Files
DarkflameServer/tests/dGameTests/dComponentsTests/MovingPlatformComponentTests.cpp
Aaron Kimbrell 4e8e0e64ef fix(moving platform): a mover keeps its velocity through a wait between the ends, as live
Live serialized a mover leaving a waypoint not where the waypoint is but
past it: the GF shooting gallery subs 2 units on (speed 15), the FV
dragons 5.33 (speed 40), each along the stretch they came by, and a
dragon met 2.2 s into its 5 s wait was 88 units past its waypoint (1.219
of the next stretch). At either end of a path they left from the
waypoint itself.

It is the client's LWOPlatform at work, which the server ran too:
- SetWaitingTime (0x00bdc860) takes the object's velocities away only
  when the platform has stopped or is at an end of its path, so through a
  wait in between the object goes on as it came;
- the percent is how far the object is from the waypoint
  (CalculatePercentTravelledToWaypoint 0x00be9050);
- UpdateVelocities (0x00bd4330) on leaving turns it the next stretch's
  way from where it is, and it arrives when it passes the next waypoint
  (CloseToNextWaypoint 0x00bd4140), where ProcessStateChange (0x00cce380)
  puts it at the waypoint;
- a platform that has not stopped looks whether it arrived while it waits
  too (HandleStoppedLogic 0x00bd16a0): the dragons were at waypoint 5
  without having left 4.

The server's mover now moves by its velocity in the same way, so the
state it sends on leaving carries the place and percent live sent.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
2026-11-10 16:46:31 -06:00

578 lines
25 KiB
C++

// 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 <gtest/gtest.h>
#include <bit>
#include "BitStream.h"
#include "CDClientDatabase.h"
#include "Entity.h"
#include "LDFFormat.h"
#include "MovementMessages.h"
#include "MovingPlatformComponent.h"
#include "SimplePhysicsComponent.h"
#include "Zone.h"
#include "dZoneManager.h"
namespace {
float Float(const uint32_t bits) { return std::bit_cast<float>(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<bool>(u"platformIsMover", true);
Entity mover(288300744895900101, info);
EXPECT_EQ(ChooseMoverSubComponentType(41, mover), eMoverSubComponentType::mover);
info.settings.values.clear();
info.settings.Insert<bool>(u"platformIsSimpleMover", true);
Entity simple(288300744895900102, info);
EXPECT_EQ(ChooseMoverSubComponentType(-1, simple), eMoverSubComponentType::simpleMover);
info.settings.values.clear();
info.settings.Insert<bool>(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<bool>(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<bool>(u"platformIsRotater", true);
info.settings.Insert<bool>(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<MovingPlatformComponent>(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<SimplePhysicsComponent>(-1);
auto* const platform = counterweight.AddComponent<MovingPlatformComponent>(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<bool>(u"platformIsRotater", true);
Entity rotater(288300744895900107, info);
info.settings.values.clear();
auto* const platform = rotater.AddComponent<MovingPlatformComponent>(-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<Zone*>(Game::zoneManager->GetZone())->AddPath(path);
Entity entity(288300744895900108, info);
auto* const platform = entity.AddComponent<MovingPlatformComponent>(-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<uint32_t>(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<Zone*>(Game::zoneManager->GetZone())->AddPath(path);
info.settings.Insert<bool>(u"startPathingOnLoad", false);
Entity entity(288300744895900109, info);
info.settings.values.clear();
auto* const platform = entity.AddComponent<MovingPlatformComponent>(-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<Zone*>(Game::zoneManager->GetZone())->AddPath(path);
info.pos = NiPoint3(0.0f, 0.0f, 0.0f);
Entity entity(288300744895900110, info);
auto* const simplePhysics = entity.AddComponent<SimplePhysicsComponent>(-1);
auto* const platform = entity.AddComponent<MovingPlatformComponent>(-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<Zone*>(Game::zoneManager->GetZone())->AddPath(path);
Entity entity(288300744895900111, info);
entity.AddComponent<SimplePhysicsComponent>(-1);
auto* const platform = entity.AddComponent<MovingPlatformComponent>(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<SimplePhysicsComponent>(-1);
auto* const platform = counterweight.AddComponent<MovingPlatformComponent>(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<Zone*>(Game::zoneManager->GetZone())->AddPath(path);
info.pos = NiPoint3(1.0f, 2.0f, 3.0f);
info.rot = QuatUtils::IDENTITY;
info.settings.Insert<bool>(u"platformIsRotater", true);
info.settings.Insert<float>(u"rotY", 0.5f);
info.settings.Insert<float>(u"rate", 2.0f);
Entity entity(288300744895900113, info);
info.settings.values.clear();
auto* const simplePhysics = entity.AddComponent<SimplePhysicsComponent>(-1);
auto* const platform = entity.AddComponent<MovingPlatformComponent>(-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<Zone*>(Game::zoneManager->GetZone())->AddPath(path);
info.pos = NiPoint3(0.0f, 0.0f, 0.0f);
Entity entity(288300744895900114, info);
entity.AddComponent<SimplePhysicsComponent>(-1);
auto* const platform = entity.AddComponent<MovingPlatformComponent>(-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));
}