157 lines
7.2 KiB
C#
157 lines
7.2 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Reflection;
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using log4net;
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using Nini.Config;
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using NUnit.Framework;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications;
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using OpenSim.Region.CoreModules.Avatar.AvatarFactory;
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using OpenSim.Region.CoreModules.ServiceConnectorsOut.Avatar;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Services.AvatarService;
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using OpenSim.Tests.Common;
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using OpenSim.Tests.Common.Mock;
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namespace OpenSim.Region.OptionalModules.World.NPC.Tests
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{
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[TestFixture]
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public class NPCModuleTests
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{
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[Test]
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public void TestCreate()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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IConfigSource config = new IniConfigSource();
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config.AddConfig("NPC");
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config.Configs["NPC"].Set("Enabled", "true");
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AvatarFactoryModule afm = new AvatarFactoryModule();
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TestScene scene = SceneHelpers.SetupScene();
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SceneHelpers.SetupSceneModules(scene, config, afm, new NPCModule());
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IClientAPI originalClient = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1)).ControllingClient;
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// ScenePresence originalAvatar = scene.GetScenePresence(originalClient.AgentId);
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// 8 is the index of the first baked texture in AvatarAppearance
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UUID originalFace8TextureId = TestHelpers.ParseTail(0x10);
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Primitive.TextureEntry originalTe = new Primitive.TextureEntry(UUID.Zero);
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Primitive.TextureEntryFace originalTef = originalTe.CreateFace(8);
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originalTef.TextureID = originalFace8TextureId;
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// We also need to add the texture to the asset service, otherwise the AvatarFactoryModule will tell
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// ScenePresence.SendInitialData() to reset our entire appearance.
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scene.AssetService.Store(AssetHelpers.CreateAsset(originalFace8TextureId));
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afm.SetAppearanceFromClient(originalClient, originalTe, null);
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INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
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UUID npcId = npcModule.CreateNPC("John", "Smith", new Vector3(128, 128, 30), scene, originalClient.AgentId);
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ScenePresence npc = scene.GetScenePresence(npcId);
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Assert.That(npc, Is.Not.Null);
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Assert.That(npc.Appearance.Texture.FaceTextures[8].TextureID, Is.EqualTo(originalFace8TextureId));
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}
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[Test]
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public void TestMove()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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IConfigSource config = new IniConfigSource();
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config.AddConfig("NPC");
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config.Configs["NPC"].Set("Enabled", "true");
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TestScene scene = SceneHelpers.SetupScene();
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SceneHelpers.SetupSceneModules(scene, config, new NPCModule());
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IClientAPI originalClient = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1)).ControllingClient;
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// ScenePresence originalAvatar = scene.GetScenePresence(originalClient.AgentId);
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Vector3 startPos = new Vector3(128, 128, 30);
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INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
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UUID npcId = npcModule.CreateNPC("John", "Smith", startPos, scene, originalClient.AgentId);
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ScenePresence npc = scene.GetScenePresence(npcId);
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Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
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// For now, we'll make the scene presence fly to simplify this test, but this needs to change.
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npc.PhysicsActor.Flying = true;
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scene.Update();
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Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
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Vector3 targetPos = startPos + new Vector3(0, 0, 10);
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npcModule.MoveToTarget(npc.UUID, scene, targetPos, false, false);
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Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
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scene.Update();
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// We should really check the exact figure.
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Assert.That(npc.AbsolutePosition.X, Is.EqualTo(startPos.X));
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Assert.That(npc.AbsolutePosition.Y, Is.EqualTo(startPos.Y));
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Assert.That(npc.AbsolutePosition.Z, Is.GreaterThan(startPos.Z));
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Assert.That(npc.AbsolutePosition.Z, Is.LessThan(targetPos.Z));
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for (int i = 0; i < 10; i++)
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scene.Update();
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double distanceToTarget = Util.GetDistanceTo(npc.AbsolutePosition, targetPos);
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Assert.That(distanceToTarget, Is.LessThan(1), "NPC not within 1 unit of target position on first move");
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Assert.That(npc.AbsolutePosition, Is.EqualTo(targetPos));
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Assert.That(npc.AgentControlFlags, Is.EqualTo((uint)AgentManager.ControlFlags.NONE));
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// Try a second movement
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startPos = npc.AbsolutePosition;
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targetPos = startPos + new Vector3(10, 0, 0);
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npcModule.MoveToTarget(npc.UUID, scene, targetPos, false, false);
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scene.Update();
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// We should really check the exact figure.
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Assert.That(npc.AbsolutePosition.X, Is.GreaterThan(startPos.X));
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Assert.That(npc.AbsolutePosition.X, Is.LessThan(targetPos.X));
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Assert.That(npc.AbsolutePosition.Y, Is.EqualTo(startPos.Y));
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Assert.That(npc.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
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for (int i = 0; i < 10; i++)
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scene.Update();
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distanceToTarget = Util.GetDistanceTo(npc.AbsolutePosition, targetPos);
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Assert.That(distanceToTarget, Is.LessThan(1), "NPC not within 1 unit of target position on second move");
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Assert.That(npc.AbsolutePosition, Is.EqualTo(targetPos));
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}
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}
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} |