xml/xsd files changed type to double. fixed cooldownbug in PlayerSystem. Added 4 tests in ShootEventTest and generalized it a lot

This commit is contained in:
verysecrethero
2016-01-11 13:34:50 +01:00
parent 184af95507
commit ec4d5fbfa8
8 changed files with 228 additions and 53 deletions
+4 -1
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@@ -4,6 +4,9 @@
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="Player">
<xs:annotation>
<xs:documentation>The player charachter</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="Velocity" type="t:Vector" minOccurs="0"/>
@@ -11,7 +14,7 @@
<xs:element name="Left" type="t:bool" minOccurs="0"/>
<xs:element name="Back" type="t:bool" minOccurs="0"/>
<xs:element name="Right" type="t:bool" minOccurs="0"/>
<xs:element name="EquippedItem" type="t:int" minOccurs="0"/>
<xs:element name="EquippedItem" type="t:double" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
+1 -1
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@@ -1,4 +1,4 @@
<c:PrimaryItem>
<Ammo>0</Ammo>
<CoolDownTimer>0</CoolDownTimer>
</c:Player>
</c:PrimaryItem>
+9 -2
View File
@@ -4,10 +4,17 @@
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="PrimaryItem">
<xs:annotation>
<xs:documentation>The Players Primary Item/Weapon</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="Ammo" type="t:int" minOccurs="0"/>
<xs:element name="CoolDownTimer" type="t:double" minOccurs="0"/>
<xs:element name="Ammo" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Ammo count</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="CoolDownTimer" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Cooldown till next item/weapon use</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
@@ -1,4 +1,4 @@
<c:SecondaryItem>
<Ammo>0</Ammo>
<CoolDownTimer>0</CoolDownTimer>
</c:Player>
</c:SecondaryItem>
@@ -4,10 +4,17 @@
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="SecondaryItem">
<xs:annotation>
<xs:documentation>The Players Secondary Item/Weapon</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="Ammo" type="t:int" minOccurs="0"/>
<xs:element name="CoolDownTimer" type="t:double" minOccurs="0"/>
<xs:element name="Ammo" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Ammo count</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="CoolDownTimer" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Cooldown till next item/weapon use</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
+22 -12
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@@ -27,25 +27,35 @@ void PlayerSystem::UpdateComponent(World * world, ComponentWrapper & player, dou
leftMouseWasReleased = false;
//get the health component linked to the playerId
double currentHealth = (double)world->GetComponent(player.EntityID, "Health")["Health"];
int currentAmmo = 0;
double currentCoolDownTimer = 0.0f;
double currentAmmo = (double)0;
double currentCoolDownTimer = (double)0;
if ((int)player["EquippedItem"] == 1) {
if ((double)player["EquippedItem"] == (double)1) {
ComponentWrapper& currentItem = world->GetComponent(player.EntityID, "PrimaryItem");
currentAmmo = currentItem["Ammo"];
//subtract 1 ammo - the ItemSystem will probably listen to eShoot and handle the CoolDownTimer
currentItem["Ammo"] = (int)currentItem["Ammo"] -1;
int test = (int)currentItem["Ammo"];
currentCoolDownTimer = (double)world->GetComponent(player.EntityID, "PrimaryItem")["CoolDownTimer"];
currentCoolDownTimer = (double)currentItem["CoolDownTimer"];
}
if ((int)player["EquippedItem"] == 2) {
if ((double)player["EquippedItem"] == (double)2) {
ComponentWrapper& currentItem = world->GetComponent(player.EntityID, "SecondaryItem");
currentAmmo = currentItem["Ammo"];
//subtract 1 ammo - the ItemSystem will probably listen to eShoot and handle the CoolDownTimer
currentItem["Ammo"] = (int)currentItem["Ammo"] - 1;
currentCoolDownTimer = (double)world->GetComponent(player.EntityID, "SecondaryItem")["CoolDownTimer"];
currentCoolDownTimer = (double)currentItem["CoolDownTimer"];
}
if (currentHealth > 0.0f && currentAmmo > 0 && currentCoolDownTimer < 0.001f) {
if (currentHealth > (double)0.0f && currentAmmo > (double)0.0f && currentCoolDownTimer < (double)0.001f) {
//decrease ammo count
//TODO: temp, set the cooldowntimer - probably done in some other system (itemSystem?) later
if ((double)player["EquippedItem"] == (double)1) {
ComponentWrapper& currentItem = world->GetComponent(player.EntityID, "PrimaryItem");
int currentAmmoInt = (int)((double)currentItem["Ammo"]);
currentItem["Ammo"] = (double)(currentAmmoInt - 1);
currentItem["CoolDownTimer"] = (double)2;
}
if ((double)player["EquippedItem"] == (double)2) {
ComponentWrapper& currentItem = world->GetComponent(player.EntityID, "SecondaryItem");
int currentAmmoInt = (int)((double)currentItem["Ammo"]);
currentItem["Ammo"] = (double)(currentAmmoInt - 1);
currentItem["CoolDownTimer"] = (double)2;
}
//create and publish the shoot event
Events::Shoot eShoot;
eShoot.currentAimingPoint = aimingCoordinates;
+169 -26
View File
@@ -3,17 +3,15 @@ using boost::unit_test_framework::test_suite;
using boost::unit_test_framework::test_case;
#include "ShootEventTest.h"
#include "Core\EPlayerDamage.h";
#include "Core\EPlayerHealthPickup.h";
#include "Core\EPlayerDeath.h";
#include "Game/HealthSystem.h"
BOOST_AUTO_TEST_SUITE(ShootEventTestSuite)
//AShootEventTest != ShootEventTest -> else it confuses names!
BOOST_AUTO_TEST_CASE(AShootEventTest)
//dont use the same name as the classname in test cases...
BOOST_AUTO_TEST_CASE(ShootEventTest_PrimaryWeaponFiring)
{
ShootEventTest game;
//Test firing primary weapon
ShootEventTest game(1);
//100 loops will be more than enough to do the test
int loops = 100;
bool success = false;
@@ -28,9 +26,59 @@ BOOST_AUTO_TEST_CASE(AShootEventTest)
//The system will process the events, hence it will take a while before we can read anything
BOOST_TEST(success);
}
BOOST_AUTO_TEST_CASE(ShootEventTest_SecondaryWeaponFiring)
{
//Test firing secondary weapon
ShootEventTest game(2);
//100 loops will be more than enough to do the test
int loops = 100;
bool success = false;
while (loops > 0) {
game.Tick();
if (game.TestSucceeded) {
success = true;
break;
}
loops--;
}
//The system will process the events, hence it will take a while before we can read anything
BOOST_TEST(success);
}
BOOST_AUTO_TEST_CASE(ShootEventTest_NoWeaponFiring)
{
//Test firing with no weapon equipped
ShootEventTest game(3);
//100 loops will be more than enough to do the test
int loops = 100;
bool success = false;
while (loops > 0) {
game.Tick();
loops--;
}
//The system will process the events, hence it will take a while before we can read anything
if (game.TestSucceeded)
success = true;
BOOST_TEST(success);
}
BOOST_AUTO_TEST_CASE(ShootEventTest_WeaponOnCooldown)
{
//Test firing with weapon on cooldown
ShootEventTest game(4);
//100 loops will be more than enough to do the test
int loops = 100;
bool success = false;
while (loops > 0) {
game.Tick();
loops--;
}
//The system will process the events, hence it will take a while before we can read anything
if (game.TestSucceeded)
success = true;
BOOST_TEST(success);
}
BOOST_AUTO_TEST_SUITE_END()
ShootEventTest::ShootEventTest()
ShootEventTest::ShootEventTest(int runTestNumber)
{
ResourceManager::RegisterType<ConfigFile>("ConfigFile");
ResourceManager::RegisterType<EntityXMLFile>("EntityXMLFile");
@@ -41,7 +89,7 @@ ShootEventTest::ShootEventTest()
// Create the core event broker
m_EventBroker = new EventBroker();
// Create a world
// Create a world
m_World = new World();
std::string mapToLoad = m_Config->Get<std::string>("Debug.LoadMap", "");
if (!mapToLoad.empty()) {
@@ -54,30 +102,40 @@ ShootEventTest::ShootEventTest()
m_SystemPipeline->AddSystem<HealthSystem>(0);
//The Test
//create entity which has transorm,player,model,health in it. i.e. is a player
//create entity which has transform,player,model,health in it. i.e. is a player
EntityID playerID = m_World->CreateEntity();
ComponentWrapper transform = m_World->AttachComponent(playerID, "Transform");
ComponentWrapper model = m_World->AttachComponent(playerID, "Model");
model["Resource"] = "Models/Core/UnitSphere.obj";
ComponentWrapper& player = m_World->AttachComponent(playerID, "Player");
m_PlayerID = playerID;
ComponentWrapper health = m_World->AttachComponent(playerID, "Health");
playersID = playerID;
ComponentWrapper& player = m_World->AttachComponent(playerID, "Player");
//attach 2x weaps
ComponentWrapper& pItem = m_World->AttachComponent(playerID, "PrimaryItem");
ComponentWrapper& sItem= m_World->AttachComponent(playerID, "SecondaryItem");
//set currentweap
player["EquippedItem"] = 1;
//set ammo set cooldown
pItem["Ammo"] = 100;
pItem["CoolDownTimer"] = 0.0f;
ComponentWrapper& sItem = m_World->AttachComponent(playerID, "SecondaryItem");
//trigger event leftmousedown
m_RunTestNumber = runTestNumber;
switch (runTestNumber)
{
case 1:
TestSetup1(player, pItem, sItem);
break;
case 2:
TestSetup2(player, pItem, sItem);
break;
case 3:
TestSetup3(player, pItem, sItem);
break;
case 4:
TestSetup4(player, pItem, sItem);
break;
default:
break;
}
//fire once = trigger event leftmousedown
Events::MouseRelease eMouseRelease;
eMouseRelease.Button = GLFW_MOUSE_BUTTON_LEFT;
eMouseRelease.X = 1.0f;
eMouseRelease.Y = 1.0f;
m_EventBroker->Publish(eMouseRelease);
}
ShootEventTest::~ShootEventTest()
@@ -87,6 +145,77 @@ ShootEventTest::~ShootEventTest()
delete m_EventBroker;
}
void ShootEventTest::TestSetup1(ComponentWrapper &player, ComponentWrapper &pItem, ComponentWrapper &sItem)
{
//set currentweap
player["EquippedItem"] = (double)1.0f;
//set ammo set cooldown
pItem["Ammo"] = (double)100.0f;
pItem["CoolDownTimer"] = (double)0.0f;
}
void ShootEventTest::TestSetup2(ComponentWrapper &player, ComponentWrapper &pItem, ComponentWrapper &sItem)
{
//set currentweap
player["EquippedItem"] = (double)2.0f;
//set ammo set cooldown
sItem["Ammo"] = (double)10.0f;
sItem["CoolDownTimer"] = (double)0.0f;
}
void ShootEventTest::TestSetup3(ComponentWrapper &player, ComponentWrapper &pItem, ComponentWrapper &sItem)
{
player["EquippedItem"] = (double)0.0f;
pItem["Ammo"] = (double)100.0f;
sItem["Ammo"] = (double)100.0f;
//TestSucceeded will be set to false if ammo changes during the 100 loops
TestSucceeded = true;
}
void ShootEventTest::TestSetup4(ComponentWrapper &player, ComponentWrapper &pItem, ComponentWrapper &sItem)
{
//set currentweap
player["EquippedItem"] = (double)1.0f;
//set ammo set cooldown
pItem["Ammo"] = (double)100.0f;
pItem["CoolDownTimer"] = (double)5.0f;
//TestSucceeded will be set to false if ammo changes during the 100 loops
TestSucceeded = true;
}
void ShootEventTest::TestSuccess1() {
//if ammocount reaches -- we know the test has succeeded, i.e. a shot has been fired
double currentAmmo = m_World->GetComponent(m_PlayerID, "PrimaryItem")["Ammo"];
if (currentAmmo == (double)99)
TestSucceeded = true;
}
void ShootEventTest::TestSuccess2() {
//if ammocount reaches -- we know the test has succeeded, i.e. a shot has been fired
double currentAmmo = m_World->GetComponent(m_PlayerID, "SecondaryItem")["Ammo"];
if (currentAmmo == (double)9)
TestSucceeded = true;
}
void ShootEventTest::TestSuccess3() {
//try firing again
Events::MouseRelease eMouseRelease;
eMouseRelease.Button = GLFW_MOUSE_BUTTON_LEFT;
eMouseRelease.X = 1.0f;
eMouseRelease.Y = 1.0f;
m_EventBroker->Publish(eMouseRelease);
//if ammocount reaches -- we know the test has succeeded, i.e. a shot has been fired
double currentAmmo = m_World->GetComponent(m_PlayerID, "PrimaryItem")["Ammo"];
double currentAmmoSecondary = m_World->GetComponent(m_PlayerID, "SecondaryItem")["Ammo"];
if (currentAmmo != (double)100 || currentAmmoSecondary != (double)100)
TestSucceeded = false;
}
void ShootEventTest::TestSuccess4() {
//try firing again
Events::MouseRelease eMouseRelease;
eMouseRelease.Button = GLFW_MOUSE_BUTTON_LEFT;
eMouseRelease.X = 1.0f;
eMouseRelease.Y = 1.0f;
m_EventBroker->Publish(eMouseRelease);
//if ammocount reaches -- we know the test has succeeded, i.e. a shot has been fired
double currentAmmo = m_World->GetComponent(m_PlayerID, "PrimaryItem")["Ammo"];
if (currentAmmo != (double)100)
TestSucceeded = false;
}
void ShootEventTest::Tick()
{
glfwPollEvents();
@@ -101,8 +230,22 @@ void ShootEventTest::Tick()
m_EventBroker->Swap();
m_EventBroker->Clear();
//if ammocount reaches 99 we know the test has succeeded, i.e. a shot has been fired
int currentAmmo = (int)m_World->GetComponent(playersID, "PrimaryItem")["Ammo"];
if (currentAmmo ==99)
TestSucceeded = true;
switch (m_RunTestNumber)
{
case 1:
TestSuccess1();
break;
case 2:
TestSuccess2();
break;
case 3:
TestSuccess3();
break;
case 4:
TestSuccess4();
break;
default:
break;
}
}
+13 -8
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@@ -4,20 +4,14 @@
#include "Core/ResourceManager.h"
#include "Core/ConfigFile.h"
#include "Core/EventBroker.h"
#include "Rendering/Renderer.h"
#include "Core/InputManager.h"
#include "GUI/Frame.h"
#include "Core/World.h"
#include "Rendering/RenderQueueFactory.h"
#include "Input/InputProxy.h"
#include "Input/KeyboardInputHandler.h"
#include "Input/MouseInputHandler.h"
#include "Core/EKeyDown.h"
#include "Core/EntityXMLFile.h"
#include "Core/SystemPipeline.h"
#include "RaptorCopterSystem.h"
#include "PlayerSystem.h"
#include "Editor/EditorSystem.h"
#include "Core\EMouseRelease.h"
#include "Core\EShoot.h"
@@ -25,19 +19,30 @@
class ShootEventTest
{
public:
ShootEventTest();
ShootEventTest(int runTestNumber);
~ShootEventTest();
void Tick();
bool TestSucceeded = false;
private:
void TestSetup1(ComponentWrapper &player, ComponentWrapper &pItem, ComponentWrapper &sItem);
void TestSetup2(ComponentWrapper &player, ComponentWrapper &pItem, ComponentWrapper &sItem);
void TestSetup3(ComponentWrapper &player, ComponentWrapper &pItem, ComponentWrapper &sItem);
void TestSetup4(ComponentWrapper &player, ComponentWrapper &pItem, ComponentWrapper &sItem);
void TestSuccess1();
void TestSuccess2();
void TestSuccess3();
void TestSuccess4();
double m_LastTime;
ConfigFile* m_Config = nullptr;
EventBroker* m_EventBroker;
World* m_World;
SystemPipeline* m_SystemPipeline;
int playersID;
int m_PlayerID;
int m_RunTestNumber;
};
#endif