add cable cars test scenario

master
Maikel de Vries 2018-01-25 19:14:58 +01:00
parent d7e3a4acd6
commit abfeb86e30
5 changed files with 439 additions and 0 deletions

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[Head]
Title=Cable Cars
[Definitions]
Definition2=Experimental.ocf/CableLorrys.ocs/CableCars.ocd
[Landscape]
NoScan=1
[Weather]
Wind=0,0,-100,100

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/**
Cable Cars
Unit tests for the cable cars. Invokes tests by calling the
global function Test*_OnStart(int plr) and iterate through all
tests. The test is completed once Test*_Completed() returns
true. Then Test*_OnFinished() is called, to be able to reset
the scenario for the next test.
With LaunchTest(int nr) a specific test can be launched when
called during runtime. A test can be skipped by calling the
function SkipTest().
@author Maikel
*/
static script_plr;
protected func Initialize()
{
// Create a script player for some tests.
script_plr = nil;
CreateScriptPlayer("PowerBuddy", RGB(0, 0, 255), nil, CSPF_NoEliminationCheck);
return;
}
protected func InitializePlayer(int plr)
{
// Set zoom to full map size.
SetPlayerZoomByViewRange(plr, LandscapeWidth(), nil, PLRZOOM_Direct);
// No FoW to see everything happening.
SetFoW(false, plr);
// All players belong to the first team.
// The second team only exists for testing.
SetPlayerTeam(plr, 1);
// Initialize script player.
if (GetPlayerType(plr) == C4PT_Script)
{
// Store the player number.
if (script_plr == nil)
script_plr = plr;
// No crew needed.
GetCrew(plr)->RemoveObject();
return;
}
// Move player to the start of the scenario.
GetCrew(plr)->SetPosition(120, 150);
// Give all knowledge.
var index = 0, def;
while (def = GetDefinition(index++))
SetPlrKnowledge(plr, def);
// Add test control effect.
var effect = AddEffect("IntTestControl", nil, 100, 2);
effect.testnr = 4;
effect.launched = false;
effect.plr = plr;
return;
}
protected func RemovePlayer(int plr)
{
// Remove script player.
if (GetPlayerType(plr) == C4PT_Script)
{
if (plr == script_plr)
script_plr = nil;
return;
}
return;
}
/*-- Test Control --*/
// Aborts the current test and launches the specified test instead.
global func LaunchTest(int nr)
{
// Get the control effect.
var effect = GetEffect("IntTestControl", nil);
if (!effect)
{
// Create a new control effect and launch the test.
effect = AddEffect("IntTestControl", nil, 100, 2);
effect.testnr = nr;
effect.launched = false;
effect.plr = GetPlayerByIndex(0, C4PT_User);
return;
}
// Finish the currently running test.
Call(Format("~Test%d_OnFinished", effect.testnr));
// Start the requested test by just setting the test number and setting
// effect.launched to false, effect will handle the rest.
effect.testnr = nr;
effect.launched = false;
return;
}
// Calling this function skips the current test, does not work if last test has been ran already.
global func SkipTest()
{
// Get the control effect.
var effect = GetEffect("IntTestControl", nil);
if (!effect)
return;
// Finish the previous test.
Call(Format("~Test%d_OnFinished", effect.testnr));
// Start the next test by just increasing the test number and setting
// effect.launched to false, effect will handle the rest.
effect.testnr++;
effect.launched = false;
return;
}
/*-- Test Effect --*/
global func FxIntTestControlStart(object target, proplist effect, int temporary)
{
if (temporary)
return FX_OK;
// Set default interval.
effect.Interval = 2;
return FX_OK;
}
global func FxIntTestControlTimer(object target, proplist effect)
{
// Launch new test if needed.
if (!effect.launched)
{
// Log test start.
Log("=====================================");
Log("Test %d started:", effect.testnr);
// Start the test if available, otherwise finish test sequence.
if (!Call(Format("~Test%d_OnStart", effect.testnr), effect.plr))
{
Log("Test %d not available, the previous test was the last test.", effect.testnr);
Log("=====================================");
Log("All tests have been successfully completed!");
return FX_Execute_Kill;
}
effect.launched = true;
}
// Check whether the current test has been finished.
if (Call(Format("Test%d_Completed", effect.testnr)))
{
effect.launched = false;
//RemoveTest();
// Call the test on finished function.
Call(Format("~Test%d_OnFinished", effect.testnr));
// Log result and increase test number.
Log("Test %d successfully completed.", effect.testnr);
effect.testnr++;
}
return FX_OK;
}
/*-- Cable Cars Tests --*/
global func Test1_OnStart(int plr)
{
SetWindFixed(50);
CreateObjectAbove(WindGenerator, 90, 160, plr);
var crossing1 = CreateObjectAbove(CableCrossing, 70, 160, plr);
var crossing2 = CreateObjectAbove(CableCrossing, 216, 64, plr);
var crossing3 = CreateObjectAbove(CableCrossing, 272, 64, plr);
var crossing4 = CreateObjectAbove(CableCrossing, 450, 104, plr);
CreateCableCrossingsConnection(crossing1, crossing2);
CreateCableCrossingsConnection(crossing2, crossing3);
CreateCableCrossingsConnection(crossing3, crossing4);
var hoist = crossing4->CreateObject(CableHoist);
hoist->EngageRail(crossing4);
var lorry = crossing4->CreateObject(CableLorry);
hoist->PickupVehicle(lorry);
lorry->CreateContents(Metal, 2);
lorry->CreateContents(Wood, 2);
var workshop = CreateObjectAbove(ToolsWorkshop, 40, 160, plr);
crossing1->CombineWith(workshop);
workshop->AddToQueue(Shovel, 2);
// Log what the test is about.
Log("A workshop needs material to produce 2 shovels, lorry in system has materials.");
return true;
}
global func Test1_Completed()
{
if (ObjectCount(Find_ID(Shovel)) >= 2)
return true;
return false;
}
global func Test1_OnFinished()
{
RemoveAll(Find_Or(Find_ID(WindGenerator), Find_ID(ToolsWorkshop), Find_ID(CableCrossing), Find_ID(CableHoist), Find_ID(CableLorry)));
return;
}
global func Test2_OnStart(int plr)
{
SetWindFixed(50);
CreateObjectAbove(WindGenerator, 90, 160, plr);
CreateObjectAbove(WindGenerator, 440, 104, plr);
var crossing1 = CreateObjectAbove(CableCrossing, 70, 160, plr);
var crossing2 = CreateObjectAbove(CableCrossing, 216, 64, plr);
var crossing3 = CreateObjectAbove(CableCrossing, 272, 64, plr);
var crossing4 = CreateObjectAbove(CableCrossing, 450, 104, plr);
CreateCableCrossingsConnection(crossing1, crossing2);
CreateCableCrossingsConnection(crossing2, crossing3);
CreateCableCrossingsConnection(crossing3, crossing4);
var hoist, lorry;
hoist = crossing3->CreateObject(CableHoist);
hoist->EngageRail(crossing3);
lorry = crossing3->CreateObject(CableLorry);
hoist->PickupVehicle(lorry);
lorry->CreateContents(Wood, 4);
hoist = crossing2->CreateObject(CableHoist);
hoist->EngageRail(crossing2);
lorry = crossing2->CreateObject(CableLorry);
hoist->PickupVehicle(lorry);
lorry->CreateContents(Metal, 4);
var workshop;
workshop = CreateObjectAbove(ToolsWorkshop, 40, 160, plr);
crossing1->CombineWith(workshop);
workshop->AddToQueue(Shovel, 2);
var workshop = CreateObjectAbove(ToolsWorkshop, 490, 104, plr);
crossing4->CombineWith(workshop);
workshop->AddToQueue(Axe, 2);
// Log what the test is about.
Log("Workshop (needs 2x metal 2x wood) and another workshop (2x metal 2x wood) battle for 2 lorries (one with 4x metal and other with 4x wood).");
return true;
}
global func Test2_Completed()
{
if (ObjectCount(Find_ID(Shovel)) >= 2 && ObjectCount(Find_ID(Axe)) >= 2)
return true;
return false;
}
global func Test2_OnFinished()
{
RemoveAll(Find_Or(Find_ID(WindGenerator), Find_ID(ToolsWorkshop), Find_ID(CableCrossing), Find_ID(CableHoist), Find_ID(CableLorry)));
return;
}
global func Test3_OnStart(int plr)
{
SetWindFixed(50);
CreateObjectAbove(WindGenerator, 90, 160, plr);
var crossing1 = CreateObjectAbove(CableCrossing, 70, 160, plr);
var crossing2 = CreateObjectAbove(CableCrossing, 216, 64, plr);
var crossing3 = CreateObjectAbove(CableCrossing, 272, 64, plr);
var crossing4 = CreateObjectAbove(CableCrossing, 450, 104, plr);
CreateCableCrossingsConnection(crossing1, crossing2);
var line_to_break = CreateCableCrossingsConnection(crossing2, crossing3);
CreateCableCrossingsConnection(crossing3, crossing4);
var hoist = crossing4->CreateObject(CableHoist);
hoist->EngageRail(crossing4);
var lorry = crossing4->CreateObject(CableLorry);
hoist->PickupVehicle(lorry);
lorry->CreateContents(Metal, 2);
lorry->CreateContents(Wood, 2);
var workshop = CreateObjectAbove(ToolsWorkshop, 40, 160, plr);
crossing1->CombineWith(workshop);
workshop->AddToQueue(Shovel, 2);
ScheduleCall(line_to_break, "LineBreak", 36, 0, true);
ScheduleCall(line_to_break, "RemoveObject", 37, 0, true);
ScheduleCall(nil, "CreateCableCrossingsConnection", 240, 0, crossing2, crossing3);
// Log what the test is about.
Log("Check if a delivery is continued when a cable breaks and is repaired.");
return true;
}
global func Test3_Completed()
{
if (ObjectCount(Find_ID(Shovel)) >= 2)
return true;
return false;
}
global func Test3_OnFinished()
{
RemoveAll(Find_Or(Find_ID(WindGenerator), Find_ID(ToolsWorkshop), Find_ID(CableCrossing), Find_ID(CableHoist), Find_ID(CableLorry)));
return;
}
global func Test4_OnStart(int plr)
{
SetWindFixed(50);
CreateObjectAbove(WindGenerator, 90, 160, plr);
var crossing1 = CreateObjectAbove(CableCrossing, 70, 160, plr);
var crossing2 = CreateObjectAbove(CableCrossing, 216, 64, plr);
var crossing3 = CreateObjectAbove(CableCrossing, 272, 64, plr);
var crossing4 = CreateObjectAbove(CableCrossing, 450, 104, plr);
var crossing5 = CreateObjectAbove(CableCrossing, 220, 160, plr);
var crossing6 = CreateObjectAbove(CableCrossing, 280, 160, plr);
var crossing7 = CreateObjectAbove(CableCrossing, 348, 104, plr);
CreateCableCrossingsConnection(crossing1, crossing2);
CreateCableCrossingsConnection(crossing2, crossing3);
CreateCableCrossingsConnection(crossing3, crossing4);
CreateCableCrossingsConnection(crossing1, crossing5);
CreateCableCrossingsConnection(crossing5, crossing6);
CreateCableCrossingsConnection(crossing6, crossing7);
CreateCableCrossingsConnection(crossing7, crossing4);
var hoist = crossing4->CreateObject(CableHoist);
hoist->EngageRail(crossing4);
var lorry = crossing4->CreateObject(CableLorry);
hoist->PickupVehicle(lorry);
lorry->CreateContents(Metal, 2);
lorry->CreateContents(Wood, 2);
var workshop = CreateObjectAbove(ToolsWorkshop, 40, 160, plr);
crossing1->CombineWith(workshop);
workshop->AddToQueue(Shovel, 2);
// Log what the test is about.
Log("Test path finding and car choice (TODO: Extend this test).");
return true;
}
global func Test4_Completed()
{
if (ObjectCount(Find_ID(Shovel)) >= 2)
return true;
return false;
}
global func Test4_OnFinished()
{
RemoveAll(Find_Or(Find_ID(WindGenerator), Find_ID(ToolsWorkshop), Find_ID(CableCrossing), Find_ID(CableHoist), Find_ID(CableLorry)));
return;
}
/*-- Helper Functions --*/
global func SetWindFixed(int strength)
{
strength = BoundBy(strength, -100, 100);
var effect = GetEffect("IntFixedWind");
if (!effect)
effect = AddEffect("IntFixedWind", nil, 100, 1);
effect.strength = strength;
return;
}
global func RestoreWaterLevels()
{
// Restore water levels.
DrawMaterialQuad("Water", 144, 168, 208 + 1, 168, 208 + 1, 304, 144, 304, true);
for (var x = 216; x <= 280; x++)
for (var y = 24; y <= 120; y++)
if (GetMaterial(x, y) == Material("Water"))
ClearFreeRect(x, y, 1, 1);
return;
}
global func RemoveWater()
{
for (var x = 144; x <= 208 + 1; x++)
for (var y = 168; y <= 304; y++)
if (GetMaterial(x, y) == Material("Water"))
ClearFreeRect(x, y, 1, 1);
return;
}
global func FxIntFixedWindTimer(object target, proplist effect)
{
SetWind(effect.strength);
return FX_OK;
}
global func FxIntAlternatingWindTimer(object target, proplist effect, int time)
{
if (((time / effect.Interval) % 2) == 0)
SetWindFixed(effect.strength);
else
SetWindFixed(0);
return FX_OK;
}
global func CreateCableCrossingsConnection(object c1, object c2)
{
var cable = c1->CreateObject(CableLine);
cable->SetConnectedObjects(c1, c2);
return cable;
}

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[Teams]
Active=1
TeamDistribution=Random
[Team]
id=1
[Team]
id=2