Update CDBaseCombatAIComponentTable with complete column structure and add BuffComponent tests

Co-authored-by: aronwk-aaron <26027722+aronwk-aaron@users.noreply.github.com>
This commit is contained in:
copilot-swe-agent[bot]
2025-08-31 22:13:57 +00:00
parent 94acddc3e9
commit da801c61ab
3 changed files with 268 additions and 3 deletions

View File

@@ -4,11 +4,22 @@ namespace {
// Default entries for fallback // Default entries for fallback
CDBaseCombatAIComponent defaultEntry{ CDBaseCombatAIComponent defaultEntry{
.id = 1, .id = 1,
.aggroRadius = 25.0f, .behaviorType = 0,
.combatRoundLength = 5.0f,
.combatRole = 0,
.minRoundLength = 3.0f,
.maxRoundLength = 8.0f,
.tetherSpeed = 4.0f, .tetherSpeed = 4.0f,
.pursuitSpeed = 2.0f, .pursuitSpeed = 2.0f,
.combatStartDelay = 0.5f,
.softTetherRadius = 25.0f, .softTetherRadius = 25.0f,
.hardTetherRadius = 100.0f, .hardTetherRadius = 100.0f,
.spawnTimer = 0.0f,
.tetherEffectID = 0,
.ignoreMediator = false,
.aggroRadius = 25.0f,
.ignoreStatReset = false,
.ignoreParent = false,
}; };
} }
@@ -35,11 +46,22 @@ void CDBaseCombatAIComponentTable::LoadValuesFromDatabase() {
CDBaseCombatAIComponent entry; CDBaseCombatAIComponent entry;
entry.id = tableDataResult.getIntField("id", -1); entry.id = tableDataResult.getIntField("id", -1);
entry.aggroRadius = tableDataResult.getFloatField("aggroRadius", 25.0f); entry.behaviorType = tableDataResult.getIntField("behaviorType", 0);
entry.combatRoundLength = tableDataResult.getFloatField("combatRoundLength", 5.0f);
entry.combatRole = tableDataResult.getIntField("combatRole", 0);
entry.minRoundLength = tableDataResult.getFloatField("minRoundLength", 3.0f);
entry.maxRoundLength = tableDataResult.getFloatField("maxRoundLength", 8.0f);
entry.tetherSpeed = tableDataResult.getFloatField("tetherSpeed", 4.0f); entry.tetherSpeed = tableDataResult.getFloatField("tetherSpeed", 4.0f);
entry.pursuitSpeed = tableDataResult.getFloatField("pursuitSpeed", 2.0f); entry.pursuitSpeed = tableDataResult.getFloatField("pursuitSpeed", 2.0f);
entry.combatStartDelay = tableDataResult.getFloatField("combatStartDelay", 0.5f);
entry.softTetherRadius = tableDataResult.getFloatField("softTetherRadius", 25.0f); entry.softTetherRadius = tableDataResult.getFloatField("softTetherRadius", 25.0f);
entry.hardTetherRadius = tableDataResult.getFloatField("hardTetherRadius", 100.0f); entry.hardTetherRadius = tableDataResult.getFloatField("hardTetherRadius", 100.0f);
entry.spawnTimer = tableDataResult.getFloatField("spawnTimer", 0.0f);
entry.tetherEffectID = tableDataResult.getIntField("tetherEffectID", 0);
entry.ignoreMediator = tableDataResult.getIntField("ignoreMediator", 0) != 0;
entry.aggroRadius = tableDataResult.getFloatField("aggroRadius", 25.0f);
entry.ignoreStatReset = tableDataResult.getIntField("ignoreStatReset", 0) != 0;
entry.ignoreParent = tableDataResult.getIntField("ignoreParent", 0) != 0;
entries.push_back(entry); entries.push_back(entry);
tableDataResult.nextRow(); tableDataResult.nextRow();

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@@ -5,11 +5,22 @@
struct CDBaseCombatAIComponent { struct CDBaseCombatAIComponent {
int32_t id; int32_t id;
float aggroRadius; int32_t behaviorType;
float combatRoundLength;
int32_t combatRole;
float minRoundLength;
float maxRoundLength;
float tetherSpeed; float tetherSpeed;
float pursuitSpeed; float pursuitSpeed;
float combatStartDelay;
float softTetherRadius; float softTetherRadius;
float hardTetherRadius; float hardTetherRadius;
float spawnTimer;
int32_t tetherEffectID;
bool ignoreMediator;
float aggroRadius;
bool ignoreStatReset;
bool ignoreParent;
}; };
class CDBaseCombatAIComponentTable : public CDTable<CDBaseCombatAIComponentTable, std::vector<CDBaseCombatAIComponent>> { class CDBaseCombatAIComponentTable : public CDTable<CDBaseCombatAIComponentTable, std::vector<CDBaseCombatAIComponent>> {

View File

@@ -0,0 +1,232 @@
#include "GameDependencies.h"
#include <gtest/gtest.h>
#include "BitStream.h"
#include "BuffComponent.h"
#include "Entity.h"
#include "eReplicaComponentType.h"
class BuffComponentTest : public GameDependenciesTest {
protected:
Entity* baseEntity;
BuffComponent* buffComponent;
CBITSTREAM
uint32_t flags = 0;
void SetUp() override {
SetUpDependencies();
baseEntity = new Entity(15, GameDependenciesTest::info);
buffComponent = baseEntity->AddComponent<BuffComponent>();
}
void TearDown() override {
delete baseEntity;
TearDownDependencies();
}
};
/**
* Test BuffComponent serialization with no buffs applied
*/
TEST_F(BuffComponentTest, BuffComponentSerializeNoBuffsTest) {
bitStream.Reset();
// With no buffs, should serialize empty state
buffComponent->Serialize(bitStream, true);
// Read back the serialized data
bool hasBuffs;
bitStream.Read(hasBuffs);
EXPECT_EQ(hasBuffs, false); // No buffs applied
bool immunityData;
bitStream.Read(immunityData);
EXPECT_EQ(immunityData, false); // Immunity data bit should be false
}
/**
* Test BuffComponent serialization with single buff applied
*/
TEST_F(BuffComponentTest, BuffComponentSerializeSingleBuffTest) {
bitStream.Reset();
// Apply a buff with specific properties
int32_t buffId = 123;
float duration = 5.0f;
LWOOBJID source = 9876;
buffComponent->ApplyBuff(buffId, duration, source, false, true, false, true, false, true, false, true, false);
buffComponent->Serialize(bitStream, true);
// Read back the serialized data
bool hasBuffs;
bitStream.Read(hasBuffs);
EXPECT_EQ(hasBuffs, true); // Has buffs
uint32_t buffCount;
bitStream.Read(buffCount);
EXPECT_EQ(buffCount, 1); // Should have 1 buff
// Read buff data
uint32_t serializedBuffId;
bitStream.Read(serializedBuffId);
EXPECT_EQ(serializedBuffId, buffId);
bool hasTime;
bitStream.Read(hasTime);
EXPECT_EQ(hasTime, true); // Buff has time
uint32_t timeMs;
bitStream.Read(timeMs);
EXPECT_GT(timeMs, 0); // Should have positive time (approx 5000ms but could be slightly less due to timing)
EXPECT_LE(timeMs, 5000); // Should not exceed initial duration
// Read cancel flags in order they're written
bool cancelOnDeath;
bitStream.Read(cancelOnDeath);
EXPECT_EQ(cancelOnDeath, false); // Set to false in ApplyBuff call
bool cancelOnZone;
bitStream.Read(cancelOnZone);
EXPECT_EQ(cancelOnZone, true); // Set to true in ApplyBuff call
bool cancelOnDamaged;
bitStream.Read(cancelOnDamaged);
EXPECT_EQ(cancelOnDamaged, true); // Set to true in ApplyBuff call
bool cancelOnRemoveBuff;
bitStream.Read(cancelOnRemoveBuff);
EXPECT_EQ(cancelOnRemoveBuff, false); // Set to false in ApplyBuff call
bool cancelOnUi;
bitStream.Read(cancelOnUi);
EXPECT_EQ(cancelOnUi, true); // Set to true in ApplyBuff call
bool cancelOnLogout;
bitStream.Read(cancelOnLogout);
EXPECT_EQ(cancelOnLogout, false); // Set to false in ApplyBuff call
bool cancelOnUnequip;
bitStream.Read(cancelOnUnequip);
EXPECT_EQ(cancelOnUnequip, true); // Set to true in ApplyBuff call
bool cancelOnDamageAbsorbRanOut;
bitStream.Read(cancelOnDamageAbsorbRanOut);
EXPECT_EQ(cancelOnDamageAbsorbRanOut, false); // Always false
bool addedByTeammate;
bitStream.Read(addedByTeammate);
EXPECT_EQ(addedByTeammate, false); // No team setup in test
bool applyOnTeammates;
bitStream.Read(applyOnTeammates);
EXPECT_EQ(applyOnTeammates, false); // Set to false in ApplyBuff call
uint32_t refCount;
bitStream.Read(refCount);
EXPECT_EQ(refCount, 1); // Should have ref count of 1
bool immunityData;
bitStream.Read(immunityData);
EXPECT_EQ(immunityData, false); // Immunity data bit should be false
}
/**
* Test BuffComponent serialization with multiple buffs
*/
TEST_F(BuffComponentTest, BuffComponentSerializeMultipleBuffsTest) {
bitStream.Reset();
// Apply multiple buffs
buffComponent->ApplyBuff(100, 3.0f, 1000);
buffComponent->ApplyBuff(200, 0.0f, 2000); // Permanent buff (time = 0)
buffComponent->ApplyBuff(300, 10.0f, 3000);
buffComponent->Serialize(bitStream, true);
// Read back the serialized data
bool hasBuffs;
bitStream.Read(hasBuffs);
EXPECT_EQ(hasBuffs, true);
uint32_t buffCount;
bitStream.Read(buffCount);
EXPECT_EQ(buffCount, 3); // Should have 3 buffs
// Read first buff (ID 100)
uint32_t buffId1;
bitStream.Read(buffId1);
EXPECT_EQ(buffId1, 100);
bool hasTime1;
bitStream.Read(hasTime1);
EXPECT_EQ(hasTime1, true);
uint32_t timeMs1;
bitStream.Read(timeMs1);
EXPECT_GT(timeMs1, 0);
EXPECT_LE(timeMs1, 3000);
// Skip the rest of first buff's flags (8 bools + team stuff + refcount)
bool dummy;
for (int i = 0; i < 8; i++) bitStream.Read(dummy); // cancel flags
bitStream.Read(dummy); // addedByTeammate
bitStream.Read(dummy); // applyOnTeammates
uint32_t dummyInt;
bitStream.Read(dummyInt); // refCount
// Read second buff (ID 200) - permanent buff
uint32_t buffId2;
bitStream.Read(buffId2);
EXPECT_EQ(buffId2, 200);
bool hasTime2;
bitStream.Read(hasTime2);
EXPECT_EQ(hasTime2, false); // Permanent buff has no time
// Skip the rest of second buff's flags
for (int i = 0; i < 8; i++) bitStream.Read(dummy);
bitStream.Read(dummy);
bitStream.Read(dummy);
bitStream.Read(dummyInt);
// Read third buff (ID 300)
uint32_t buffId3;
bitStream.Read(buffId3);
EXPECT_EQ(buffId3, 300);
bool hasTime3;
bitStream.Read(hasTime3);
EXPECT_EQ(hasTime3, true);
uint32_t timeMs3;
bitStream.Read(timeMs3);
EXPECT_GT(timeMs3, 0);
EXPECT_LE(timeMs3, 10000);
// Skip the rest of third buff's flags
for (int i = 0; i < 8; i++) bitStream.Read(dummy);
bitStream.Read(dummy);
bitStream.Read(dummy);
bitStream.Read(dummyInt);
bool immunityData;
bitStream.Read(immunityData);
EXPECT_EQ(immunityData, false);
}
/**
* Test BuffComponent regular update serialization (should not serialize)
*/
TEST_F(BuffComponentTest, BuffComponentSerializeRegularUpdateTest) {
bitStream.Reset();
// Apply a buff first
buffComponent->ApplyBuff(123, 5.0f, 9876);
// Regular update should not serialize anything
buffComponent->Serialize(bitStream, false);
// BitStream should be empty for regular updates
EXPECT_EQ(bitStream.GetNumberOfBitsUsed(), 0);
}