneToPullToPointCount);
bitStream.Read(optionStatsInfo);
bitStream.Read(currentHealth);
bitStream.Read(maxHealth);
bitStream.Read(currentArmor);
bitStream.Read(maxArmor);
bitStream.Read(currentImagination);
bitStream.Read(maxImagination);
bitStream.Read(damageAbsorptionPoints);
bitStream.Read(hasImmunity);
bitStream.Read(isGmImmune);
bitStream.Read(isShielded);
bitStream.Read(actualMaxHealth);
bitStream.Read(actualMaxArmor);
bitStream.Read(actualMaxImagination);
bitStream.Read(factionsSize);
for (uint32_t i = 0; i < factionsSize; i++) {
int32_t factionID{};
bitStream.Read(factionID);
factions.push_back(factionID);
}
bitStream.Read(isSmashable); // This is an option later and also a flag at this spot
bitStream.Read(isDead);
bitStream.Read(isSmashed);
// if IsSmashable is true, read the next bits.
bitStream.Read(isModuleAssembly);
bitStream.Read(optionExplodeFactor);
bitStream.Read(explodeFactor);
bitStream.Read(optionIsOnThreatList);
bitStream.Read(isThreatened);
EXPECT_EQ(optionStatusImmunityInfo, true);
EXPECT_EQ(ImmuneToBasicAttackCount, 0);
EXPECT_EQ(ImmuneToDamageOverTimeCount, 0);
EXPECT_EQ(ImmuneToKnockbackCount, 0);
EXPECT_EQ(ImmuneToInterruptCount, 0);
EXPECT_EQ(ImmuneToSpeedCount, 0);
EXPECT_EQ(ImmuneToImaginationGainCount, 0);
EXPECT_EQ(ImmuneToImaginationLossCount, 0);
EXPECT_EQ(ImmuneToQuickbuildInterruptCount, 0);
EXPECT_EQ(ImmuneToPullToPointCount, 0);
EXPECT_EQ(optionStatsInfo, true);
EXPECT_EQ(currentHealth, 23);
EXPECT_EQ(maxHealth, 12345.0f);
EXPECT_EQ(currentArmor, 7);
EXPECT_EQ(maxArmor, 14.0f);
EXPECT_EQ(currentImagination, 6000);
EXPECT_EQ(maxImagination, 14000.0f);
EXPECT_EQ(damageAbsorptionPoints, 0.0f);
EXPECT_EQ(hasImmunity, false);
EXPECT_EQ(isGmImmune, false);
EXPECT_EQ(isShielded, false);
EXPECT_EQ(actualMaxHealth, 12345.0f);
EXPECT_EQ(actualMaxArmor, 14.0f);
EXPECT_EQ(actualMaxImagination, 14000.0f);
EXPECT_EQ(factionsSize, 2);
EXPECT_NE(std::find(factions.begin(), factions.end(), -1), factions.end());
EXPECT_NE(std::find(factions.begin(), factions.end(), 6), factions.end());
EXPECT_EQ(isSmashable, true);
EXPECT_EQ(isDead, false);
EXPECT_EQ(isSmashed, false);
EXPECT_EQ(isSmashable, true); // For the sake of readability with the struct viewers, we will test this twice since its used as an option here, but as a bool above.
EXPECT_EQ(isModuleAssembly, false);
EXPECT_EQ(optionExplodeFactor, true);
EXPECT_EQ(explodeFactor, 1.1f);
EXPECT_EQ(optionIsOnThreatList, true);
EXPECT_EQ(isThreatened, false);
}
bitStream.Reset();
}*/
/**
* Test serialization of a PetComponent
*/
/*TEST_F(PetTest, PEtComponentSerializeTest) {
bitStream.Reset();
// Initialize some values to be not default so we can test a full serialization
destroyableComponent->SetMaxHealth(1233.0f);
// Now we test a serialization for correctness.
destroyableComponent->Serialize(&bitStream, false);
ASSERT_EQ(bitStream.GetNumberOfUnreadBits(), 422);
{
// Now read in the full serialized BitStream
bool optionStatsInfo{};
uint32_t currentHealth{};
float maxHealth{};
uint32_t currentArmor{};
float maxArmor{};
uint32_t currentImagination{};
float maxImagination{};
uint32_t damageAbsorptionPoints{};
bool hasImmunity{};
bool isGmImmune{};
bool isShielded{};
float actualMaxHealth{};
float actualMaxArmor{};
float actualMaxImagination{};
uint32_t factionsSize{};
std::vector<int32_t> factions{};
bool isSmashable{};
bool optionIsOnThreatList{};
bitStream.Read(optionStatsInfo);
bitStream.Read(currentHealth);
bitStream.Read(maxHealth);
bitStream.Read(currentArmor);
bitStream.Read(maxArmor);
bitStream.Read(currentImagination);
bitStream.Read(maxImagination);
bitStream.Read(damageAbsorptionPoints);
bitStream.Read(hasImmunity);
bitStream.Read(isGmImmune);
bitStream.Read(isShielded);
bitStream.Read(actualMaxHealth);
bitStream.Read(actualMaxArmor);
bitStream.Read(actualMaxImagination);
bitStream.Read(factionsSize);
for (uint32_t i = 0; i < factionsSize; i++) {
int32_t factionID{};
bitStream.Read(factionID);
factions.push_back(factionID);
}
bitStream.Read(isSmashable);
bitStream.Read(optionIsOnThreatList);
EXPECT_EQ(optionStatsInfo, true);
EXPECT_EQ(currentHealth, 23);
EXPECT_EQ(maxHealth, 1233.0f);
EXPECT_EQ(currentArmor, 7);
EXPECT_EQ(maxArmor, 14.0f);
EXPECT_EQ(currentImagination, 6000);
EXPECT_EQ(maxImagination, 14000.0f);
EXPECT_EQ(damageAbsorptionPoints, 0.0f);
EXPECT_EQ(hasImmunity, false);
EXPECT_EQ(isGmImmune, false);
EXPECT_EQ(isShielded, false);
EXPECT_EQ(actualMaxHealth, 1233.0f);
EXPECT_EQ(actualMaxArmor, 14.0f);
EXPECT_EQ(actualMaxImagination, 14000.0f);
EXPECT_EQ(factionsSize, 2);
EXPECT_NE(std::find(factions.begin(), factions.end(), -1), factions.end());
EXPECT_NE(std::find(factions.begin(), factions.end(), 6), factions.end());
EXPECT_EQ(isSmashable, true);
EXPECT_EQ(optionIsOnThreatList, false); // Always zero for now on serialization
}
}*/
/**
* Test the Damage method of DestroyableComponent
*/
/*TEST_F(DestroyableTest, DestroyableComponentDamageTest) {
// Do some actions
destroyableComponent->SetMaxHealth(100.0f);
destroyableComponent->SetHealth(100);
destroyableComponent->SetMaxArmor(0.0f);
destroyableComponent->Damage(10, LWOOBJID_EMPTY);
// Check that we take damage
ASSERT_EQ(destroyableComponent->GetHealth(), 90);
// Check that if we have armor, we take the correct amount of damage
destroyableComponent->SetMaxArmor(10.0f);
destroyableComponent->SetArmor(5);
destroyableComponent->Damage(10, LWOOBJID_EMPTY);
ASSERT_EQ(destroyableComponent->GetHealth(), 85);
// Check that if we have damage absorption we take the correct damage
destroyableComponent->SetDamageToAbsorb(10);
destroyableComponent->Damage(9, LWOOBJID_EMPTY);
ASSERT_EQ(destroyableComponent->GetHealth(), 85);
ASSERT_EQ(destroyableComponent->GetDamageToAbsorb(), 1);
destroyableComponent->Damage(6, LWOOBJID_EMPTY);
ASSERT_EQ(destroyableComponent->GetHealth(), 80);
// Check that we take the correct reduced damage if we take reduced damage
destroyableComponent->SetDamageReduction(2);
destroyableComponent->Damage(7, LWOOBJID_EMPTY);
ASSERT_EQ(destroyableComponent->GetHealth(), 75);
destroyableComponent->Damage(2, LWOOBJID_EMPTY);
ASSERT_EQ(destroyableComponent->GetHealth(), 74);
ASSERT_EQ(destroyableComponent->GetDamageReduction(), 2);
destroyableComponent->SetDamageReduction(0);
// Check that blocking works
destroyableComponent->SetAttacksToBlock(1);
destroyableComponent->Damage(UINT32_MAX, LWOOBJID_EMPTY);
ASSERT_EQ(destroyableComponent->GetHealth(), 74);
destroyableComponent->Damage(4, LWOOBJID_EMPTY);
ASSERT_EQ(destroyableComponent->GetHealth(), 70);
// Check that immunity works
destroyableComponent->SetIsImmune(true);
destroyableComponent->Damage(UINT32_MAX, LWOOBJID_EMPTY);
ASSERT_EQ(destroyableComponent->GetHealth(), 70);
ASSERT_TRUE(destroyableComponent->IsImmune());
destroyableComponent->SetIsImmune(false);
destroyableComponent->SetIsGMImmune(true);
destroyableComponent->Damage(UINT32_MAX, LWOOBJID_EMPTY);
ASSERT_EQ(destroyableComponent->GetHealth(), 70);
ASSERT_TRUE(destroyableComponent->IsImmune());
destroyableComponent->SetIsGMImmune(false);
// Check knockback immunity
destroyableComponent->SetIsShielded(true);
ASSERT_TRUE(destroyableComponent->IsKnockbackImmune());
// Finally deal enough damage to kill the Entity
destroyableComponent->Damage(71, LWOOBJID_EMPTY);
ASSERT_EQ(destroyableComponent->GetHealth(), 0);
// Now lets heal some stats
destroyableComponent->Heal(15);
ASSERT_EQ(destroyableComponent->GetHealth(), 15);
destroyableComponent->Heal(15000);
ASSERT_EQ(destroyableComponent->GetHealth(), 100);
destroyableComponent->Repair(10);
ASSERT_EQ(destroyableComponent->GetArmor(), 10);
destroyableComponent->Repair(15000);
ASSERT_EQ(destroyableComponent->GetArmor(), 10);
destroyableComponent->SetMaxImagination(100.0f);
destroyableComponent->SetImagination(0);
destroyableComponent->Imagine(99);
ASSERT_EQ(destroyableComponent->GetImagination(), 99);
destroyableComponent->Imagine(4);
ASSERT_EQ(destroyableComponent->GetImagination(), 100);
}
TEST_F(DestroyableTest, DestroyableComponentFactionTest) {
ASSERT_TRUE(destroyableComponent->HasFaction(-1));
ASSERT_TRUE(destroyableComponent->HasFaction(6));
}
TEST_F(DestroyableTest, DestroyableComponentValiditiyTest) {
auto* enemyEntity = new Entity(19, info);
enemyEntity->AddComponent<DestroyableComponent>()->AddFactionNoLookup(16);
destroyableComponent->AddEnemyFaction(16);
EXPECT_TRUE(destroyableComponent->IsEnemy(enemyEntity));
EXPECT_FALSE(destroyableComponent->IsFriend(enemyEntity));
delete enemyEntity;
}
TEST_F(DestroyableTest, DestroyableComponentImmunityTest) {
// assert to show that they are empty
ASSERT_FALSE(destroyableComponent->GetImmuneToBasicAttack());
ASSERT_FALSE(destroyableComponent->GetImmuneToDamageOverTime());
ASSERT_FALSE(destroyableComponent->GetImmuneToKnockback());
ASSERT_FALSE(destroyableComponent->GetImmuneToInterrupt());
ASSERT_FALSE(destroyableComponent->GetImmuneToSpeed());
ASSERT_FALSE(destroyableComponent->GetImmuneToImaginationGain());
ASSERT_FALSE(destroyableComponent->GetImmuneToImaginationLoss());
ASSERT_FALSE(destroyableComponent->GetImmuneToQuickbuildInterrupt());
ASSERT_FALSE(destroyableComponent->GetImmuneToPullToPoint());
// set them all to true (count 1) and check
destroyableComponent->SetStatusImmunity(eStateChangeType::PUSH, true, true, true, true, true, true, true, true, true);
ASSERT_TRUE(destroyableComponent->GetImmuneToBasicAttack());
ASSERT_TRUE(destroyableComponent->GetImmuneToDamageOverTime());
ASSERT_TRUE(destroyableComponent->GetImmuneToKnockback());
ASSERT_TRUE(destroyableComponent->GetImmuneToInterrupt());
ASSERT_TRUE(destroyableComponent->GetImmuneToSpeed());
ASSERT_TRUE(destroyableComponent->GetImmuneToImaginationGain());
ASSERT_TRUE(destroyableComponent->GetImmuneToImaginationLoss());
ASSERT_TRUE(destroyableComponent->GetImmuneToQuickbuildInterrupt());
ASSERT_TRUE(destroyableComponent->GetImmuneToPullToPoint());
// remove them to check that they get removed properly
destroyableComponent->SetStatusImmunity(eStateChangeType::POP, true, true, true, true, true, true, true, true, true);
ASSERT_FALSE(destroyableComponent->GetImmuneToBasicAttack());
ASSERT_FALSE(destroyableComponent->GetImmuneToDamageOverTime());
ASSERT_FALSE(destroyableComponent->GetImmuneToKnockback());
ASSERT_FALSE(destroyableComponent->GetImmuneToInterrupt());
ASSERT_FALSE(destroyableComponent->GetImmuneToSpeed());
ASSERT_FALSE(destroyableComponent->GetImmuneToImaginationGain());
ASSERT_FALSE(destroyableComponent->GetImmuneToImaginationLoss());
ASSERT_FALSE(destroyableComponent->GetImmuneToQuickbuildInterrupt());
ASSERT_FALSE(destroyableComponent->GetImmuneToPullToPoint());
// should not crash to remove them again
destroyableComponent->SetStatusImmunity(eStateChangeType::POP, true, true, true, true, true, true, true, true, true);
ASSERT_FALSE(destroyableComponent->GetImmuneToBasicAttack());
ASSERT_FALSE(destroyableComponent->GetImmuneToDamageOverTime());
ASSERT_FALSE(destroyableComponent->GetImmuneToKnockback());
ASSERT_FALSE(destroyableComponent->GetImmuneToInterrupt());
ASSERT_FALSE(destroyableComponent->GetImmuneToSpeed());
ASSERT_FALSE(destroyableComponent->GetImmuneToImaginationGain());
ASSERT_FALSE(destroyableComponent->GetImmuneToImaginationLoss());
ASSERT_FALSE(destroyableComponent->GetImmuneToQuickbuildInterrupt());
ASSERT_FALSE(destroyableComponent->GetImmuneToPullToPoint());
// just do one
destroyableComponent->SetStatusImmunity(eStateChangeType::PUSH, true);
ASSERT_TRUE(destroyableComponent->GetImmuneToBasicAttack());
ASSERT_FALSE(destroyableComponent->GetImmuneToDamageOverTime());
ASSERT_FALSE(destroyableComponent->GetImmuneToKnockback());
ASSERT_FALSE(destroyableComponent->GetImmuneToInterrupt());
ASSERT_FALSE(destroyableComponent->GetImmuneToSpeed());
ASSERT_FALSE(destroyableComponent->GetImmuneToImaginationGain());
ASSERT_FALSE(destroyableComponent->GetImmuneToImaginationLoss());
ASSERT_FALSE(destroyableComponent->GetImmuneToQuickbuildInterrupt());
ASSERT_FALSE(destroyableComponent->GetImmuneToPullToPoint());
// now stack it to 2 on basic attack
destroyableComponent->SetStatusImmunity(eStateChangeType::PUSH, true);
ASSERT_TRUE(destroyableComponent->GetImmuneToBasicAttack());
ASSERT_FALSE(destroyableComponent->GetImmuneToDamageOverTime());
ASSERT_FALSE(destroyableComponent->GetImmuneToKnockback());
ASSERT_FALSE(destroyableComponent->GetImmuneToInterrupt());
ASSERT_FALSE(destroyableComponent->GetImmuneToSpeed());
ASSERT_FALSE(destroyableComponent->GetImmuneToImaginationGain());
ASSERT_FALSE(destroyableComponent->GetImmuneToImaginationLoss());
ASSERT_FALSE(destroyableComponent->GetImmuneToQuickbuildInterrupt());
ASSERT_FALSE(destroyableComponent->GetImmuneToPullToPoint());
// remove one and still shoudl be true
destroyableComponent->SetStatusImmunity(eStateChangeType::POP, true);
ASSERT_TRUE(destroyableComponent->GetImmuneToBasicAttack());
ASSERT_FALSE(destroyableComponent->GetImmuneToDamageOverTime());
ASSERT_FALSE(destroyableComponent->GetImmuneToKnockback());
ASSERT_FALSE(destroyableComponent->GetImmuneToInterrupt());
ASSERT_FALSE(destroyableComponent->GetImmuneToSpeed());
ASSERT_FALSE(destroyableComponent->GetImmuneToImaginationGain());
ASSERT_FALSE(destroyableComponent->GetImmuneToImaginationLoss());
ASSERT_FALSE(destroyableComponent->GetImmuneToQuickbuildInterrupt());
ASSERT_FALSE(destroyableComponent->GetImmuneToPullToPoint());
// go back to 0
destroyableComponent->SetStatusImmunity(eStateChangeType::POP, true);
ASSERT_FALSE(destroyableComponent->GetImmuneToBasicAttack());
ASSERT_FALSE(destroyableComponent->GetImmuneToDamageOverTime());
ASSERT_FALSE(destroyableComponent->GetImmuneToKnockback());
ASSERT_FALSE(destroyableComponent->GetImmuneToInterrupt());
ASSERT_FALSE(destroyableComponent->GetImmuneToSpeed());
ASSERT_FALSE(destroyableComponent->GetImmuneToImaginationGain());
ASSERT_FALSE(destroyableComponent->GetImmuneToImaginationLoss());
ASSERT_FALSE(destroyableComponent->GetImmuneToQuickbuildInterrupt());
ASSERT_FALSE(destroyableComponent->GetImmuneToPullToPoint());
// check individual ones now
destroyableComponent->SetStatusImmunity(eStateChangeType::PUSH, true, false, false, false, false, false, false, false, false);
ASSERT_TRUE(destroyableComponent->GetImmuneToBasicAttack());
ASSERT_FALSE(destroyableComponent->GetImmuneToDamageOverTime());
ASSERT_FALSE(destroyableComponent->GetImmuneToKnockback());
ASSERT_FALSE(destroyableComponent->GetImmuneToInterrupt());
ASSERT_FALSE(destroyableComponent->GetImmuneToSpeed());
ASSERT_FALSE(destroyableComponent->GetImmuneToImaginationGain());
ASSERT_FALSE(destroyableComponent->GetImmuneToImaginationLoss());
ASSERT_FALSE(destroyableComponent->GetImmuneToQuickbuildInterrupt());
ASSERT_FALSE(destroyableComponent->GetImmuneToPullToPoint());
destroyableComponent->SetStatusImmunity(eStateChangeType::POP, true, false, false, false, false, false, false, false, false);
destroyableComponent->SetStatusImmunity(eStateChangeType::PUSH, false, true, false, false, false, false, false, false, false);
ASSERT_FALSE(destroyableComponent->GetImmuneToBasicAttack());
ASSERT_TRUE(destroyableComponent->GetImmuneToDamageOverTime());
ASSERT_FALSE(destroyableComponent->GetImmuneToKnockback());
ASSERT_FALSE(destroyableComponent->GetImmuneToInterrupt());
ASSERT_FALSE(destroyableComponent->GetImmuneToSpeed());
ASSERT_FALSE(destroyableComponent->GetImmuneToImaginationGain());
ASSERT_FALSE(destroyableComponent->GetImmuneToImaginationLoss());
ASSERT_FALSE(destroyableComponent->GetImmuneToQuickbuildInterrupt());
ASSERT_FALSE(destroyableComponent->GetImmuneToPullToPoint());
destroyableComponent->SetStatusImmunity(eStateChangeType::POP, false, true, false, false, false, false, false, false, false);
destroyableComponent->SetStatusImmunity(eStateChangeType::PUSH, false, false, true, false, false, false, false, false, false);
ASSERT_FALSE(destroyableComponent->GetImmuneToBasicAttack());
ASSERT_FALSE(destroyableComponent->GetImmuneToDamageOverTime());
ASSERT_TRUE(destroyableComponent->GetImmuneToKnockback());
ASSERT_FALSE(destroyableComponent->GetImmuneToInterrupt());
ASSERT_FALSE(destroyableComponent->GetImmuneToSpeed());
ASSERT_FALSE(destroyableComponent->GetImmuneToImaginationGain());
ASSERT_FALSE(destroyableComponent->GetImmuneToImaginationLoss());
ASSERT_FALSE(destroyableComponent->GetImmuneToQuickbuildInterrupt());
ASSERT_FALSE(destroyableComponent->GetImmuneToPullToPoint());
destroyableComponent->SetStatusImmunity(eStateChangeType::POP, false, false, true, false, false, false, false, false, false);
destroyableComponent->SetStatusImmunity(eStateChangeType::PUSH, false, false, false, true, false, false, false, false, false);
ASSERT_FALSE(destroyableComponent->GetImmuneToBasicAttack());
ASSERT_FALSE(destroyableComponent->GetImmuneToDamageOverTime());
ASSERT_FALSE(destroyableComponent->GetImmuneToKnockback());
ASSERT_TRUE(destroyableComponent->GetImmuneToInterrupt());
ASSERT_FALSE(destroyableComponent->GetImmuneToSpeed());
ASSERT_FALSE(destroyableComponent->GetImmuneToImaginationGain());
ASSERT_FALSE(destroyableComponent->GetImmuneToImaginationLoss());
ASSERT_FALSE(destroyableComponent->GetImmuneToQuickbuildInterrupt());
ASSERT_FALSE(destroyableComponent->GetImmuneToPullToPoint());
destroyableComponent->SetStatusImmunity(eStateChangeType::POP, false, false, false, true, false, false, false, false, false);
destroyableComponent->SetStatusImmunity(eStateChangeType::PUSH, false, false, false, false, true, false, false, false, false);
ASSERT_FALSE(destroyableComponent->GetImmuneToBasicAttack());
ASSERT_FALSE(destroyableComponent->GetImmuneToDamageOverTime());
ASSERT_FALSE(destroyableComponent->GetImmuneToKnockback());
ASSERT_FALSE(destroyableComponent->GetImmuneToInterrupt());
ASSERT_TRUE(destroyableComponent->GetImmuneToSpeed());
ASSERT_FALSE(destroyableComponent->GetImmuneToImaginationGain());
ASSERT_FALSE(destroyableComponent->GetImmuneToImaginationLoss());
ASSERT_FALSE(destroyableComponent->GetImmuneToQuickbuildInterrupt());
ASSERT_FALSE(destroyableComponent->GetImmuneToPullToPoint());
destroyableComponent->SetStatusImmunity(eStateChangeType::POP, false, false, false, false, true, false, false, false, false);
destroyableComponent->SetStatusImmunity(eStateChangeType::PUSH, false, false, false, false, false, true, false, false, false);
ASSERT_FALSE(destroyableComponent->GetImmuneToBasicAttack());
ASSERT_FALSE(destroyableComponent->GetImmuneToDamageOverTime());
ASSERT_FALSE(destroyableComponent->GetImmuneToKnockback());
ASSERT_FALSE(destroyableComponent->GetImmuneToInterrupt());
ASSERT_FALSE(destroyableComponent->GetImmuneToSpeed());
ASSERT_TRUE(destroyableComponent->GetImmuneToImaginationGain());
ASSERT_FALSE(destroyableComponent->GetImmuneToImaginationLoss());
ASSERT_FALSE(destroyableComponent->GetImmuneToQuickbuildInterrupt());
ASSERT_FALSE(destroyableComponent->GetImmuneToPullToPoint());
destroyableComponent->SetStatusImmunity(eStateChangeType::POP, false, false, false, false, false, true, false, false, false);
destroyableComponent->SetStatusImmunity(eStateChangeType::PUSH, false, false, false, false, false, false, true, false, false);
ASSERT_FALSE(destroyableComponent->GetImmuneToBasicAttack());
ASSERT_FALSE(destroyableComponent->GetImmuneToDamageOverTime());
ASSERT_FALSE(destroyableComponent->GetImmuneToKnockback());
ASSERT_FALSE(destroyableComponent->GetImmuneToInterrupt());
ASSERT_FALSE(destroyableComponent->GetImmuneToSpeed());
ASSERT_FALSE(destroyableComponent->GetImmuneToImaginationGain());
ASSERT_TRUE(destroyableComponent->GetImmuneToImaginationLoss());
ASSERT_FALSE(destroyableComponent->GetImmuneToQuickbuildInterrupt());
ASSERT_FALSE(destroyableComponent->GetImmuneToPullToPoint());
destroyableComponent->SetStatusImmunity(eStateChangeType::POP, false, false, false, false, false, false, true, false, false);
destroyableComponent->SetStatusImmunity(eStateChangeType::PUSH, false, false, false, false, false, false, false, true, false);
ASSERT_FALSE(destroyableComponent->GetImmuneToBasicAttack());
ASSERT_FALSE(destroyableComponent->GetImmuneToDamageOverTime());
ASSERT_FALSE(destroyableComponent->GetImmuneToKnockback());
ASSERT_FALSE(destroyableComponent->GetImmuneToInterrupt());
ASSERT_FALSE(destroyableComponent->GetImmuneToSpeed());
ASSERT_FALSE(destroyableComponent->GetImmuneToImaginationGain());
ASSERT_FALSE(destroyableComponent->GetImmuneToImaginationLoss());
ASSERT_TRUE(destroyableComponent->GetImmuneToQuickbuildInterrupt());
ASSERT_FALSE(destroyableComponent->GetImmuneToPullToPoint());
destroyableComponent->SetStatusImmunity(eStateChangeType::POP, false, false, false, false, false, false, false, true, false);
destroyableComponent->SetStatusImmunity(eStateChangeType::PUSH, false, false, false, false, false, false, false, false, true);
ASSERT_FALSE(destroyableComponent->GetImmuneToBasicAttack());
ASSERT_FALSE(destroyableComponent->GetImmuneToDamageOverTime());
ASSERT_FALSE(destroyableComponent->GetImmuneToKnockback());
ASSERT_FALSE(destroyableComponent->GetImmuneToInterrupt());
ASSERT_FALSE(destroyableComponent->GetImmuneToSpeed());
ASSERT_FALSE(destroyableComponent->GetImmuneToImaginationGain());
ASSERT_FALSE(destroyableComponent->GetImmuneToImaginationLoss());
ASSERT_FALSE(destroyableComponent->GetImmuneToQuickbuildInterrupt());
ASSERT_TRUE(destroyableComponent->GetImmuneToPullToPoint());
destroyableComponent->SetStatusImmunity(eStateChangeType::POP, false, false, false, false, false, false, false, false, true);
}*/
/**
* Test the Damage cooldown timer of DestroyableComponent
*/
/*TEST_F(DestroyableTest, DestroyableComponentDamageCooldownTest) {
// Test the damage immune timer state (anything above 0.0f)
destroyableComponent->SetDamageCooldownTimer(1.0f);
EXPECT_FLOAT_EQ(destroyableComponent->GetDamageCooldownTimer(), 1.0f);
ASSERT_TRUE(destroyableComponent->IsCooldownImmune());
// Test that the Update() function correctly decrements the damage cooldown timer
destroyableComponent->Update(0.5f);
EXPECT_FLOAT_EQ(destroyableComponent->GetDamageCooldownTimer(), 0.5f);
ASSERT_TRUE(destroyableComponent->IsCooldownImmune());
// Test the non damage immune timer state (anything below or equal to 0.0f)
destroyableComponent->SetDamageCooldownTimer(0.0f);
EXPECT_FLOAT_EQ(destroyableComponent->GetDamageCooldownTimer(), 0.0f);
ASSERT_FALSE(destroyableComponent->IsCooldownImmune());
}*/
TEST_F(PetTest, PetComponentFlagTest) {
// Test setting and reading single flags
petComponent->SetFlag(PetFlag::NOT_WAITING);
ASSERT_TRUE(petComponent->HasFlag(PetFlag::NOT_WAITING));
ASSERT_FALSE(petComponent->HasFlag(PetFlag::NOT_WAITING));
// Test
}