OpenSimMirror/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs

157 lines
7.2 KiB
C#

/*
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
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* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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using System;
using System.Reflection;
using log4net;
using Nini.Config;
using NUnit.Framework;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Region.CoreModules.Avatar.AvatarFactory;
using OpenSim.Region.CoreModules.ServiceConnectorsOut.Avatar;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.AvatarService;
using OpenSim.Tests.Common;
using OpenSim.Tests.Common.Mock;
namespace OpenSim.Region.OptionalModules.World.NPC.Tests
{
[TestFixture]
public class NPCModuleTests
{
[Test]
public void TestCreate()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
IConfigSource config = new IniConfigSource();
config.AddConfig("NPC");
config.Configs["NPC"].Set("Enabled", "true");
AvatarFactoryModule afm = new AvatarFactoryModule();
TestScene scene = SceneHelpers.SetupScene();
SceneHelpers.SetupSceneModules(scene, config, afm, new NPCModule());
ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
// ScenePresence originalAvatar = scene.GetScenePresence(originalClient.AgentId);
// 8 is the index of the first baked texture in AvatarAppearance
UUID originalFace8TextureId = TestHelpers.ParseTail(0x10);
Primitive.TextureEntry originalTe = new Primitive.TextureEntry(UUID.Zero);
Primitive.TextureEntryFace originalTef = originalTe.CreateFace(8);
originalTef.TextureID = originalFace8TextureId;
// We also need to add the texture to the asset service, otherwise the AvatarFactoryModule will tell
// ScenePresence.SendInitialData() to reset our entire appearance.
scene.AssetService.Store(AssetHelpers.CreateAsset(originalFace8TextureId));
afm.SetAppearanceFromClient(sp.ControllingClient, originalTe, null);
INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
UUID npcId = npcModule.CreateNPC("John", "Smith", new Vector3(128, 128, 30), scene, sp.Appearance);
ScenePresence npc = scene.GetScenePresence(npcId);
Assert.That(npc, Is.Not.Null);
Assert.That(npc.Appearance.Texture.FaceTextures[8].TextureID, Is.EqualTo(originalFace8TextureId));
}
[Test]
public void TestMove()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
IConfigSource config = new IniConfigSource();
config.AddConfig("NPC");
config.Configs["NPC"].Set("Enabled", "true");
TestScene scene = SceneHelpers.SetupScene();
SceneHelpers.SetupSceneModules(scene, config, new NPCModule());
ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
// ScenePresence originalAvatar = scene.GetScenePresence(originalClient.AgentId);
Vector3 startPos = new Vector3(128, 128, 30);
INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
UUID npcId = npcModule.CreateNPC("John", "Smith", startPos, scene, sp.Appearance);
ScenePresence npc = scene.GetScenePresence(npcId);
Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
// For now, we'll make the scene presence fly to simplify this test, but this needs to change.
npc.PhysicsActor.Flying = true;
scene.Update();
Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
Vector3 targetPos = startPos + new Vector3(0, 0, 10);
npcModule.MoveToTarget(npc.UUID, scene, targetPos, false, false);
Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
scene.Update();
// We should really check the exact figure.
Assert.That(npc.AbsolutePosition.X, Is.EqualTo(startPos.X));
Assert.That(npc.AbsolutePosition.Y, Is.EqualTo(startPos.Y));
Assert.That(npc.AbsolutePosition.Z, Is.GreaterThan(startPos.Z));
Assert.That(npc.AbsolutePosition.Z, Is.LessThan(targetPos.Z));
for (int i = 0; i < 10; i++)
scene.Update();
double distanceToTarget = Util.GetDistanceTo(npc.AbsolutePosition, targetPos);
Assert.That(distanceToTarget, Is.LessThan(1), "NPC not within 1 unit of target position on first move");
Assert.That(npc.AbsolutePosition, Is.EqualTo(targetPos));
Assert.That(npc.AgentControlFlags, Is.EqualTo((uint)AgentManager.ControlFlags.NONE));
// Try a second movement
startPos = npc.AbsolutePosition;
targetPos = startPos + new Vector3(10, 0, 0);
npcModule.MoveToTarget(npc.UUID, scene, targetPos, false, false);
scene.Update();
// We should really check the exact figure.
Assert.That(npc.AbsolutePosition.X, Is.GreaterThan(startPos.X));
Assert.That(npc.AbsolutePosition.X, Is.LessThan(targetPos.X));
Assert.That(npc.AbsolutePosition.Y, Is.EqualTo(startPos.Y));
Assert.That(npc.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
for (int i = 0; i < 10; i++)
scene.Update();
distanceToTarget = Util.GetDistanceTo(npc.AbsolutePosition, targetPos);
Assert.That(distanceToTarget, Is.LessThan(1), "NPC not within 1 unit of target position on second move");
Assert.That(npc.AbsolutePosition, Is.EqualTo(targetPos));
}
}
}