Files
DarkflameServer/tests/dGameTests/PropertyBuildersTests.cpp
Aaron Kimbrell ebf3a05704 feat(property): best friends of the owner can build on the property
property_bff_build (off by default, as live): while the owner is in build
mode, their best friends can join it and place, move and pick up models,
build brick by brick and edit behaviors, each from their own inventory.
Only the owner starts build mode; a best friend still in it when the owner
leaves keeps building until they leave it.

The client lets only the property's owner edit, so each player now gets
their own DownloadPropertyData, with their own id as the owner while they
can build, sent again whenever that changes. SetBuildModeConfirmed and
GetModelsOnProperty go to each player instead of everyone. The first
builder makes the property private and pauses the models; the last one
restores them. Saving no longer needs the owner in the world.

A model taken off the property goes to whoever placed it; if they aren't
here it stays placed. Privacy and the property's name stay owner only
(neither was checked before).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:20 -05:00

84 lines
3.8 KiB
C++

#include "PropertyBuilders.h"
#include "BrickByBrick.h"
#include <gtest/gtest.h>
// Who builds on a property and where models taken off it go (docs/PropertyBuilding.md).
namespace {
constexpr LWOOBJID OWNER = 1152921510000000001LL;
constexpr LWOOBJID FRIEND = 1152921510000000002LL;
constexpr LWOOBJID VISITOR = 1152921510000000003LL;
int32_t Reason(const BrickByBrick::eDeleteReason reason) { return static_cast<int32_t>(reason); }
bool CanBuild(const LWOOBJID id, const bool isBestFriend, const bool isBuilding, const bool ownerBuilding, const bool bestFriendsBuild, const LWOOBJID owner = OWNER) {
return PropertyBuilders::CanBuild({ .id = id, .isBestFriend = isBestFriend, .isBuilding = isBuilding }, owner, ownerBuilding, bestFriendsBuild);
}
}
TEST(PropertyBuildersTests, OnlyTheOwnerBuildsByDefault) {
EXPECT_TRUE(CanBuild(OWNER, false, false, false, false));
EXPECT_FALSE(CanBuild(FRIEND, true, false, true, false));
EXPECT_FALSE(CanBuild(FRIEND, true, true, true, false));
EXPECT_FALSE(CanBuild(VISITOR, false, false, true, false));
}
TEST(PropertyBuildersTests, NobodyBuildsOnAnUnclaimedProperty) {
EXPECT_FALSE(CanBuild(FRIEND, true, true, true, true, LWOOBJID_EMPTY));
EXPECT_FALSE(CanBuild(LWOOBJID_EMPTY, false, false, false, true, LWOOBJID_EMPTY));
}
TEST(PropertyBuildersTests, TheOwnerStartsBuilding) {
// A best friend can't start: the owner isn't building
EXPECT_FALSE(CanBuild(FRIEND, true, false, false, true));
// The owner always can
EXPECT_TRUE(CanBuild(OWNER, false, false, false, true));
}
TEST(PropertyBuildersTests, BestFriendsJoinWhileTheOwnerBuilds) {
EXPECT_TRUE(CanBuild(FRIEND, true, false, true, true));
EXPECT_TRUE(CanBuild(FRIEND, true, true, true, true));
// Not a best friend: never
EXPECT_FALSE(CanBuild(VISITOR, false, false, true, true));
EXPECT_FALSE(CanBuild(VISITOR, false, true, true, true));
}
TEST(PropertyBuildersTests, BestFriendsStayAfterTheOwnerStops) {
// Still in build mode: keeps building
EXPECT_TRUE(CanBuild(FRIEND, true, true, false, true));
// Left build mode: can't come back until the owner builds again
EXPECT_FALSE(CanBuild(FRIEND, true, false, false, true));
}
TEST(PropertyBuildersTests, ModelsWithNoPlacerAreTheOwners) {
EXPECT_EQ(PropertyBuilders::Placer(LWOOBJID_EMPTY, OWNER), OWNER);
EXPECT_EQ(PropertyBuilders::Placer(FRIEND, OWNER), FRIEND);
EXPECT_EQ(PropertyBuilders::Placer(OWNER, OWNER), OWNER);
}
TEST(PropertyBuildersTests, APlayersOwnModelGoesToThem) {
using enum BrickByBrick::eDeleteReason;
using enum PropertyBuilders::eModelReturn;
for (const auto reason : { PICKING_MODEL_UP, RETURNING_MODEL_TO_INVENTORY, BREAKING_MODEL_APART }) {
EXPECT_EQ(PropertyBuilders::PlanModelReturn(FRIEND, FRIEND, true, Reason(reason)), PICKER);
EXPECT_EQ(PropertyBuilders::PlanModelReturn(OWNER, OWNER, true, Reason(reason)), PICKER);
}
}
TEST(PropertyBuildersTests, SomeoneElsesModelGoesBackToThem) {
using enum BrickByBrick::eDeleteReason;
using enum PropertyBuilders::eModelReturn;
EXPECT_EQ(PropertyBuilders::PlanModelReturn(FRIEND, OWNER, true, Reason(PICKING_MODEL_UP)), PLACER);
EXPECT_EQ(PropertyBuilders::PlanModelReturn(OWNER, FRIEND, true, Reason(RETURNING_MODEL_TO_INVENTORY)), PLACER);
// Not in this world: it stays placed
EXPECT_EQ(PropertyBuilders::PlanModelReturn(OWNER, FRIEND, false, Reason(PICKING_MODEL_UP)), PLACER_AWAY);
EXPECT_EQ(PropertyBuilders::PlanModelReturn(FRIEND, OWNER, false, Reason(RETURNING_MODEL_TO_INVENTORY)), PLACER_AWAY);
}
TEST(PropertyBuildersTests, OnlyThePlacerTakesTheirModelApart) {
using enum BrickByBrick::eDeleteReason;
using enum PropertyBuilders::eModelReturn;
EXPECT_EQ(PropertyBuilders::PlanModelReturn(FRIEND, OWNER, true, Reason(BREAKING_MODEL_APART)), NOT_THEIRS);
EXPECT_EQ(PropertyBuilders::PlanModelReturn(OWNER, FRIEND, false, Reason(BREAKING_MODEL_APART)), NOT_THEIRS);
}