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#
include
"
gtest/gtest.h
"
#
include
<
SDL2/SDL_log.h
>
#
include
"
AssetManager.h
"
#
include
"
CAvaraApp.h
"
#
include
"
CBSPPart.h
"
#
include
"
CPlayerManager.h
"
#
include
"
CNetManager.h
"
#
include
"
CAvaraGame.h
"
#
include
"
CWalkerActor.h
"
#
include
"
CBSPWorld.h
"
#
include
<
nanogui/nanogui.h
>
#
include
"
FastMat.h
"
#
include
"
Parser.h
"
#
include
"
CSoundHub.h
"
#
include
"
CGrenade.h
"
#
include
"
CSmart.h
"
#
include
"
CScout.h
"
#
include
"
Messages.h
"
#
include
"
Preferences.h
"
#
include
"
System.h
"
#
include
"
CUDPConnection.h
"
#
include
"
NullRenderer.h
"
#
include
"
Material.h
"
#
include
<
iostream
>
using
namespace
std
;
//
assuming 1 unit in Avara is roughly 1 meter (hector is 1.75 tall)
#
define
MILLIMETER
(
FIX1
/
1000
)
class
TestSoundHub
:
public
CSoundHubImpl
{
public:
virtual
Fixed*
EarLocation
() {
return
ear; }
private:
Fixed ear[
3
];
};
class
TestPlayerManager
:
public
CPlayerManager
{
public:
TestPlayerManager
(CAvaraGame* game) {
itsGame = game;
playa =
0
;
this
->
ft
=
new
FunctionTable
();
FunctionTable &ft = *(
this
->
ft
);
ft.
down
= ft.
up
= ft.
held
= ft.
mouseDelta
.
h
= ft.
mouseDelta
.
v
= ft.
buttonStatus
= ft.
msgChar
=
0
;
}
virtual
~TestPlayerManager
() {}
virtual
CAbstractPlayer*
GetPlayer
() {
return
playa; }
virtual
void
SetPlayer
(CAbstractPlayer* p) { playa = p; }
virtual
short
Slot
() {
return
0
; }
virtual
void
SetLocal
() {};
virtual
void
AbortRequest
() {}
virtual
void
RemoveFromGame
() {}
virtual
Boolean
IsLocalPlayer
() {
return
true
; }
virtual
Boolean
CalculateIsLocalPlayer
() {
return
true
; }
virtual
void
GameKeyPress
(
char
c) {}
virtual
FunctionTable *
GetFunctions
() {
return
ft; }
virtual
void
DeadOrDone
() {}
virtual
bool
IsDeadOrDone
() {
return
false
; }
virtual
short
Position
() {
return
0
; }
virtual
Str255&
PlayerName
() {
return
str; }
virtual
std::string
GetPlayerName
() {
return
std::string
((
char
*)str +
1
, str[
0
]); }
virtual
std::deque<
char
>&
LineBuffer
() {
return
lineBuffer; }
virtual
void
Dispose
() {}
virtual
void
NetDisconnect
() {}
virtual
short
IsRegistered
() {
return
0
; }
virtual
void
IsRegistered
(
short
) {}
virtual
Str255&
PlayerRegName
() {
return
str; }
virtual
LoadingState
LoadingStatus
() {
return
kLNotConnected
; }
virtual
PresenceType
Presence
() {
return
kzAvailable; }
virtual
void
SetPresence
(PresenceType pt) { }
virtual
void
LoadStatusChange
(
short
serverCRC, OSErr serverErr, std::string serverTag) {}
virtual
void
SetPlayerStatus
(LoadingState newStatus, PresenceType newPresence, FrameNumber theWin) {}
virtual
bool
IsAway
() {
return
false
; };
virtual
bool
IsSpectating
() {
return
false
; };
virtual
bool
IsLoaded
() {
return
true
; };
virtual
bool
IsReady
() {
return
false
; };
virtual
void
ChangeName
(StringPtr theName) {}
virtual
void
SetPosition
(
short
pos) {}
virtual
void
RosterKeyPress
(
unsigned
char
c) {}
virtual
void
RosterMessageText
(
short
len,
const
char
*c) {}
virtual
short
LevelCRC
() {
return
0
; }
virtual
OSErr
LevelErr
() {
return
noErr; }
virtual
std::string
LevelTag
() {
return
0
; }
virtual
void
LevelCRC
(
short
) {}
virtual
void
LevelErr
(OSErr) {}
virtual
void
LevelTag
(std::string) {}
virtual
void
ResumeGame
() {}
virtual
uint32_t
DoMouseControl
(Point *deltaMouse, Boolean doCenter) {
return
0
; }
virtual
void
HandleEvent
(SDL_Event &event) {}
virtual
void
SendFrame
() { itsGame->
topSentFrame
++; }
virtual
void
ViewControl
() {}
virtual
Fixed
RandomKey
() {
return
0
;}
virtual
void
RandomKey
(Fixed) {}
virtual
CAbstractPlayer *
ChooseActor
(CAbstractPlayer *actorList,
short
myTeamColor) {
return
0
; }
virtual
short
GetStatusChar
() {
return
0
; }
virtual
short
GetMessageIndicator
() {
return
0
; }
virtual
std::string
GetChatString
(
int
maxChars) {
return
"
"
; }
virtual
std::string
GetChatLine
() {
return
"
"
; }
virtual
void
StoreMugShot
(Handle mugHandle) {}
virtual
Handle
GetMugShot
() {
return
0
; }
virtual
CAbstractPlayer *
TakeAnyActor
(CAbstractPlayer *actorList) {
return
0
; }
virtual
short
PlayerColor
() {
return
0
; }
virtual
Boolean
IncarnateInAnyColor
() {
return
false
; }
virtual
void
ResendFrame
(FrameNumber theFrame,
short
requesterId,
short
commandCode) {}
virtual
void
SpecialColorControl
() {}
virtual
PlayerConfigRecord&
TheConfiguration
() {
return
pcr; }
virtual
Handle
MugPict
() {
return
0
; }
virtual
void
MugPict
(Handle) {}
virtual
long
MugSize
() {
return
0
; }
virtual
long
MugState
() {
return
0
; }
virtual
void
MugSize
(
long
) {}
virtual
void
MugState
(
long
) {}
virtual
FrameNumber
WinFrame
() {
return
0
; }
virtual
void
ProtocolHandler
(
struct
PacketInfo
*thePacket) {}
virtual
void
IncrementAskAgainTime
(
int
) {}
virtual
void
SetShowScoreboard
(
bool
b) {}
virtual
bool
GetShowScoreboard
() {
return
false
; }
private:
FunctionTable *ft;
CAvaraGame *itsGame;
CAbstractPlayer *playa;
std::deque<
char
> lineBuffer;
Str255 str;
PlayerConfigRecord pcr;
};
class
TestNetManager
:
public
CNetManager
{
public:
std::shared_ptr<CPlayerManager>
CreatePlayerManager
(
short
id) {
return
std::make_shared<TestPlayerManager>(itsGame);
}
};
class
TestApp
:
public
CAvaraApp
{
public:
TestApp
() {
AssetManager::Init
();
//
Silence SDL logging with a no-op callback.
SDL_LogSetOutputFunction
([](
void
*d,
int
c, SDL_LogPriority p,
const
char
*m){},
nullptr
);
}
virtual
bool
DoCommand
(
int
theCommand) {
return
false
;}
virtual
void
MessageLine
(
short
index, MsgAlignment align) {}
virtual
void
AddMessageLine
(std::string lines, MsgAlignment align = MsgAlignment::Left, MsgCategory category = MsgCategory::System) {}
virtual
void
RenderContents
() {};
virtual
void
DrawUserInfoPart
(
short
i,
short
partList) {}
virtual
void
ParamLine
(
short
index, MsgAlignment align, StringPtr param1, StringPtr param2) {}
virtual
void
StartFrame
(FrameNumber frameNum) {}
virtual
void
BrightBox
(FrameNumber frameNum,
short
position) {}
virtual
void
LevelReset
() {}
virtual
long
Number
(
const
std::string name) {
return
0
; }
virtual
bool
Boolean
(
const
std::string name) {
return
false
; }
virtual
OSErr
LoadLevel
(std::string set, std::string leveltag, CPlayerManager* sendingPlayer) {
return
noErr; }
virtual
void
ComposeParamLine
(StringPtr destStr,
short
index, StringPtr param1, StringPtr param2) {}
virtual
void
NotifyUser
() {}
virtual
json
Get
(
const
std::string name) {
return
ReadDefaultPrefs
().
at
(name); }
template
<
class
T
> T
Get
(
const
std::string name) {
return
static_cast
<T>(
ReadDefaultPrefs
().
at
(name));
}
virtual
void
Set
(
const
std::string name,
const
std::string value) {}
virtual
void
Set
(
const
std::string name,
long
value) {}
virtual
void
Set
(
const
std::string name, json value) {}
virtual
CNetManager*
GetNet
() {
return
itsNet; }
virtual
void
SetNet
(CNetManager* net) { itsNet = net; }
virtual
SDL_Window*
sdlWindow
() {
return
0
; }
virtual
void
StringLine
(std::string theString, MsgAlignment align) {}
virtual
CAvaraGame*
GetGame
() {
return
0
; }
virtual
void
Done
() {}
virtual
void
BroadcastCommand
(
int
) {}
virtual
void
GameStarted
(LevelInfo &loadedLevel) {};
virtual
std::deque<MsgLine>&
MessageLines
() {
return
msgLines; }
virtual
CommandManager*
GetTui
() {
return
0
; }
virtual
uint32_t
ControllerEventType
() {
return
0
; }
virtual
void
Rumble
(Fixed hitEnergy) {}
public:
std::unique_ptr<CAvaraGame> itsGame;
private:
CNetManager *itsNet;
std::deque<MsgLine> msgLines;
};
class
TestGame
:
public
CAvaraGame
{
public:
TestGame
(
int
frameTime) : CAvaraGame(frameTime) {}
virtual
std::unique_ptr<CNetManager>
CreateNetManager
() {
return
std::make_unique<TestNetManager>(); }
virtual
CSoundHub*
CreateSoundHub
() { TestSoundHub *t =
new
TestSoundHub
(); t->
ISoundHub
(
64
,
64
);
return
t;}
bool
GameTick
() {
//
force tick to happen by resetting nextScheduledFrame
nextScheduledFrame =
0
;
itsNet->
activePlayersDistribution
=
1
;
nextPingTime = std::numeric_limits<
uint32_t
>::
max
();
//
prevent pings
return
CAvaraGame::GameTick
();
}
};
class
TestWalkerActor
:
public
CWalkerActor
{
void
ResetCamera
() {
}
};
class
HectorTestScenario
{
public:
TestApp app;
TestGame *game;
CWalkerActor *hector;
HectorTestScenario
(
int
frameTime, Fixed hectorX, Fixed hectorY, Fixed hectorZ) {
app.
itsGame
= std::make_unique<TestGame>(frameTime);
game = (TestGame*)app.
itsGame
.
get
();
gCurrentGame
= game;
gRenderer
=
new
NullRenderer
();
InitParser
();
game->
IAvaraGame
(&app);
game->
EndScript
();
app.
GetNet
()->
ChangeNet
(
kNullNet
,
"
"
);
game->
LevelReset
(
false
);
hector =
new
TestWalkerActor
();
hector->
BeginScript
();
hector->
EndScript
();
game->
itsNet
->
playerTable
[
0
]->
SetPlayer
(hector);
hector->
itsManager
= game->
itsNet
->
playerTable
[
0
];
hector->
location
[
0
] = hectorX;
hector->
location
[
1
] = hectorY;
hector->
location
[
2
] = hectorZ;
hector->
location
[
3
] =
FIX1
;
game->
AddActor
(hector);
game->
freshPlayerList
=
0
;
game->
GameStart
();
}
};
class
HectorEnergyReadings
{
public:
Fixed energy;
Fixed shields;
Fixed gunEnergy1;
Fixed gunEnergy2;
HectorEnergyReadings
(CWalkerActor *hector) {
energy = hector->
energy
;
shields = hector->
shields
;
gunEnergy1 = hector->
gunEnergy
[
0
];
gunEnergy2 = hector->
gunEnergy
[
1
];
}
};
inline
int
GetTicksPerStep
(
int
frameTime) {
return
CLASSICFRAMETIME
/ frameTime;
}
vector<Fixed>
DropHector
(
int
steps, Fixed fromHeight,
int
frameTime) {
HectorTestScenario
scenario
(frameTime,
0
, fromHeight,
0
);
vector<Fixed> altitudes;
int
ticksPerStep =
GetTicksPerStep
(frameTime);
for
(
int
i =
0
; i < steps; i++) {
for
(
int
k =
0
; k < ticksPerStep; k++) {
scenario.
game
->
GameTick
();
}
altitudes.
push_back
(scenario.
hector
->
location
[
1
]);
}
return
altitudes;
}
vector<VectorStruct>
WalkHector
(
int
settleSteps,
int
steps,
int
frameTime) {
HectorTestScenario
scenario
(frameTime,
0
,
0
,
0
);
vector<VectorStruct> location;
int
ticksPerStep =
GetTicksPerStep
(frameTime);
for
(
int
i =
0
; i < settleSteps; i++) {
for
(
int
k =
0
; k < ticksPerStep; k++) {
scenario.
game
->
GameTick
();
}
}
for
(
int
i =
0
; i < steps +
1
; i++) {
for
(
int
k =
0
; k < ticksPerStep; k++) {
scenario.
hector
->
itsManager
->
GetFunctions
()->
held
= (
1
<< kfuForward);
scenario.
game
->
GameTick
();
}
location.
push_back
(*(VectorStruct*)scenario.
hector
->
location
);
}
return
location;
}
vector<VectorStruct>
JumpHector
(
int
settleSteps,
int
jumpHoldSteps,
int
steps,
int
frameTime,
int
numHeldKeys) {
HectorTestScenario
scenario
(frameTime,
0
,
0
,
0
);
vector<VectorStruct> location;
int
ticksPerStep =
GetTicksPerStep
(frameTime);
for
(
int
i =
0
; i < settleSteps * ticksPerStep; i++) {
scenario.
game
->
GameTick
();
}
scenario.
hector
->
itsManager
->
GetFunctions
()->
down
= (
1
<< kfuJump);
scenario.
game
->
GameTick
();
scenario.
hector
->
itsManager
->
GetFunctions
()->
down
=
0
;
for
(
int
i =
0
; i < jumpHoldSteps * ticksPerStep; i++) {
scenario.
hector
->
itsManager
->
GetFunctions
()->
held
= (
1
<< kfuJump);
scenario.
game
->
GameTick
();
}
int
frame =
0
;
for
(
int
i =
0
; i < steps; i++) {
for
(
int
k =
0
; k < ticksPerStep; k++, frame++) {
//
keep holding keys down for numHeldKeys-1 frames
scenario.
hector
->
itsManager
->
GetFunctions
()->
held
= frame < (numHeldKeys -
1
) ? (
1
<< kfuJump) :
0
;
//
release a key "up" in each of the first numHeldKeys frames
scenario.
hector
->
itsManager
->
GetFunctions
()->
up
= frame < numHeldKeys ? (
1
<< kfuJump) :
0
;
scenario.
game
->
GameTick
();
}
location.
push_back
(*(VectorStruct*)scenario.
hector
->
location
);
//
std::cout << "jump location[" << i << "] = " << FormatVector(scenario.hector->location, 3)
//
<< ", speed[" << i << "] = " << FormatVector(scenario.hector->speed, 3) << std::endl;
}
return
location;
}
vector<VectorStruct>
FireGrenade
(
int
settleSteps,
int
steps,
int
frameTime) {
HectorTestScenario
scenario
(frameTime,
0
,
0
,
0
);
vector<VectorStruct> trajectory;
int
ticksPerStep =
GetTicksPerStep
(frameTime);
for
(
int
i =
0
; i < settleSteps; i++) {
for
(
int
k =
0
; k < ticksPerStep; k++) {
scenario.
game
->
GameTick
();
}
}
scenario.
hector
->
itsManager
->
GetFunctions
()->
down
= (
1
<< kfuLoadGrenade) | (
1
<< kfuFireWeapon);
scenario.
game
->
GameTick
();
scenario.
hector
->
itsManager
->
GetFunctions
()->
down
=
0
;
CGrenade *grenade =
0
;
//
hopefully there are two objects now. a hector and a grenade.
for
(CAbstractActor *aa = scenario.
game
->
actorList
; aa; aa = aa->
nextActor
) {
if
(
typeid
(*aa) ==
typeid
(CGrenade)) {
grenade = (CGrenade*)aa;
}
}
for
(
int
i =
0
; i < steps && grenade !=
0
; i++) {
trajectory.
push_back
(*(VectorStruct*)grenade->
location
);
for
(
int
k =
0
; k < ticksPerStep; k++) {
scenario.
game
->
GameTick
();
}
//
this intends to figure out whether the grenade has exploded.
grenade =
0
;
for
(CAbstractActor *aa = scenario.
game
->
actorList
; aa; aa = aa->
nextActor
) {
if
(
typeid
(*aa) ==
typeid
(CGrenade)) {
grenade = (CGrenade*)aa;
}
}
}
return
trajectory;
}
vector<VectorStruct>
FireMissile
(
int
hectorSettle,
int
scoutSettle,
int
steps,
int
frameTime) {
HectorTestScenario
scenario
(frameTime,
0
,
0
,
0
);
vector<VectorStruct> trajectory;
int
ticksPerStep =
GetTicksPerStep
(frameTime);
for
(
int
i =
0
; i < hectorSettle*ticksPerStep; i++) {
scenario.
game
->
GameTick
();
}
//
load missile
scenario.
hector
->
itsManager
->
GetFunctions
()->
down
= (
1
<< kfuLoadMissile);
scenario.
game
->
GameTick
();
scenario.
hector
->
itsManager
->
GetFunctions
()->
down
=
0
;
//
raise head: 20 degrees (negative delta.v is up)
scenario.
hector
->
itsManager
->
GetFunctions
()->
mouseDelta
.
v
= -
20
/
0.03125
;
scenario.
game
->
GameTick
();
scenario.
hector
->
itsManager
->
GetFunctions
()->
mouseDelta
.
v
=
0
;
//
scout forward (will be targeted on the way forward)
scenario.
hector
->
itsManager
->
GetFunctions
()->
held
= (
1
<< kfuScoutControl);
scenario.
hector
->
itsManager
->
GetFunctions
()->
down
= (
1
<< kfuForward);
scenario.
hector
->
itsManager
->
GetFunctions
()->
up
= (
1
<< kfuScoutControl);
scenario.
game
->
GameTick
();
scenario.
hector
->
itsManager
->
GetFunctions
()->
held
=
0
;
scenario.
hector
->
itsManager
->
GetFunctions
()->
down
=
0
;
scenario.
hector
->
itsManager
->
GetFunctions
()->
up
=
0
;
//
wait for scout to be in place
for
(
int
i =
0
; i < scoutSettle*ticksPerStep; i++) {
scenario.
game
->
GameTick
();
}
//
Find the Missile in the actor list
CSmart *missile =
NULL
;
for
(CAbstractActor *aa = scenario.
game
->
actorList
; aa; aa = aa->
nextActor
) {
if
(
typeid
(*aa) ==
typeid
(CSmart)) {
missile = (CSmart*)aa;
}
}
//
aim left: 90 degrees (so it curves towards the target)
scenario.
hector
->
itsManager
->
GetFunctions
()->
mouseDelta
.
h
=
90
/.
0625
;
scenario.
game
->
GameTick
();
scenario.
hector
->
itsManager
->
GetFunctions
()->
mouseDelta
.
h
=
0
;
//
fire missile
scenario.
hector
->
itsManager
->
GetFunctions
()->
down
= (
1
<< kfuFireWeapon);
scenario.
game
->
GameTick
();
scenario.
hector
->
itsManager
->
GetFunctions
()->
down
=
0
;
//
see where the missile goes!
for
(
int
i =
0
; i < steps && missile !=
NULL
; i++) {
trajectory.
push_back
(*(VectorStruct*)missile->
location
);
//
std::cout << "missile location[" << i << "] = " << FormatVector(missile->location, 3)
//
<< ", speed[" << i << "] = " << FormatVector(missile->speed, 3) << std::endl;
for
(
int
k =
0
; k < ticksPerStep; k++) {
scenario.
game
->
GameTick
();
}
//
figure out whether the missile has exploded.
missile =
NULL
;
for
(CAbstractActor *aa = scenario.
game
->
actorList
; aa; aa = aa->
nextActor
) {
if
(
typeid
(*aa) ==
typeid
(CSmart)) {
missile = (CSmart*)aa;
}
}
}
return
trajectory;
}
vector<Fixed>
TurnHector
(
int
steps,
int
frameTime) {
HectorTestScenario
scenario
(frameTime,
0
,
0
,
0
);
vector<Fixed> headings;
int
ticksPerStep =
GetTicksPerStep
(frameTime);
for
(
int
i =
0
; i < steps; i++) {
headings.
push_back
(scenario.
hector
->
heading
);
for
(
int
k =
0
; k < ticksPerStep; k++) {
scenario.
hector
->
itsManager
->
GetFunctions
()->
held
= (
1
<< kfuRight);
scenario.
game
->
GameTick
();
}
}
headings.
push_back
(scenario.
hector
->
heading
);
return
headings;
}
vector<HectorEnergyReadings>
HectorEnergyRegen
(
int
steps,
bool
useBoost,
int
frameTime) {
HectorTestScenario
scenario
(frameTime,
0
,
0
,
0
);
vector<HectorEnergyReadings> energyValues;
int
ticksPerStep =
GetTicksPerStep
(frameTime);
scenario.
hector
->
energy
= scenario.
hector
->
maxEnergy
*
0.5
;
for
(
int
i =
0
; i < steps; i++) {
if
(i ==
1
&& useBoost) {
scenario.
hector
->
itsManager
->
GetFunctions
()->
down
= (
1
<< kfuBoostEnergy);
}
HectorEnergyReadings
current
(scenario.
hector
);
energyValues.
push_back
(current);
for
(
int
k =
0
; k < ticksPerStep; k++) {
scenario.
game
->
GameTick
();
}
}
return
energyValues;
}
vector<HectorEnergyReadings>
HectorPlasmaRegen
(
int
steps,
bool
useBoost,
int
frameTime) {
HectorTestScenario
scenario
(frameTime,
0
,
0
,
0
);
vector<HectorEnergyReadings> energyValues;
int
ticksPerStep =
GetTicksPerStep
(frameTime);
scenario.
hector
->
gunEnergy
[
0
] =
0
;
scenario.
hector
->
gunEnergy
[
1
] =
0
;
for
(
int
i =
0
; i < steps; i++) {
if
(i ==
1
&& useBoost) {
scenario.
hector
->
itsManager
->
GetFunctions
()->
down
= (
1
<< kfuBoostEnergy);
}
HectorEnergyReadings
current
(scenario.
hector
);
energyValues.
push_back
(current);
for
(
int
k =
0
; k < ticksPerStep; k++) {
scenario.
game
->
GameTick
();
}
}
return
energyValues;
}
vector<HectorEnergyReadings>
HectorShieldRegen
(
int
steps,
bool
useBoost,
int
frameTime) {
HectorTestScenario
scenario
(frameTime,
0
,
0
,
0
);
vector<HectorEnergyReadings> energyValues;
int
ticksPerStep =
GetTicksPerStep
(frameTime);
scenario.
hector
->
shields
= scenario.
hector
->
maxShields
*
0.5
;
for
(
int
i =
0
; i < steps; i++) {
if
(i ==
1
&& useBoost) {
scenario.
hector
->
itsManager
->
GetFunctions
()->
down
= (
1
<< kfuBoostEnergy);
}
HectorEnergyReadings
current
(scenario.
hector
);
energyValues.
push_back
(current);
for
(
int
k =
0
; k < ticksPerStep; k++) {
scenario.
game
->
GameTick
();
}
}
return
energyValues;
}
vector<HectorEnergyReadings>
HectorComplexRegen
(
int
steps,
bool
useBoost,
int
frameTime) {
HectorTestScenario
scenario
(frameTime,
0
,
0
,
0
);
vector<HectorEnergyReadings> energyValues;
int
ticksPerStep =
GetTicksPerStep
(frameTime);
scenario.
hector
->
energy
= scenario.
hector
->
maxEnergy
*
0.5
;
scenario.
hector
->
shields
= scenario.
hector
->
maxShields
*
0.2
;
scenario.
hector
->
gunEnergy
[
0
] = scenario.
hector
->
gunEnergy
[
0
] *
0.3
;
scenario.
hector
->
gunEnergy
[
1
] = scenario.
hector
->
gunEnergy
[
1
] *
0.1
;
if
(useBoost) {
scenario.
hector
->
itsManager
->
GetFunctions
()->
down
= (
1
<< kfuBoostEnergy);
}
for
(
int
i =
0
; i < steps; i++) {
HectorEnergyReadings
current
(scenario.
hector
);
energyValues.
push_back
(current);
for
(
int
k =
0
; k < ticksPerStep; k++) {
scenario.
game
->
GameTick
();
}
}
return
energyValues;
}
TEST
(
HECTOR
, Gravity) {
int
dropSteps =
50
;
vector<Fixed> at64ms =
DropHector
(dropSteps,
FIX
(
200
),
64
);
vector<Fixed> at32ms =
DropHector
(dropSteps,
FIX
(
200
),
32
);
vector<Fixed> at16ms =
DropHector
(dropSteps,
FIX
(
200
),
16
);
vector<Fixed> at8ms =
DropHector
(dropSteps,
FIX
(
200
),
8
);
ASSERT_EQ
(at64ms.
size
(), dropSteps) <<
"
not enough steps recorded at 64ms
"
;
ASSERT_EQ
(at32ms.
size
(), dropSteps) <<
"
not enough steps recorded at 32ms
"
;
ASSERT_EQ
(at16ms.
size
(), dropSteps) <<
"
not enough steps recorded at 16ms
"
;
ASSERT_EQ
(at8ms.
size
(), dropSteps) <<
"
not enough steps recorded at 8ms
"
;
ASSERT_EQ
(at64ms.
back
(),
6125961
) <<
"
64ms simulation fell wrong amount
"
;
for
(
int
i =
0
; i < dropSteps; i++) {
double
f64
=
ToFloat
(at64ms[i]);
double
f32
=
ToFloat
(at32ms[i]);
double
f16
=
ToFloat
(at16ms[i]);
double
f8
=
ToFloat
(at8ms[i]);
ASSERT_LT
(
abs
(
f64
-
f32
)/
f64
,
0.003
) <<
"
not close enough after
"
<< i <<
"
ticks.
"
;
ASSERT_LT
(
abs
(
f64
-
f16
)/
f64
,
0.004
) <<
"
not close enough after
"
<< i <<
"
ticks.
"
;
ASSERT_LT
(
abs
(
f64
-
f8
)/
f64
,
0.005
) <<
"
not close enough after
"
<< i <<
"
ticks.
"
;
}
}
double
VecStructDist
(
const
VectorStruct &one,
const
VectorStruct &two) {
double
answer =
0
;
double
temp;
for
(
int
i =
0
; i <
3
; i++) {
temp =
ToFloat
(one.
theVec
[i]) -
ToFloat
(two.
theVec
[i]);
answer += temp * temp;
}
return
sqrt
(answer);
}
TEST
(
HECTOR
, TurnSpeed) {
int
turnSteps =
50
;
vector<Fixed> at64ms =
TurnHector
(turnSteps,
64
);
vector<Fixed> at32ms =
TurnHector
(turnSteps,
32
);
vector<Fixed> at16ms =
TurnHector
(turnSteps,
16
);
vector<Fixed> at8ms =
TurnHector
(turnSteps,
8
);
//
TurnHector adds an additional step!
turnSteps +=
1
;
ASSERT_EQ
(at64ms.
size
(), turnSteps) <<
"
not enough steps recorded at 64ms
"
;
ASSERT_EQ
(at32ms.
size
(), turnSteps) <<
"
not enough steps recorded at 32ms
"
;
ASSERT_EQ
(at16ms.
size
(), turnSteps) <<
"
not enough steps recorded at 16ms
"
;
ASSERT_EQ
(at8ms.
size
(), turnSteps) <<
"
not enough steps recorded at 8ms
"
;
//
within 0.01 degrees
ASSERT_NEAR
(at64ms.
back
(), -
30542
,
FDegToOne
(
FIX
(
0.01
))) <<
"
64ms simulation turned wrong amount
"
;
for
(
int
i =
0
; i < turnSteps; i++) {
ASSERT_LE
(at64ms[i] > at32ms[i] ? at64ms[i] - at32ms[i] : at32ms[i] - at64ms[i],
100
) <<
"
32ms not close enough after
"
<< i <<
"
ticks.
"
;
ASSERT_LE
(at64ms[i] > at16ms[i] ? at64ms[i] - at16ms[i] : at16ms[i] - at64ms[i],
120
) <<
"
16ms not close enough after
"
<< i <<
"
ticks.
"
;
ASSERT_LE
(at64ms[i] > at8ms[i] ? at64ms[i] - at8ms[i] : at8ms[i] - at64ms[i],
120
) <<
"
8ms not close enough after
"
<< i <<
"
ticks.
"
;
}
}
TEST
(
HECTOR
, WalkForwardSpeed) {
int
walkSteps =
50
;
vector<VectorStruct> at64ms =
WalkHector
(
20
, walkSteps,
64
);
vector<VectorStruct> at32ms =
WalkHector
(
20
, walkSteps,
32
);
vector<VectorStruct> at16ms =
WalkHector
(
20
, walkSteps,
16
);
vector<VectorStruct> at8ms =
WalkHector
(
20
, walkSteps,
8
);
//
WalkHector adds an additional step!
walkSteps +=
1
;
ASSERT_EQ
(at64ms.
size
(), walkSteps) <<
"
not enough steps recorded at 64ms
"
;
ASSERT_EQ
(at32ms.
size
(), walkSteps) <<
"
not enough steps recorded at 32ms
"
;
ASSERT_EQ
(at16ms.
size
(), walkSteps) <<
"
not enough steps recorded at 16ms
"
;
ASSERT_EQ
(at8ms.
size
(), walkSteps) <<
"
not enough steps recorded at 8ms
"
;
ASSERT_EQ
(at64ms.
back
().
theVec
[
0
],
0
) <<
"
64ms simulation walked wrong amount
"
;
ASSERT_NEAR
(at64ms.
back
().
theVec
[
2
],
1584235
,
3
*
MILLIMETER
) <<
"
64ms simulation walked wrong amount
"
;
for
(
int
i =
0
; i < walkSteps; i++) {
//
std::cout << "dist32[" << i << "] = " << VecStructDist(at64ms[i], at32ms[i]) << std::endl;
//
std::cout << "dist16[" << i << "] = " << VecStructDist(at64ms[i], at16ms[i]) << std::endl;
//
std::cout << "dist8[" << i << "] = " << VecStructDist(at64ms[i], at8ms[i]) << std::endl;
ASSERT_LT
(
VecStructDist
(at64ms[i], at32ms[i]),
0.04
) <<
"
not close enough after
"
<< i <<
"
ticks.
"
;
ASSERT_LT
(
VecStructDist
(at64ms[i], at16ms[i]),
0.08
) <<
"
not close enough after
"
<< i <<
"
ticks.
"
;
ASSERT_LT
(
VecStructDist
(at64ms[i], at8ms[i]),
0.12
) <<
"
not close enough after
"
<< i <<
"
ticks.
"
;
}
}
void
test_jump
(
int
peakStep,
int
peakHeight,
int
numHeldKeys) {
int
jumpSteps =
40
;
vector<VectorStruct> at64ms =
JumpHector
(
20
,
20
, jumpSteps,
64
, numHeldKeys);
vector<VectorStruct> at32ms =
JumpHector
(
20
,
20
, jumpSteps,
32
, numHeldKeys);
vector<VectorStruct> at16ms =
JumpHector
(
20
,
20
, jumpSteps,
16
, numHeldKeys);
vector<VectorStruct> at8ms =
JumpHector
(
20
,
20
, jumpSteps,
8
, numHeldKeys);
//
peak of jump is near frame 6
ASSERT_EQ
(at64ms.
size
(), jumpSteps) <<
"
not enough steps recorded at 64ms
"
;
ASSERT_EQ
(at32ms.
size
(), jumpSteps) <<
"
not enough steps recorded at 32ms
"
;
ASSERT_EQ
(at16ms.
size
(), jumpSteps) <<
"
not enough steps recorded at 16ms
"
;
ASSERT_EQ
(at8ms.
size
(), jumpSteps) <<
"
not enough steps recorded at 8ms
"
;
ASSERT_NEAR
(at64ms[peakStep].
theVec
[
1
], peakHeight,
3
*
MILLIMETER
) <<
"
64ms simulation peaked with wrong amount
"
;
ASSERT_NEAR
(at32ms[peakStep].
theVec
[
1
], peakHeight,
3
*
MILLIMETER
) <<
"
32ms simulation peaked with wrong amount
"
;
ASSERT_NEAR
(at16ms[peakStep].
theVec
[
1
], peakHeight,
5
*
MILLIMETER
) <<
"
16ms simulation peaked with wrong amount
"
;
for
(
int
i =
0
; i < jumpSteps; i++) {
//
std::cout << "dist32[" << i << "] = " << VecStructDist(at64ms[i], at32ms[i]) << "\n";
//
std::cout << "dist16[" << i << "] = " << VecStructDist(at64ms[i], at16ms[i]) << "\n\n";
//
std::cout << "dist8[" << i << "] = " << VecStructDist(at64ms[i], at8ms[i]) << "\n\n";
ASSERT_LT
(
VecStructDist
(at64ms[i], at32ms[i]),
0.1
) <<
"
not close enough after
"
<< i <<
"
ticks.
"
;
ASSERT_LT
(
VecStructDist
(at64ms[i], at16ms[i]),
0.1
) <<
"
not close enough after
"
<< i <<
"
ticks.
"
;
}
}
TEST
(
HECTOR
, JumpRegular) {
test_jump
(
5
,
116100
,
1
);
}
TEST
(
HECTOR
, JumpSuper) {
//
doesn't matter how many jump keys you press/release, superjump is always the same
test_jump
(
6
,
181800
,
2
);
test_jump
(
6
,
181800
,
3
);
}
TEST
(
HECTOR
, EnergyRegen) {
int
regenSteps =
85
;
vector<HectorEnergyReadings> at64ms =
HectorEnergyRegen
(regenSteps,
false
,
64
);
vector<HectorEnergyReadings> at32ms =
HectorEnergyRegen
(regenSteps,
false
,
32
);
vector<HectorEnergyReadings> at16ms =
HectorEnergyRegen
(regenSteps,
false
,
16
);
vector<HectorEnergyReadings> at8ms =
HectorEnergyRegen
(regenSteps,
false
,
8
);
ASSERT_EQ
(at64ms.
size
(), regenSteps) <<
"
not enough steps recorded at 64ms
"
;
ASSERT_EQ
(at32ms.
size
(), regenSteps) <<
"
not enough steps recorded at 32ms
"
;
ASSERT_EQ
(at16ms.
size
(), regenSteps) <<
"
not enough steps recorded at 16ms
"
;
ASSERT_EQ
(at8ms.
size
(), regenSteps) <<
"
not enough steps recorded at 8ms
"
;
ASSERT_EQ
(at64ms[
0
].
energy
,
163840
) <<
"
starting energy value incorrect at 64ms
"
;
ASSERT_EQ
(at32ms[
0
].
energy
,
163840
) <<
"
starting energy value incorrect at 32ms
"
;
ASSERT_EQ
(at16ms[
0
].
energy
,
163840
) <<
"
starting energy value incorrect at 16ms
"
;
ASSERT_EQ
(at8ms[
0
].
energy
,
163840
) <<
"
starting energy value incorrect at 8ms
"
;
ASSERT_LT
(at64ms[regenSteps -
2
].
energy
,
327680
) <<
"
energy recharges too quickly at 64ms
"
;
ASSERT_EQ
(at64ms[regenSteps -
1
].
energy
,
327680
) <<
"
energy recharges too slowly at 64ms
"
;
ASSERT_EQ
(at32ms[regenSteps -
1
].
energy
,
327680
) <<
"
energy recharges too slowly at 32ms
"
;
ASSERT_EQ
(at16ms[regenSteps -
1
].
energy
,
327680
) <<
"
energy recharges too slowly at 16ms
"
;
ASSERT_EQ
(at8ms[regenSteps -
1
].
energy
,
327680
) <<
"
energy recharges too slowly at 8ms
"
;
for
(
int
i =
0
; i < regenSteps; i++) {
//
cout << at64ms[i] << "\t" << at32ms[i] << "\t" << at16ms[i] << "\t" << at8ms[i] << endl;
ASSERT_NEAR
(at32ms[i].
energy
, at64ms[i].
energy
, at64ms[i].
energy
*
0.001
) <<
"
32ms not close enough after
"
<< i <<
"
ticks.
"
;
ASSERT_NEAR
(at16ms[i].
energy
, at64ms[i].
energy
, at64ms[i].
energy
*
0.001
) <<
"
16ms not close enough after
"
<< i <<
"
ticks.
"
;
ASSERT_NEAR
(at8ms[i].
energy
, at64ms[i].
energy
, at64ms[i].
energy
*
0.001
) <<
"
8ms not close enough after
"
<< i <<
"
ticks.
"
;
ASSERT_EQ
(at64ms[i].
shields
,
196608
) <<
"
64ms shields didn't remain full
"
;
ASSERT_EQ
(at32ms[i].
shields
,
196608
) <<
"
32ms shields didn't remain full
"
;
ASSERT_EQ
(at16ms[i].
shields
,
196608
) <<
"
16ms shields didn't remain full
"
;
ASSERT_EQ
(at8ms[i].
shields
,
196608
) <<
"
8ms shields didn't remain full
"
;
ASSERT_EQ
(at64ms[i].
gunEnergy1
,
52428
) <<
"
64ms plasma energy 1 didn't remain full
"
;
ASSERT_EQ
(at32ms[i].
gunEnergy1
,
52428
) <<
"
32ms plasma energy 1 didn't remain full
"
;
ASSERT_EQ
(at16ms[i].
gunEnergy1
,
52428
) <<
"
16ms plasma energy 1 didn't remain full
"
;
ASSERT_EQ
(at8ms[i].
gunEnergy1
,
52428
) <<
"
8ms plasma energy 1 didn't remain full
"
;
ASSERT_EQ
(at64ms[i].
gunEnergy2
,
52428
) <<
"
64ms plasma energy 2 didn't remain full
"
;
ASSERT_EQ
(at32ms[i].
gunEnergy2
,
52428
) <<
"
32ms plasma energy 2 didn't remain full
"
;
ASSERT_EQ
(at16ms[i].
gunEnergy2
,
52428
) <<
"
16ms plasma energy 2 didn't remain full
"
;
ASSERT_EQ
(at8ms[i].
gunEnergy2
,
52428
) <<
"
8ms plasma energy 2 didn't remain full
"
;
}
}
TEST
(
HECTOR
, BoostedEnergyRegen) {
int
regenSteps =
19
;
vector<HectorEnergyReadings> at64ms =
HectorEnergyRegen
(regenSteps,
true
,
64
);
vector<HectorEnergyReadings> at32ms =
HectorEnergyRegen
(regenSteps,
true
,
32
);
vector<HectorEnergyReadings> at16ms =
HectorEnergyRegen
(regenSteps,
true
,
16
);
vector<HectorEnergyReadings> at8ms =
HectorEnergyRegen
(regenSteps,
true
,
8
);
ASSERT_EQ
(at64ms.
size
(), regenSteps) <<
"
not enough steps recorded at 64ms
"
;
ASSERT_EQ
(at32ms.
size
(), regenSteps) <<
"
not enough steps recorded at 32ms
"
;
ASSERT_EQ
(at16ms.
size
(), regenSteps) <<
"
not enough steps recorded at 16ms
"
;
ASSERT_EQ
(at8ms.
size
(), regenSteps) <<
"
not enough steps recorded at 8ms
"
;
ASSERT_EQ
(at64ms[
0
].
energy
,
163840
) <<
"
starting energy value incorrect at 64ms
"
;
ASSERT_EQ
(at32ms[
0
].
energy
,
163840
) <<
"
starting energy value incorrect at 32ms
"
;
ASSERT_EQ
(at16ms[
0
].
energy
,
163840
) <<
"
starting energy value incorrect at 16ms
"
;
ASSERT_EQ
(at8ms[
0
].
energy
,
163840
) <<
"
starting energy value incorrect at 8ms
"
;
ASSERT_LT
(at64ms[regenSteps -
2
].
energy
,
327680
) <<
"
energy recharges too quickly at 64ms
"
;
ASSERT_EQ
(at64ms[regenSteps -
1
].
energy
,
327680
) <<
"
energy recharges too slowly at 64ms
"
;
ASSERT_EQ
(at32ms[regenSteps -
1
].
energy
,
327680
) <<
"
energy recharges too slowly at 32ms
"
;
ASSERT_EQ
(at16ms[regenSteps -
1
].
energy
,
327680
) <<
"
energy recharges too slowly at 16ms
"
;
ASSERT_EQ
(at8ms[regenSteps -
1
].
energy
,
327680
) <<
"
energy recharges too slowly at 8ms
"
;
for
(
int
i =
0
; i < regenSteps; i++) {
//
cout << at64ms[i] << "\t" << at32ms[i] << "\t" << at16ms[i] << "\t" << at8ms[i] << endl;
ASSERT_NEAR
(at32ms[i].
energy
, at64ms[i].
energy
, at64ms[i].
energy
*
0.045
) <<
"
32ms not close enough after
"
<< i <<
"
ticks.
"
;
ASSERT_NEAR
(at16ms[i].
energy
, at64ms[i].
energy
, at64ms[i].
energy
*
0.045
) <<
"
16ms not close enough after
"
<< i <<
"
ticks.
"
;
ASSERT_NEAR
(at8ms[i].
energy
, at64ms[i].
energy
, at64ms[i].
energy
*
0.045
) <<
"
8ms not close enough after
"
<< i <<
"
ticks.
"
;
ASSERT_EQ
(at64ms[i].
shields
,
196608
) <<
"
64ms shields didn't remain full
"
;
ASSERT_EQ
(at32ms[i].
shields
,
196608
) <<
"
32ms shields didn't remain full
"
;
ASSERT_EQ
(at16ms[i].
shields
,
196608
) <<
"
16ms shields didn't remain full
"
;
ASSERT_EQ
(at8ms[i].
shields
,
196608
) <<
"
8ms shields didn't remain full
"
;
ASSERT_EQ
(at64ms[i].
gunEnergy1
,
52428
) <<
"
64ms plasma energy 1 didn't remain full
"
;
ASSERT_EQ
(at32ms[i].
gunEnergy1
,
52428
) <<
"
32ms plasma energy 1 didn't remain full
"
;
ASSERT_EQ
(at16ms[i].
gunEnergy1
,
52428
) <<
"
16ms plasma energy 1 didn't remain full
"
;
ASSERT_EQ
(at8ms[i].
gunEnergy1
,
52428
) <<
"
8ms plasma energy 1 didn't remain full
"
;
ASSERT_EQ
(at64ms[i].
gunEnergy2
,
52428
) <<
"
64ms plasma energy 2 didn't remain full
"
;
ASSERT_EQ
(at32ms[i].
gunEnergy2
,
52428
) <<
"
32ms plasma energy 2 didn't remain full
"
;
ASSERT_EQ
(at16ms[i].
gunEnergy2
,
52428
) <<
"
16ms plasma energy 2 didn't remain full
"
;
ASSERT_EQ
(at8ms[i].
gunEnergy2
,
52428
) <<
"
8ms plasma energy 2 didn't remain full
"
;
}
}
TEST
(
HECTOR
, PlasmaRegen) {
int
chargeSteps =
30
;
vector<HectorEnergyReadings> at64ms =
HectorPlasmaRegen
(chargeSteps,
false
,
64
);
vector<HectorEnergyReadings> at32ms =
HectorPlasmaRegen
(chargeSteps,
false
,
32
);
vector<HectorEnergyReadings> at16ms =
HectorPlasmaRegen
(chargeSteps,
false
,
16
);
vector<HectorEnergyReadings> at8ms =
HectorPlasmaRegen
(chargeSteps,
false
,
8
);
ASSERT_EQ
(at64ms.
size
(), chargeSteps) <<
"
not enough steps recorded at 64ms
"
;
ASSERT_EQ
(at32ms.
size
(), chargeSteps) <<
"
not enough steps recorded at 32ms
"
;
ASSERT_EQ
(at16ms.
size
(), chargeSteps) <<
"
not enough steps recorded at 16ms
"
;
ASSERT_EQ
(at8ms.
size
(), chargeSteps) <<
"
not enough steps recorded at 8ms
"
;
ASSERT_EQ
(at64ms[
0
].
gunEnergy1
,
0
) <<
"
starting plasma energy value 1 incorrect at 64ms
"
;
ASSERT_EQ
(at32ms[
0
].
gunEnergy1
,
0
) <<
"
starting plasma energy value 1 incorrect at 32ms
"
;
ASSERT_EQ
(at16ms[
0
].
gunEnergy1
,
0
) <<
"
starting plasma energy value 1 incorrect at 16ms
"
;
ASSERT_EQ
(at8ms[
0
].
gunEnergy1
,
0
) <<
"
starting plasma energy value 1 incorrect at 8ms
"
;
ASSERT_EQ
(at64ms[
0
].
gunEnergy2
,
0
) <<
"
starting plasma energy value 2 incorrect at 64ms
"
;
ASSERT_EQ
(at32ms[
0
].
gunEnergy2
,
0
) <<
"
starting plasma energy value 2 incorrect at 32ms
"
;
ASSERT_EQ
(at16ms[
0
].
gunEnergy2
,
0
) <<
"
starting plasma energy value 2 incorrect at 16ms
"
;
ASSERT_EQ
(at8ms[
0
].
gunEnergy2
,
0
) <<
"
starting plasma energy value 2 incorrect at 8ms
"
;
ASSERT_LT
(at64ms[chargeSteps -
3
].
gunEnergy1
,
52428
) <<
"
plasma 1 recharges too quickly at 64ms
"
;
ASSERT_EQ
(at64ms[chargeSteps -
2
].
gunEnergy1
,
52428
) <<
"
plasma 1 recharges too slowly at 64ms
"
;
ASSERT_EQ
(at32ms[chargeSteps -
2
].
gunEnergy1
,
52428
) <<
"
plasma 1 recharges too slowly at 32ms
"
;
ASSERT_EQ
(at16ms[chargeSteps -
1
].
gunEnergy1
,
52428
) <<
"
plasma 1 recharges too slowly at 16ms
"
;
ASSERT_EQ
(at8ms[chargeSteps -
1
].
gunEnergy1
,
52428
) <<
"
plasma 1 recharges too slowly at 8ms
"
;
ASSERT_LT
(at64ms[chargeSteps -
3
].
gunEnergy2
,
52428
) <<
"
plasma 2 recharges too quickly at 64ms
"
;
ASSERT_EQ
(at64ms[chargeSteps -
2
].
gunEnergy2
,
52428
) <<
"
plasma 2 recharges too slowly at 64ms
"
;
ASSERT_EQ
(at32ms[chargeSteps -
2
].
gunEnergy2
,
52428
) <<
"
plasma 2 recharges too slowly at 32ms
"
;
ASSERT_EQ
(at16ms[chargeSteps -
1
].
gunEnergy2
,
52428
) <<
"
plasma 2 recharges too slowly at 16ms
"
;
ASSERT_EQ
(at8ms[chargeSteps -
1
].
gunEnergy2
,
52428
) <<
"
plasma 2 recharges too slowly at 8ms
"
;
ASSERT_EQ
(at64ms[
0
].
energy
,
327680
) <<
"
starting energy value incorrect at 64ms
"
;
ASSERT_EQ
(at32ms[
0
].
energy
,
327680
) <<
"
starting energy value incorrect at 32ms
"
;
ASSERT_EQ
(at16ms[
0
].
energy
,
327680
) <<
"
starting energy value incorrect at 16ms
"
;
ASSERT_EQ
(at8ms[
0
].
energy
,
327680
) <<
"
starting energy value incorrect at 8ms
"
;
ASSERT_EQ
(at64ms[chargeSteps -
1
].
energy
,
267990
) <<
"
ending energy value incorrect at 64ms
"
;
for
(
int
i =
0
; i < chargeSteps; i++) {
//
cout << at64ms[i].gunEnergy1 << "\t" << at64ms[i].gunEnergy2 << endl;
//
cout << at64ms[i].gunEnergy1 << "\t" << at32ms[i].gunEnergy1 << "\t"
//
<< at16ms[i].gunEnergy1 << "\t" << at8ms[i].gunEnergy1 << endl;
ASSERT_EQ
(at64ms[i].
gunEnergy1
, at64ms[i].
gunEnergy2
) <<
"
plasma energy values not equal at 64ms
"
;
ASSERT_EQ
(at32ms[i].
gunEnergy1
, at32ms[i].
gunEnergy2
) <<
"
plasma energy values not equal at 32ms
"
;
ASSERT_EQ
(at16ms[i].
gunEnergy1
, at16ms[i].
gunEnergy2
) <<
"
plasma energy values not equal at 16ms
"
;
ASSERT_EQ
(at8ms[i].
gunEnergy1
, at8ms[i].
gunEnergy2
) <<
"
plasma energy values not equal at 8ms
"
;
ASSERT_NEAR
(at32ms[i].
gunEnergy1
, at64ms[i].
gunEnergy1
, at64ms[i].
gunEnergy1
*
0.02
) <<
"
32ms not close enough after
"
<< i <<
"
ticks.
"
;
ASSERT_NEAR
(at16ms[i].
gunEnergy1
, at64ms[i].
gunEnergy1
, at64ms[i].
gunEnergy1
*
0.02
) <<
"
16ms not close enough after
"
<< i <<
"
ticks.
"
;
ASSERT_NEAR
(at8ms[i].
gunEnergy1
, at64ms[i].
gunEnergy1
, at64ms[i].
gunEnergy1
*
0.02
) <<
"
8ms not close enough after
"
<< i <<
"
ticks.
"
;
ASSERT_EQ
(at64ms[i].
shields
,
196608
) <<
"
64ms shields didn't remain full
"
;
ASSERT_EQ
(at32ms[i].
shields
,
196608
) <<
"
32ms shields didn't remain full
"
;
ASSERT_EQ
(at16ms[i].
shields
,
196608
) <<
"
16ms shields didn't remain full
"
;
ASSERT_EQ
(at8ms[i].
shields
,
196608
) <<
"
8ms shields didn't remain full
"
;
ASSERT_NEAR
(at32ms[i].
energy
, at64ms[i].
energy
, at64ms[i].
energy
*
0.004
) <<
"
32ms energy not close enough after
"
<< i <<
"
ticks.
"
;
ASSERT_NEAR
(at16ms[i].
energy
, at64ms[i].
energy
, at64ms[i].
energy
*
0.004
) <<
"
16ms energy not close enough after
"
<< i <<
"
ticks.
"
;
ASSERT_NEAR
(at8ms[i].
energy
, at64ms[i].
energy
, at64ms[i].
energy
*
0.004
) <<
"
8ms energy not close enough after
"
<< i <<
"
ticks.
"
;
}
}
TEST
(
HECTOR
, BoostedPlasmaRegen) {
int
chargeSteps =
27
;
vector<HectorEnergyReadings> at64ms =
HectorPlasmaRegen
(chargeSteps,
true
,
64
);
vector<HectorEnergyReadings> at32ms =
HectorPlasmaRegen
(chargeSteps,
true
,
32
);
vector<HectorEnergyReadings> at16ms =
HectorPlasmaRegen
(chargeSteps,
true
,
16
);
vector<HectorEnergyReadings> at8ms =
HectorPlasmaRegen
(chargeSteps,
true
,
8
);
ASSERT_EQ
(at64ms.
size
(), chargeSteps) <<
"
not enough steps recorded at 64ms
"
;
ASSERT_EQ
(at32ms.
size
(), chargeSteps) <<
"
not enough steps recorded at 32ms
"
;
ASSERT_EQ
(at16ms.
size
(), chargeSteps) <<
"
not enough steps recorded at 16ms
"
;
ASSERT_EQ
(at8ms.
size
(), chargeSteps) <<
"
not enough steps recorded at 8ms
"
;
ASSERT_EQ
(at64ms[
0
].
gunEnergy1
,
0
) <<
"
starting plasma energy value 1 incorrect at 64ms
"
;
ASSERT_EQ
(at32ms[
0
].
gunEnergy1
,
0
) <<
"
starting plasma energy value 1 incorrect at 32ms
"
;
ASSERT_EQ
(at16ms[
0
].
gunEnergy1
,
0
) <<
"
starting plasma energy value 1 incorrect at 16ms
"
;
ASSERT_EQ
(at8ms[
0
].
gunEnergy1
,
0
) <<
"
starting plasma energy value 1 incorrect at 8ms
"
;
ASSERT_EQ
(at64ms[
0
].
gunEnergy2
,
0
) <<
"
starting plasma energy value 2 incorrect at 64ms
"
;
ASSERT_EQ
(at32ms[
0
].
gunEnergy2
,
0
) <<
"
starting plasma energy value 2 incorrect at 32ms
"
;
ASSERT_EQ
(at16ms[
0
].
gunEnergy2
,
0
) <<
"
starting plasma energy value 2 incorrect at 16ms
"
;
ASSERT_EQ
(at8ms[
0
].
gunEnergy2
,
0
) <<
"
starting plasma energy value 2 incorrect at 8ms
"
;
ASSERT_LT
(at64ms[chargeSteps -
2
].
gunEnergy1
,
52428
) <<
"
plasma 1 recharges too quickly at 64ms
"
;
ASSERT_EQ
(at64ms[chargeSteps -
1
].
gunEnergy1
,
52428
) <<
"
plasma 1 recharges too slowly at 64ms
"
;
ASSERT_EQ
(at32ms[chargeSteps -
1
].
gunEnergy1
,
52428
) <<
"
plasma 1 recharges too slowly at 32ms
"
;
ASSERT_EQ
(at16ms[chargeSteps -
1
].
gunEnergy1
,
52428
) <<
"
plasma 1 recharges too slowly at 16ms
"
;
ASSERT_EQ
(at8ms[chargeSteps -
1
].
gunEnergy1
,
52428
) <<
"
plasma 1 recharges too slowly at 8ms
"
;
ASSERT_LT
(at64ms[chargeSteps -
2
].
gunEnergy2
,
52428
) <<
"
plasma 2 recharges too quickly at 64ms
"
;
ASSERT_EQ
(at64ms[chargeSteps -
1
].
gunEnergy2
,
52428
) <<
"
plasma 2 recharges too slowly at 64ms
"
;
ASSERT_EQ
(at32ms[chargeSteps -
1
].
gunEnergy2
,
52428
) <<
"
plasma 2 recharges too slowly at 32ms
"
;
ASSERT_EQ
(at16ms[chargeSteps -
1
].
gunEnergy2
,
52428
) <<
"
plasma 2 recharges too slowly at 16ms
"
;
ASSERT_EQ
(at8ms[chargeSteps -
1
].
gunEnergy2
,
52428
) <<
"
plasma 2 recharges too slowly at 8ms
"
;
ASSERT_EQ
(at64ms[
0
].
energy
,
327680
) <<
"
starting energy value incorrect at 64ms
"
;
ASSERT_EQ
(at32ms[
0
].
energy
,
327680
) <<
"
starting energy value incorrect at 32ms
"
;
ASSERT_EQ
(at16ms[
0
].
energy
,
327680
) <<
"
starting energy value incorrect at 16ms
"
;
ASSERT_EQ
(at8ms[
0
].
energy
,
327680
) <<
"
starting energy value incorrect at 8ms
"
;
for
(
int
i =
0
; i < chargeSteps; i++) {
//
cout << at64ms[i].gunEnergy1 << "\t" << at64ms[i].gunEnergy2 << endl;
//
cout << at64ms[i].gunEnergy1 << "\t" << at32ms[i].gunEnergy1 << "\t"
//
<< at16ms[i].gunEnergy1 << "\t" << at8ms[i].gunEnergy1 << endl;
ASSERT_EQ
(at64ms[i].
gunEnergy1
, at64ms[i].
gunEnergy2
) <<
"
plasma energy values not equal at 64ms
"
;
ASSERT_EQ
(at32ms[i].
gunEnergy1
, at32ms[i].
gunEnergy2
) <<
"
plasma energy values not equal at 32ms
"
;
ASSERT_EQ
(at16ms[i].
gunEnergy1
, at16ms[i].
gunEnergy2
) <<
"
plasma energy values not equal at 16ms
"
;
ASSERT_EQ
(at8ms[i].
gunEnergy1
, at8ms[i].
gunEnergy2
) <<
"
plasma energy values not equal at 8ms
"
;
ASSERT_NEAR
(at32ms[i].
gunEnergy1
, at64ms[i].
gunEnergy1
, at64ms[i].
gunEnergy1
*
0.02
) <<
"
32ms not close enough after
"
<< i <<
"
ticks.
"
;
ASSERT_NEAR
(at16ms[i].
gunEnergy1
, at64ms[i].
gunEnergy1
, at64ms[i].
gunEnergy1
*
0.02
) <<
"
16ms not close enough after
"
<< i <<
"
ticks.
"
;
ASSERT_NEAR
(at8ms[i].
gunEnergy1
, at64ms[i].
gunEnergy1
, at64ms[i].
gunEnergy1
*
0.02
) <<
"
8ms not close enough after
"
<< i <<
"
ticks.
"
;
ASSERT_EQ
(at64ms[i].
shields
,
196608
) <<
"
64ms shields didn't remain full
"
;
ASSERT_EQ
(at32ms[i].
shields
,
196608
) <<
"
32ms shields didn't remain full
"
;
ASSERT_EQ
(at16ms[i].
shields
,
196608
) <<
"
16ms shields didn't remain full
"
;
ASSERT_EQ
(at8ms[i].
shields
,
196608
) <<
"
8ms shields didn't remain full
"
;
if
(i ==
1
) {
ASSERT_LT
(at64ms[i].
energy
,
327680
) <<
"
64ms second energy value shouldn't be full
"
;
}
else
{
ASSERT_EQ
(at64ms[i].
energy
,
327680
) <<
"
64ms energy value should be full at
"
<< i <<
"
ticks
"
;
ASSERT_EQ
(at32ms[i].
energy
,
327680
) <<
"
32ms energy value should be full at
"
<< i <<
"
ticks
"
;
ASSERT_EQ
(at16ms[i].
energy
,
327680
) <<
"
16ms energy value should be full at
"
<< i <<
"
ticks
"
;
ASSERT_EQ
(at8ms[i].
energy
,
327680
) <<
"
8ms energy value should be full at
"
<< i <<
"
ticks
"
;
}
}
}
TEST
(
HECTOR
, ShieldRegen) {
int
regenSteps =
411
;
vector<HectorEnergyReadings> at64ms =
HectorShieldRegen
(regenSteps,
false
,
64
);
vector<HectorEnergyReadings> at32ms =
HectorShieldRegen
(regenSteps,
false
,
32
);
vector<HectorEnergyReadings> at16ms =
HectorShieldRegen
(regenSteps,
false
,
16
);
vector<HectorEnergyReadings> at8ms =
HectorShieldRegen
(regenSteps,
false
,
8
);
ASSERT_EQ
(at64ms.
size
(), regenSteps) <<
"
not enough steps recorded at 64ms
"
;
ASSERT_EQ
(at32ms.
size
(), regenSteps) <<
"
not enough steps recorded at 32ms
"
;
ASSERT_EQ
(at16ms.
size
(), regenSteps) <<
"
not enough steps recorded at 16ms
"
;
ASSERT_EQ
(at8ms.
size
(), regenSteps) <<
"
not enough steps recorded at 8ms
"
;
ASSERT_EQ
(at64ms[
0
].
shields
,
98304
) <<
"
starting shield value incorrect at 64ms
"
;
ASSERT_EQ
(at32ms[
0
].
shields
,
98304
) <<
"
starting shield value incorrect at 32ms
"
;
ASSERT_EQ
(at16ms[
0
].
shields
,
98304
) <<
"
starting shield value incorrect at 16ms
"
;
ASSERT_EQ
(at8ms[
0
].
shields
,
98304
) <<
"
starting shield value incorrect at 8ms
"
;
//
At 8ms, shields take a surprising amount of extra steps in comparison to other
//
frame times. That said, it still amounts to something like an extra half second
//
out of roughly 26 seconds to recharge from half shields.
ASSERT_LT
(at64ms[regenSteps -
10
].
shields
,
196608
) <<
"
shields recharge too quickly at 64ms
"
;
ASSERT_EQ
(at64ms[regenSteps -
9
].
shields
,
196608
) <<
"
shields recharge too slowly at 64ms
"
;
ASSERT_EQ
(at32ms[regenSteps -
8
].
shields
,
196608
) <<
"
shields recharge too slowly at 32ms
"
;
ASSERT_EQ
(at16ms[regenSteps -
8
].
shields
,
196608
) <<
"
shields recharge too slowly at 16ms
"
;
ASSERT_EQ
(at8ms[regenSteps -
1
].
shields
,
196608
) <<
"
shields recharge too slowly at 8ms
"
;
for
(
int
i =
0
; i < regenSteps; i++) {
//
cout << at64ms[i] << "\t" << at32ms[i] << "\t" << at16ms[i] << "\t" << at8ms[i] << endl;
ASSERT_NEAR
(at32ms[i].
shields
, at64ms[i].
shields
, at64ms[i].
shields
*
0.003
) <<
"
32ms not close enough after
"
<< i <<
"
ticks.
"
;
ASSERT_NEAR
(at16ms[i].
shields
, at64ms[i].
shields
, at64ms[i].
shields
*
0.003
) <<
"
16ms not close enough after
"
<< i <<
"
ticks.
"
;
ASSERT_NEAR
(at8ms[i].
shields
, at64ms[i].
shields
, at64ms[i].
shields
*
0.011
) <<
"
8ms not close enough after
"
<< i <<
"
ticks.
"
;
ASSERT_EQ
(at64ms[
0
].
energy
,
327680
) <<
"
64ms energy didn't remain full
"
;
ASSERT_EQ
(at32ms[
0
].
energy
,
327680
) <<
"
32ms energy didn't remain full
"
;
ASSERT_EQ
(at16ms[
0
].
energy
,
327680
) <<
"
16ms energy didn't remain full
"
;
ASSERT_EQ
(at8ms[
0
].
energy
,
327680
) <<
"
8ms energy didn't remain full
"
;
ASSERT_EQ
(at64ms[i].
gunEnergy1
,
52428
) <<
"
64ms plasma energy 1 didn't remain full
"
;
ASSERT_EQ
(at32ms[i].
gunEnergy1
,
52428
) <<
"
32ms plasma energy 1 didn't remain full
"
;
ASSERT_EQ
(at16ms[i].
gunEnergy1
,
52428
) <<
"
16ms plasma energy 1 didn't remain full
"
;
ASSERT_EQ
(at8ms[i].
gunEnergy1
,
52428
) <<
"
8ms plasma energy 1 didn't remain full
"
;
ASSERT_EQ
(at64ms[i].
gunEnergy2
,
52428
) <<
"
64ms plasma energy 2 didn't remain full
"
;
ASSERT_EQ
(at32ms[i].
gunEnergy2
,
52428
) <<
"
32ms plasma energy 2 didn't remain full
"
;
ASSERT_EQ
(at16ms[i].
gunEnergy2
,
52428
) <<
"
16ms plasma energy 2 didn't remain full
"
;
ASSERT_EQ
(at8ms[i].
gunEnergy2
,
52428
) <<
"
8ms plasma energy 2 didn't remain full
"
;
}
}
TEST
(
HECTOR
, BoostedShieldRegen) {
int
regenSteps =
47
;
vector<HectorEnergyReadings> at64ms =
HectorShieldRegen
(regenSteps,
true
,
64
);
vector<HectorEnergyReadings> at32ms =
HectorShieldRegen
(regenSteps,
true
,
32
);
vector<HectorEnergyReadings> at16ms =
HectorShieldRegen
(regenSteps,
true
,
16
);
vector<HectorEnergyReadings> at8ms =
HectorShieldRegen
(regenSteps,
true
,
8
);
ASSERT_EQ
(at64ms.
size
(), regenSteps) <<
"
not enough steps recorded at 64ms
"
;
ASSERT_EQ
(at32ms.
size
(), regenSteps) <<
"
not enough steps recorded at 32ms
"
;
ASSERT_EQ
(at16ms.
size
(), regenSteps) <<
"
not enough steps recorded at 16ms
"
;
ASSERT_EQ
(at8ms.
size
(), regenSteps) <<
"
not enough steps recorded at 8ms
"
;
ASSERT_EQ
(at64ms[
0
].
shields
,
98304
) <<
"
starting shield value incorrect at 64ms
"
;
ASSERT_EQ
(at32ms[
0
].
shields
,
98304
) <<
"
starting shield value incorrect at 32ms
"
;
ASSERT_EQ
(at16ms[
0
].
shields
,
98304
) <<
"
starting shield value incorrect at 16ms
"
;
ASSERT_EQ
(at8ms[
0
].
shields
,
98304
) <<
"
starting shield value incorrect at 8ms
"
;
ASSERT_LT
(at64ms[regenSteps -
2
].
shields
,
196608
) <<
"
shields recharge too quickly at 64ms
"
;
ASSERT_EQ
(at64ms[regenSteps -
1
].
shields
,
196608
) <<
"
shields recharge too slowly at 64ms
"
;
ASSERT_EQ
(at32ms[regenSteps -
1
].
shields
,
196608
) <<
"
shields recharge too slowly at 32ms
"
;
ASSERT_EQ
(at16ms[regenSteps -
1
].
shields
,
196608
) <<
"
shields recharge too slowly at 16ms
"
;
ASSERT_EQ
(at8ms[regenSteps -
1
].
shields
,
196608
) <<
"
shields recharge too slowly at 8ms
"
;
for
(
int
i =
0
; i < regenSteps; i++) {
//
cout << at64ms[i] << "\t" << at32ms[i] << "\t" << at16ms[i] << "\t" << at8ms[i] << endl;
ASSERT_NEAR
(at32ms[i].
shields
, at64ms[i].
shields
, at64ms[i].
shields
*
0.015
) <<
"
32ms not close enough after
"
<< i <<
"
ticks.
"
;
ASSERT_NEAR
(at16ms[i].
shields
, at64ms[i].
shields
, at64ms[i].
shields
*
0.015
) <<
"
16ms not close enough after
"
<< i <<
"
ticks.
"
;
ASSERT_NEAR
(at8ms[i].
shields
, at64ms[i].
shields
, at64ms[i].
shields
*
0.0175
) <<
"
8ms not close enough after
"
<< i <<
"
ticks.
"
;
ASSERT_EQ
(at64ms[
0
].
energy
,
327680
) <<
"
64ms energy didn't remain full
"
;
ASSERT_EQ
(at32ms[
0
].
energy
,
327680
) <<
"
32ms energy didn't remain full
"
;
ASSERT_EQ
(at16ms[
0
].
energy
,
327680
) <<
"
16ms energy didn't remain full
"
;
ASSERT_EQ
(at8ms[
0
].
energy
,
327680
) <<
"
8ms energy didn't remain full
"
;
ASSERT_EQ
(at64ms[i].
gunEnergy1
,
52428
) <<
"
64ms plasma energy 1 didn't remain full
"
;
ASSERT_EQ
(at32ms[i].
gunEnergy1
,
52428
) <<
"
32ms plasma energy 1 didn't remain full
"
;
ASSERT_EQ
(at16ms[i].
gunEnergy1
,
52428
) <<
"
16ms plasma energy 1 didn't remain full
"
;
ASSERT_EQ
(at8ms[i].
gunEnergy1
,
52428
) <<
"
8ms plasma energy 1 didn't remain full
"
;
ASSERT_EQ
(at64ms[i].
gunEnergy2
,
52428
) <<
"
64ms plasma energy 2 didn't remain full
"
;
ASSERT_EQ
(at32ms[i].
gunEnergy2
,
52428
) <<
"
32ms plasma energy 2 didn't remain full
"
;
ASSERT_EQ
(at16ms[i].
gunEnergy2
,
52428
) <<
"
16ms plasma energy 2 didn't remain full
"
;
ASSERT_EQ
(at8ms[i].
gunEnergy2
,
52428
) <<
"
8ms plasma energy 2 didn't remain full
"
;
}
}
TEST
(
HECTOR
, ComplexRegen) {
int
regenSteps =
784
;
vector<HectorEnergyReadings> at64ms =
HectorComplexRegen
(regenSteps,
false
,
64
);
vector<HectorEnergyReadings> at32ms =
HectorComplexRegen
(regenSteps,
false
,
32
);
vector<HectorEnergyReadings> at16ms =
HectorComplexRegen
(regenSteps,
false
,
16
);
vector<HectorEnergyReadings> at8ms =
HectorComplexRegen
(regenSteps,
false
,
8
);
ASSERT_EQ
(at64ms.
size
(), regenSteps) <<
"
not enough steps recorded at 64ms
"
;
ASSERT_EQ
(at32ms.
size
(), regenSteps) <<
"
not enough steps recorded at 32ms
"
;
ASSERT_EQ
(at16ms.
size
(), regenSteps) <<
"
not enough steps recorded at 16ms
"
;
ASSERT_EQ
(at8ms.
size
(), regenSteps) <<
"
not enough steps recorded at 8ms
"
;
ASSERT_EQ
(at64ms[
0
].
shields
,
39321
) <<
"
starting shield value incorrect at 64ms
"
;
ASSERT_EQ
(at32ms[
0
].
shields
,
39321
) <<
"
starting shield value incorrect at 32ms
"
;
ASSERT_EQ
(at16ms[
0
].
shields
,
39321
) <<
"
starting shield value incorrect at 16ms
"
;
ASSERT_EQ
(at8ms[
0
].
shields
,
39321
) <<
"
starting shield value incorrect at 8ms
"
;
ASSERT_EQ
(at64ms[
0
].
energy
,
163840
) <<
"
starting energy value incorrect at 64ms
"
;
ASSERT_EQ
(at32ms[
0
].
energy
,
163840
) <<
"
starting energy value incorrect at 32ms
"
;
ASSERT_EQ
(at16ms[
0
].
energy
,
163840
) <<
"
starting energy value incorrect at 16ms
"
;
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