// Moving platform subcomponents: which one the client picks from the level config, the simple mover as live // constructed it (a NJ monastery cave counterweight, LOT 16141), and a simple mover's trip timing. #include "GameDependencies.h" #include #include #include "BitStream.h" #include "CDClientDatabase.h" #include "Entity.h" #include "GameMessages.h" #include "LDFFormat.h" #include "MovementMessages.h" #include "MovingPlatformComponent.h" #include "02_server/Map/General/SimpleOnceOnlyMoverSpinnerEvent.h" #include "SimplePhysicsComponent.h" #include "Zone.h" #include "dZoneManager.h" namespace { float Float(const uint32_t bits) { return std::bit_cast(bits); } std::string Bits(RakNet::BitStream& stream) { std::string bits; stream.ResetReadPointer(); bool bit{}; while (stream.Read(bit)) bits += bit ? '1' : '0'; return bits; } std::string HexBits(const std::string& hex, const uint32_t count) { std::string bits; for (size_t i = 0; i + 1 < hex.size(); i += 2) { const auto byte = std::stoi(hex.substr(i, 2), nullptr, 16); for (int b = 7; b >= 0; b--) bits += ((byte >> b) & 1) ? '1' : '0'; } return bits.substr(0, count); } } class MovingPlatformComponentTest : public GameDependenciesTest { protected: void SetUp() override { SetUpDependencies(); CDClientDatabase::Connect(":memory:"); CDClientDatabase::ExecuteDML("CREATE TABLE MovingPlatforms (id INTEGER, platformIsSimpleMover INTEGER, platformMoveX REAL, platformMoveY REAL, platformMoveZ REAL, platformMoveTime REAL, platformStartAtEnd INTEGER, description TEXT);"); CDClientDatabase::ExecuteDML("INSERT INTO MovingPlatforms VALUES (41, 1, 0.0, -2.5, 0.0, 1.0, 0, 'Counterweights in the caves');"); } void TearDown() override { TearDownDependencies(); } }; // LWOMovingPlatformComponent::LoadConfigData: no setting means a mover without a registry component, a simple mover // with one; the settings choose otherwise TEST_F(MovingPlatformComponentTest, SubcomponentTypeFromLevelConfig) { Entity pathOnly(288300744895900100, info); EXPECT_EQ(ChooseMoverSubComponentType(-1, pathOnly), eMoverSubComponentType::mover); EXPECT_EQ(ChooseMoverSubComponentType(0, pathOnly), eMoverSubComponentType::mover); EXPECT_EQ(ChooseMoverSubComponentType(41, pathOnly), eMoverSubComponentType::simpleMover); info.settings.Insert(u"platformIsMover", true); Entity mover(288300744895900101, info); EXPECT_EQ(ChooseMoverSubComponentType(41, mover), eMoverSubComponentType::mover); info.settings.values.clear(); info.settings.Insert(u"platformIsSimpleMover", true); Entity simple(288300744895900102, info); EXPECT_EQ(ChooseMoverSubComponentType(-1, simple), eMoverSubComponentType::simpleMover); info.settings.values.clear(); info.settings.Insert(u"platformIsRotater", true); Entity rotater(288300744895900105, info); EXPECT_EQ(ChooseMoverSubComponentType(0, rotater), eMoverSubComponentType::rotater); // Set, but all false: the client makes no subcomponent info.settings.values.clear(); info.settings.Insert(u"platformIsMover", false); Entity none(288300744895900106, info); EXPECT_EQ(ChooseMoverSubComponentType(41, none), eMoverSubComponentType::none); info.settings.values.clear(); } // LWOMovingPlatformComponent::SetupPlatform: one subcomponent per setting that is true, mover, simple mover, rotater TEST_F(MovingPlatformComponentTest, OneSubcomponentPerSetting) { info.settings.Insert(u"platformIsRotater", true); info.settings.Insert(u"platformIsMover", true); Entity both(288300744895900107, info); const std::vector expected{ eMoverSubComponentType::mover, eMoverSubComponentType::rotater }; EXPECT_EQ(ChooseSubComponentTypes(-1, both), expected); EXPECT_EQ(ChooseMoverSubComponentType(-1, both), eMoverSubComponentType::mover); info.settings.values.clear(); } // Live: 1 (subcomponents), 1 (dirty), 0 (no path), 1, type 5, the starting point (the object's position and // rotation, w first), state 9 (waiting at its desired waypoint), waypoint 0, not reversing, then the ending 0 bit TEST_F(MovingPlatformComponentTest, SimpleMoverConstructionMatchesLive) { info.lot = 16141; info.pos = NiPoint3(Float(0xc2e02255), Float(0x436d1992), Float(0xc32347e8)); info.rot = NiQuaternion(Float(0x3f6fa199), 0.0f, Float(0x3eb42497), 0.0f); Entity counterweight(288300744895900103, info); auto* const platform = counterweight.AddComponent(41, ""); ASSERT_EQ(platform->GetMoverSubComponentType(), eMoverSubComponentType::simpleMover); EXPECT_EQ(platform->GetSimpleMoverSubComponent()->mMove, NiPoint3(0.0f, -2.5f, 0.0f)); EXPECT_FLOAT_EQ(platform->GetSimpleMoverSubComponent()->mMoveTime, 1.0f); RakNet::BitStream stream; platform->Serialize(stream, true); EXPECT_EQ(Bits(stream), HexBits("d05000000d548b830a4865b50fa11c8f0e6685bcfc000000025c92d0f800000002120000000000000000", 329)); // Nothing changed: a serialization says so in two bits RakNet::BitStream idle; platform->Serialize(idle, false); EXPECT_EQ(Bits(idle), "00"); } // Sent to its end it serializes travelling from waypoint 0, and after platformMoveTime it has arrived: stopped at its // desired and final waypoint 1, moved by platformMove TEST_F(MovingPlatformComponentTest, SimpleMoverTripTiming) { info.lot = 16141; info.pos = NiPoint3(10.0f, 20.0f, 30.0f); info.rot = QuatUtils::IDENTITY; Entity counterweight(288300744895900104, info); counterweight.AddComponent(-1); auto* const platform = counterweight.AddComponent(41, ""); auto* const mover = platform->GetSimpleMoverSubComponent(); platform->GotoWaypoint(1); counterweight.Update(0.0f); // timers added now start on the next update EXPECT_EQ(mover->mState, ePlatformStateFlag::Travelling); EXPECT_EQ(mover->mCurrentWaypointIndex, 0); EXPECT_FALSE(mover->mInReverse); RakNet::BitStream sent; platform->Serialize(sent, false); // 1, not dirty, 1, type 5, no starting point, the state: travelling from 0 forwards, then the ending 0 EXPECT_EQ(Bits(sent), "101" "00000101000000000000000000000000" "0" "1" "00000010000000000000000000000000" "00000000000000000000000000000000" "0" "0"); counterweight.Update(0.5f); EXPECT_EQ(mover->mState, ePlatformStateFlag::Travelling); counterweight.Update(0.6f); EXPECT_EQ(mover->mState, ePlatformStateFlag::Stopped | ePlatformStateFlag::ReachedDesiredWaypoint | ePlatformStateFlag::ReachedFinalDestination); EXPECT_EQ(mover->mCurrentWaypointIndex, 1); EXPECT_EQ(counterweight.GetPosition(), NiPoint3(10.0f, 17.5f, 30.0f)); // And back platform->GotoWaypoint(0); counterweight.Update(0.0f); EXPECT_EQ(mover->mCurrentWaypointIndex, 1); EXPECT_TRUE(mover->mInReverse); counterweight.Update(1.1f); EXPECT_EQ(mover->mCurrentWaypointIndex, 0); EXPECT_EQ(counterweight.GetPosition(), NiPoint3(10.0f, 20.0f, 30.0f)); } // A rotater's subcomponent is type 6 with a mover's data (LWOPlatform::Deserialize reads both) TEST_F(MovingPlatformComponentTest, RotaterIsWrittenAsTypeSix) { info.settings.Insert(u"platformIsRotater", true); Entity rotater(288300744895900107, info); info.settings.values.clear(); auto* const platform = rotater.AddComponent(-1, ""); ASSERT_EQ(platform->GetMoverSubComponentType(), eMoverSubComponentType::rotater); ASSERT_NE(platform->GetMoverSubComponent(), nullptr); platform->SetSerialized(true); // Without a path it does not run: it stays stopped at its waypoint, also when started EXPECT_EQ(platform->GetMoverSubComponent()->mState, 12u); platform->StartPathing(); EXPECT_EQ(platform->GetMoverSubComponent()->mState, 12u); RakNet::BitStream stream; platform->Serialize(stream, true); const auto bits = Bits(stream); // 1 (subcomponents), 1 (path written with the construction), 0 (no path), 1 (one follows), type 6 EXPECT_EQ(bits.substr(0, 4 + 32), "1101" "00000110000000000000000000000000"); EXPECT_EQ(bits.back(), '0'); } // A mover runs on the server as live ran it: it waits at its first waypoint (9: waiting at a waypoint, as the GF // shooting gallery targets were constructed), travels after the waypoint's wait (2), waits at the other end (25, turned // round on a bounce path); sent to a waypoint to stop it waits with the desired waypoint, leaves and stops there (28) TEST_F(MovingPlatformComponentTest, MoverRunsLikeLive) { Path path; path.pathType = PathType::MovingPlatform; path.pathName = "TestMoverPath"; path.pathBehavior = PathBehavior::Bounce; PathWaypoint first; first.position = NiPoint3(0.0f, 0.0f, 0.0f); first.speed = 5.0f; first.movingPlatform.wait = 2.0f; PathWaypoint second = first; second.position = NiPoint3(10.0f, 0.0f, 0.0f); second.movingPlatform.wait = 1.0f; path.pathWaypoints = { first, second }; const_cast(Game::zoneManager->GetZone())->AddPath(path); Entity entity(288300744895900108, info); auto* const platform = entity.AddComponent(-1, "TestMoverPath"); ASSERT_TRUE(platform->IsMover()); auto* const mover = platform->GetMoverSubComponent(); EXPECT_EQ(mover->mState, 9u); EXPECT_EQ(mover->mCurrentWaypointIndex, 0u); EXPECT_EQ(mover->mNextWaypointIndex, 1u); platform->Run(1.9f); EXPECT_EQ(mover->mState, 9u); EXPECT_FLOAT_EQ(mover->mIdleTimeElapsed, 1.9f); platform->Run(0.2f); EXPECT_EQ(mover->mState, 2u); // 5 units a second over 10 platform->Run(1.0f); EXPECT_NEAR(mover->mPercentBetweenPoints, 0.5f, 0.001f); EXPECT_NEAR(mover->mPosition.x, 5.0f, 0.01f); GameMessages::PlatformResync resync; platform->FillResync(resync); EXPECT_EQ(static_cast(resync.eState), 2u); EXPECT_EQ(resync.iIndex, 0); EXPECT_EQ(resync.iNextIndex, 1); EXPECT_NEAR(resync.fPercentBetweenPoints, 0.5f, 0.001f); platform->Run(1.1f); EXPECT_EQ(mover->mState, 25u); EXPECT_EQ(mover->mCurrentWaypointIndex, 1u); EXPECT_EQ(mover->mNextWaypointIndex, 0u); EXPECT_TRUE(mover->mInReverse); EXPECT_EQ(mover->mPercentBetweenPoints, 0.0f); // Sent back to the start to stop there: it waits out the waypoint's wait, leaves and stays platform->GotoWaypoint(0, true); EXPECT_EQ(mover->mState, 25u); EXPECT_EQ(mover->mDesiredWaypointIndex, 0); EXPECT_TRUE(mover->mShouldStopAtDesiredWaypoint); platform->Run(1.1f); EXPECT_EQ(mover->mState, 2u); EXPECT_EQ(mover->mDesiredWaypointIndex, 0); platform->Run(2.5f); EXPECT_EQ(mover->mState, 28u); EXPECT_EQ(mover->mCurrentWaypointIndex, 0u); EXPECT_EQ(mover->mDesiredWaypointIndex, -1); platform->Run(10.0f); EXPECT_EQ(mover->mState, 28u); // Started at a waypoint it first waits there (issue 964), then stopped mid way (4, the bit the client stops on) and // started again platform->StartPathing(); EXPECT_EQ(mover->mState, 25u); platform->Run(2.1f); EXPECT_EQ(mover->mState, 2u); platform->Run(1.0f); platform->StopPathing(); EXPECT_EQ(mover->mState, 4u); const auto percent = mover->mPercentBetweenPoints; platform->Run(1.0f); EXPECT_EQ(mover->mPercentBetweenPoints, percent); platform->StartPathing(); EXPECT_EQ(mover->mState, 2u); } // The NJ falling tiles in the live captures (LOT 14335, a two waypoint path run once, not started on load): 12 until // stepped on, sent to waypoint 1 it waits (9) and leaves (2); there it has stopped and turned round (28), and sent back // it waits (25, reversed, towards 0) and leaves (2), to stop at the start as live constructed used tiles (28, forwards) TEST_F(MovingPlatformComponentTest, MoverOnceLikeLiveFallingTile) { Path path; path.pathType = PathType::MovingPlatform; path.pathName = "TestDropPath"; path.pathBehavior = PathBehavior::Once; PathWaypoint first; first.position = NiPoint3(0.0f, 10.0f, 0.0f); first.speed = 5.0f; PathWaypoint second = first; second.position = NiPoint3(0.0f, 0.0f, 0.0f); path.pathWaypoints = { first, second }; const_cast(Game::zoneManager->GetZone())->AddPath(path); info.settings.Insert(u"startPathingOnLoad", false); Entity entity(288300744895900109, info); info.settings.values.clear(); auto* const platform = entity.AddComponent(-1, "TestDropPath"); auto* const mover = platform->GetMoverSubComponent(); EXPECT_EQ(mover->mState, 12u); platform->Run(5.0f); EXPECT_EQ(mover->mState, 12u); platform->GotoWaypoint(1); EXPECT_EQ(mover->mState, 9u); EXPECT_EQ(mover->mDesiredWaypointIndex, 1); EXPECT_TRUE(mover->mShouldStopAtDesiredWaypoint); platform->Run(0.11f); EXPECT_EQ(mover->mState, 2u); platform->Run(1.0f); EXPECT_EQ(mover->mState, 2u); platform->Run(1.1f); EXPECT_EQ(mover->mState, 28u); EXPECT_EQ(mover->mCurrentWaypointIndex, 1u); EXPECT_EQ(mover->mNextWaypointIndex, 0u); EXPECT_TRUE(mover->mInReverse); EXPECT_EQ(mover->mDesiredWaypointIndex, -1); platform->GotoWaypoint(0); EXPECT_EQ(mover->mState, 25u); EXPECT_EQ(mover->mDesiredWaypointIndex, 0); platform->Run(0.11f); EXPECT_EQ(mover->mState, 2u); platform->Run(2.1f); EXPECT_EQ(mover->mState, 28u); EXPECT_EQ(mover->mCurrentWaypointIndex, 0u); EXPECT_EQ(mover->mNextWaypointIndex, 1u); EXPECT_FALSE(mover->mInReverse); } // The object goes with its mover on the server (LWOPlatform moves it ignoring the dirty flags), turned between the // waypoints' rotations, and its physics are not serialized for it: live sent a moving target's mover data only TEST_F(MovingPlatformComponentTest, MoverCarriesItsObject) { Path path; path.pathType = PathType::MovingPlatform; path.pathName = "TestCarryPath"; path.pathBehavior = PathBehavior::Once; PathWaypoint first; first.position = NiPoint3(0.0f, 0.0f, 0.0f); first.speed = 5.0f; PathWaypoint second = first; second.position = NiPoint3(10.0f, 0.0f, 0.0f); second.rotation = NiQuaternion(0.0f, 0.0f, 1.0f, 0.0f); path.pathWaypoints = { first, second }; const_cast(Game::zoneManager->GetZone())->AddPath(path); info.pos = NiPoint3(0.0f, 0.0f, 0.0f); Entity entity(288300744895900110, info); auto* const simplePhysics = entity.AddComponent(-1); auto* const platform = entity.AddComponent(-1, "TestCarryPath"); RakNet::BitStream before; simplePhysics->Serialize(before, false); platform->Run(0.11f); platform->Run(1.0f); EXPECT_NEAR(entity.GetPosition().x, 5.0f, 0.01f); EXPECT_NEAR(std::abs(entity.GetRotation().y), 0.7071f, 0.001f); RakNet::BitStream moved; simplePhysics->Serialize(moved, false); // No position and rotation (seven floats) in it EXPECT_LT(moved.GetNumberOfBitsUsed(), 7u * 32u); platform->Run(1.1f); EXPECT_EQ(entity.GetPosition(), NiPoint3(10.0f, 0.0f, 0.0f)); EXPECT_NEAR(std::abs(entity.GetRotation().y), 1.0f, 0.001f); } // SetCurrentPath (live's shooting gallery script puts its moving platform targets on their paths with it): the mover // starts over at the path's waypoint, waiting there as live constructed the targets (9), and the path is written once TEST_F(MovingPlatformComponentTest, SetCurrentPathPutsTheMoverOnThePath) { Path path; path.pathType = PathType::MovingPlatform; path.pathName = "TestTargetPath"; path.pathBehavior = PathBehavior::Once; PathWaypoint first; first.position = NiPoint3(1.0f, 2.0f, 3.0f); first.speed = 10.0f; PathWaypoint second = first; second.position = NiPoint3(1.0f, 2.0f, 23.0f); PathWaypoint third = first; third.position = NiPoint3(1.0f, 2.0f, 43.0f); path.pathWaypoints = { first, second, third }; const_cast(Game::zoneManager->GetZone())->AddPath(path); Entity entity(288300744895900111, info); entity.AddComponent(-1); auto* const platform = entity.AddComponent(0, ""); ASSERT_EQ(platform->GetMoverSubComponentType(), eMoverSubComponentType::mover); EXPECT_FALSE(platform->IsMover()); EXPECT_FALSE(platform->SetCurrentPath("NoSuchPath")); ASSERT_TRUE(platform->SetCurrentPath("TestTargetPath", 0)); ASSERT_TRUE(platform->IsMover()); auto* const mover = platform->GetMoverSubComponent(); EXPECT_EQ(mover->mState, 9u); EXPECT_EQ(mover->mCurrentWaypointIndex, 0u); EXPECT_EQ(mover->mNextWaypointIndex, 1u); EXPECT_EQ(entity.GetPosition(), NiPoint3(1.0f, 2.0f, 3.0f)); // 1 (subcomponents), 1 (the path changed), 1 (there is one), its name's length RakNet::BitStream withPath; platform->Serialize(withPath, false); EXPECT_EQ(Bits(withPath).substr(0, 3 + 16), "111" "0000111000000000"); RakNet::BitStream withoutPath; platform->Serialize(withoutPath, false); EXPECT_EQ(Bits(withoutPath).substr(0, 2), "10"); // It leaves after the shortest wait and passes the middle waypoint waiting there (9), as the live targets did platform->Run(0.11f); EXPECT_EQ(mover->mState, 2u); platform->Run(2.1f); EXPECT_EQ(mover->mState, 9u); EXPECT_EQ(mover->mCurrentWaypointIndex, 1u); platform->Run(0.11f); EXPECT_EQ(mover->mState, 2u); platform->Run(2.1f); EXPECT_EQ(mover->mState, 28u); EXPECT_EQ(mover->mCurrentWaypointIndex, 2u); } // The NJ counterweights in the live captures (LOT 16141, the Frakjaw battle): when the quick build completes the simple // mover is serialized waiting at waypoint 0 (9), then travelling from it (2); it stops at its end without a // serialization, where PlatformAtLastWaypoint tells the scripts TEST_F(MovingPlatformComponentTest, BuiltSimpleMoverSetsOffLikeLive) { info.lot = 16141; info.pos = NiPoint3(10.0f, 20.0f, 30.0f); info.rot = QuatUtils::IDENTITY; Entity counterweight(288300744895900112, info); counterweight.AddComponent(-1); auto* const platform = counterweight.AddComponent(41, ""); auto* const mover = platform->GetSimpleMoverSubComponent(); uint32_t atLastWaypoint = 0; platform->AddPlatformAtLastWaypointCallback([&atLastWaypoint] { atLastWaypoint++; }); platform->OnCompleteQuickBuild(); RakNet::BitStream built; platform->Serialize(built, false); EXPECT_EQ(Bits(built), "101" "00000101000000000000000000000000" "0" "1" "00001001000000000000000000000000" "00000000000000000000000000000000" "0" "0"); counterweight.Update(0.0f); // timers added now start on the next update counterweight.Update(0.11f); EXPECT_EQ(mover->mState, 2u); RakNet::BitStream travelling; platform->Serialize(travelling, false); EXPECT_EQ(Bits(travelling), "101" "00000101000000000000000000000000" "0" "1" "00000010000000000000000000000000" "00000000000000000000000000000000" "0" "0"); counterweight.Update(0.0f); counterweight.Update(0.5f); EXPECT_EQ(mover->mState, 2u); EXPECT_EQ(atLastWaypoint, 0u); counterweight.Update(0.6f); EXPECT_EQ(mover->mState, 28u); EXPECT_EQ(mover->mCurrentWaypointIndex, 1u); EXPECT_EQ(atLastWaypoint, 1u); EXPECT_EQ(counterweight.GetPosition(), NiPoint3(10.0f, 17.5f, 30.0f)); RakNet::BitStream arrived; platform->Serialize(arrived, false); EXPECT_EQ(Bits(arrived), "00"); } // LWOPlatformRotator::SetAngularVelocity 0x00bfa380: the velocity that turns from no rotation to the configured one in // half the rate. The client's matrices about an axis turn the other way round than the usual ones, so a quarter turn // about x in 1 s is -pi/2 about x; in reverse it is the other way. Whole turns have no axis and give no velocity. Half // a turn can go either way round: the float pi is a little over pi, so the shortest way is the usual direction. TEST_F(MovingPlatformComponentTest, RotatorAngularVelocityAsTheClient) { constexpr float pi = 3.14159265358979323846f; const auto quarterX = CalcRotatorAngularVelocity(0.5f * pi, 0.0f, 0.0f, 2.0f, false); EXPECT_NEAR(quarterX.x, -pi / 2.0f, 0.0001f); EXPECT_NEAR(quarterX.y, 0.0f, 0.0001f); EXPECT_NEAR(quarterX.z, 0.0f, 0.0001f); const auto quarterXReverse = CalcRotatorAngularVelocity(0.5f * pi, 0.0f, 0.0f, 2.0f, true); EXPECT_NEAR(quarterXReverse.x, pi / 2.0f, 0.0001f); const auto eighthY = CalcRotatorAngularVelocity(0.0f, 0.25f * pi, 0.0f, 4.0f, false); EXPECT_NEAR(eighthY.y, -pi / 8.0f, 0.0001f); const auto quarterZ = CalcRotatorAngularVelocity(0.0f, 0.0f, 0.5f * pi, 1.0f, false); EXPECT_NEAR(quarterZ.z, -pi, 0.0001f); // x * (y * z): a quarter turn about x and one about y is a third of a turn about (-1, -1, 1) const auto both = CalcRotatorAngularVelocity(0.5f * pi, 0.5f * pi, 0.0f, 2.0f, false); const float third = 2.0f * pi / 3.0f / std::sqrt(3.0f); EXPECT_NEAR(both.x, -third, 0.0001f); EXPECT_NEAR(both.y, -third, 0.0001f); EXPECT_NEAR(both.z, third, 0.0001f); EXPECT_EQ(CalcRotatorAngularVelocity(2.0f * pi, 0.0f, 0.0f, 2.0f, false), NiPoint3Constant::ZERO); EXPECT_EQ(CalcRotatorAngularVelocity(0.0f, 0.0f, 0.0f, 2.0f, false), NiPoint3Constant::ZERO); EXPECT_EQ(CalcRotatorAngularVelocity(0.5f * pi, 0.0f, 0.0f, 0.0f, false), NiPoint3Constant::ZERO); const auto halfX = CalcRotatorAngularVelocity(pi, 0.0f, 0.0f, 2.0f, false); EXPECT_NEAR(halfX.x, pi, 0.0001f); } // A rotator on a path stays at its waypoint and turns its object at its angular velocity while it travels (rotY half a // half turn at rate 2: a quarter turn the client's way about y each second), without a serialization of its physics; // stopped it turns no more, started again it does TEST_F(MovingPlatformComponentTest, RotatorTurnsItsObject) { Path path; path.pathType = PathType::MovingPlatform; path.pathName = "TestRotatorPath"; path.pathBehavior = PathBehavior::Loop; PathWaypoint first; first.position = NiPoint3(1.0f, 2.0f, 3.0f); PathWaypoint second = first; second.position = NiPoint3(10.0f, 2.0f, 3.0f); path.pathWaypoints = { first, second }; const_cast(Game::zoneManager->GetZone())->AddPath(path); info.pos = NiPoint3(1.0f, 2.0f, 3.0f); info.rot = QuatUtils::IDENTITY; info.settings.Insert(u"platformIsRotater", true); info.settings.Insert(u"rotY", 0.5f); info.settings.Insert(u"rate", 2.0f); Entity entity(288300744895900113, info); info.settings.values.clear(); auto* const simplePhysics = entity.AddComponent(-1); auto* const platform = entity.AddComponent(-1, "TestRotatorPath"); ASSERT_EQ(platform->GetMoverSubComponentType(), eMoverSubComponentType::rotater); auto* const rotator = platform->GetMoverSubComponent(); EXPECT_EQ(rotator->mState, 2u); RakNet::BitStream before; simplePhysics->Serialize(before, false); platform->Run(1.0f); EXPECT_EQ(entity.GetPosition(), NiPoint3(1.0f, 2.0f, 3.0f)); EXPECT_NEAR(entity.GetRotation().w, 0.7071f, 0.001f); EXPECT_NEAR(entity.GetRotation().y, -0.7071f, 0.001f); RakNet::BitStream moved; simplePhysics->Serialize(moved, false); EXPECT_LT(moved.GetNumberOfBitsUsed(), 7u * 32u); platform->StopPathing(); EXPECT_EQ(rotator->mState & 7u, 4u); platform->Run(1.0f); EXPECT_NEAR(entity.GetRotation().y, -0.7071f, 0.001f); platform->StartPathing(); EXPECT_EQ(rotator->mState, 2u); platform->Run(1.0f); EXPECT_NEAR(std::abs(entity.GetRotation().y), 1.0f, 0.001f); EXPECT_EQ(entity.GetPosition(), NiPoint3(1.0f, 2.0f, 3.0f)); } // Live's movers at a waypoint between the ends of their path: the object is put at the waypoint and serialized waiting // there (9), keeps the velocity it came with for the wait (LWOPlatform::SetWaitingTime 0x00bdc860 only takes it away at // an end or when stopped), and is serialized leaving (2) from where that took it, with the part of the next stretch it // is from the waypoint: the GF shooting gallery subs (speed 15, no wait, so the shortest, 0.1 s: two of live's frames) // left 2 units past each waypoint. From there it goes the next stretch's direction and arrives as it passes the // waypoint. At the end of the path it stops where the waypoint is. TEST_F(MovingPlatformComponentTest, MoverKeepsItsVelocityThroughAWaitLikeLive) { Path path; path.pathType = PathType::MovingPlatform; path.pathName = "TestCornerPath"; path.pathBehavior = PathBehavior::Once; PathWaypoint first; first.position = NiPoint3(0.0f, 0.0f, 0.0f); first.speed = 15.0f; PathWaypoint second = first; second.position = NiPoint3(30.0f, 0.0f, 0.0f); PathWaypoint third = first; third.position = NiPoint3(30.0f, 0.0f, 30.0f); path.pathWaypoints = { first, second, third }; const_cast(Game::zoneManager->GetZone())->AddPath(path); info.pos = NiPoint3(0.0f, 0.0f, 0.0f); Entity entity(288300744895900114, info); entity.AddComponent(-1); auto* const platform = entity.AddComponent(-1, "TestCornerPath"); auto* const mover = platform->GetMoverSubComponent(); platform->Run(0.11f); EXPECT_EQ(mover->mState, 2u); EXPECT_EQ(mover->mPercentBetweenPoints, 0.0f); platform->Run(2.0f); EXPECT_EQ(mover->mState, 9u); EXPECT_EQ(mover->mCurrentWaypointIndex, 1u); EXPECT_EQ(mover->mPosition, NiPoint3(30.0f, 0.0f, 0.0f)); EXPECT_EQ(mover->mPercentBetweenPoints, 0.0f); platform->Run(1.0f / 15.0f); EXPECT_EQ(mover->mState, 9u); EXPECT_NEAR(mover->mPosition.x, 31.0f, 0.001f); platform->Run(1.0f / 15.0f); EXPECT_EQ(mover->mState, 2u); EXPECT_NEAR(mover->mPosition.x, 32.0f, 0.001f); EXPECT_NEAR(mover->mPosition.z, 0.0f, 0.001f); EXPECT_NEAR(mover->mPercentBetweenPoints, 2.0f / 30.0f, 0.001f); EXPECT_NEAR(entity.GetPosition().x, 32.0f, 0.001f); platform->Run(1.0f); EXPECT_NEAR(mover->mPosition.x, 32.0f, 0.001f); EXPECT_NEAR(mover->mPosition.z, 15.0f, 0.001f); platform->Run(1.0f); EXPECT_EQ(mover->mState, 28u); EXPECT_EQ(mover->mCurrentWaypointIndex, 2u); EXPECT_EQ(mover->mPosition, NiPoint3(30.0f, 0.0f, 30.0f)); platform->Run(1.0f); EXPECT_EQ(mover->mPosition, NiPoint3(30.0f, 0.0f, 30.0f)); EXPECT_EQ(entity.GetPosition(), NiPoint3(30.0f, 0.0f, 30.0f)); } // A simple mover without a quick build runs from when it is loaded, as a mover does: waiting at its waypoint (9) for the // shortest wait, then off to its other end, where it has stopped (28). With startPathingOnLoad false it stays as it was // made (12), and so does one its script stops when it starts up (live's NJ spinner script, L_NJ_SPINNER_SERVER). TEST_F(MovingPlatformComponentTest, SimpleMoverSetsOffOnLoadUnlessToldNotTo) { info.lot = 16141; info.pos = NiPoint3(10.0f, 20.0f, 30.0f); info.rot = QuatUtils::IDENTITY; { Entity entity(288300744895900115, info); entity.AddComponent(-1); auto* const platform = entity.AddComponent(41, ""); auto* const mover = platform->GetSimpleMoverSubComponent(); EXPECT_EQ(mover->mState, 9u); entity.Update(0.05f); EXPECT_EQ(mover->mState, 9u); entity.Update(0.06f); EXPECT_EQ(mover->mState, 2u); entity.Update(0.0f); entity.Update(1.1f); EXPECT_EQ(mover->mState, 28u); EXPECT_EQ(mover->mCurrentWaypointIndex, 1u); // Stopped at its end it does not set off again by itself entity.Update(1.0f); EXPECT_EQ(mover->mState, 28u); } { Entity entity(288300744895900116, info); auto* const platform = entity.AddComponent(41, ""); auto* const mover = platform->GetSimpleMoverSubComponent(); platform->StopPathing(); EXPECT_EQ(mover->mState, 12u); entity.Update(1.0f); EXPECT_EQ(mover->mState, 12u); EXPECT_EQ(mover->mCurrentWaypointIndex, 0u); } { info.settings.Insert(u"startPathingOnLoad", false); Entity entity(288300744895900117, info); info.settings.values.clear(); auto* const platform = entity.AddComponent(41, ""); auto* const mover = platform->GetSimpleMoverSubComponent(); EXPECT_EQ(mover->mState, 12u); entity.Update(1.0f); EXPECT_EQ(mover->mState, 12u); } } // L_SIMPLE_ONCE_ONLY_MOVER_SPINNER_EVENT: the platform goes to its waypoint 1 when the event named in its // name_deactivated_event is fired at it, and at no other TEST_F(MovingPlatformComponentTest, OnceOnlyMoverGoesOnItsSpinnersEvent) { info.lot = 16141; info.settings.Insert(u"startPathingOnLoad", false); info.settings.Insert(u"name_deactivated_event", u"blades_off"); Entity entity(288300744895900118, info); info.settings.values.clear(); auto* const platform = entity.AddComponent(41, ""); auto* const mover = platform->GetSimpleMoverSubComponent(); SimpleOnceOnlyMoverSpinnerEvent script; script.OnFireEventServerSide(&entity, &entity, "blades_on", 0, 0, 0); EXPECT_EQ(mover->mState, 12u); script.OnFireEventServerSide(&entity, &entity, "blades_off", 0, 0, 0); EXPECT_EQ(mover->mState, 2u); EXPECT_EQ(mover->mCurrentWaypointIndex, 0u); }