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https://github.com/mod-playerbots/azerothcore-wotlk.git
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feat(Core/Scripts): Add gameobject_summon_groups with quaternion rotation support (#24708)
Co-authored-by: blinkysc <blinkysc@users.noreply.github.com>
This commit is contained in:
141
src/test/server/game/Globals/GameObjectSummonGroupTest.cpp
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141
src/test/server/game/Globals/GameObjectSummonGroupTest.cpp
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/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "ObjectMgr.h"
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#include "SmartScriptMgr.h"
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#include "TemporarySummon.h"
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#include "WorldMock.h"
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#include "gtest/gtest.h"
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class GameObjectSummonGroupTest : public ::testing::Test
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{
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protected:
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void SetUp() override
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{
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_previousWorld = std::move(sWorld);
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auto* worldMock =
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new ::testing::NiceMock<WorldMock>();
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ON_CALL(*worldMock, getIntConfig(::testing::_))
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.WillByDefault(::testing::Return(0));
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sWorld.reset(worldMock);
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}
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void TearDown() override
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{
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sWorld = std::move(_previousWorld);
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}
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std::unique_ptr<IWorld> _previousWorld;
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};
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TEST_F(GameObjectSummonGroupTest, DataStructStoresFields)
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{
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GameObjectSummonData data;
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data.entry = 2332;
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data.pos.Relocate(-14652.38f, 146.51f, 3.50f, 0.35f);
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data.rot = G3D::Quat(0.0f, 0.0f, 0.17f, 0.98f);
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data.respawnTime = 120;
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EXPECT_EQ(data.entry, 2332u);
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EXPECT_FLOAT_EQ(data.pos.GetPositionX(), -14652.38f);
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EXPECT_FLOAT_EQ(data.pos.GetPositionY(), 146.51f);
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EXPECT_FLOAT_EQ(data.pos.GetPositionZ(), 3.50f);
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EXPECT_FLOAT_EQ(data.pos.GetOrientation(), 0.35f);
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EXPECT_FLOAT_EQ(data.rot.x, 0.0f);
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EXPECT_FLOAT_EQ(data.rot.y, 0.0f);
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EXPECT_FLOAT_EQ(data.rot.z, 0.17f);
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EXPECT_FLOAT_EQ(data.rot.w, 0.98f);
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EXPECT_EQ(data.respawnTime, 120u);
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}
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TEST_F(GameObjectSummonGroupTest, QuaternionIdentity)
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{
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GameObjectSummonData data;
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data.rot = G3D::Quat(0.0f, 0.0f, 0.0f, 1.0f);
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EXPECT_FLOAT_EQ(data.rot.x, 0.0f);
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EXPECT_FLOAT_EQ(data.rot.y, 0.0f);
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EXPECT_FLOAT_EQ(data.rot.z, 0.0f);
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EXPECT_FLOAT_EQ(data.rot.w, 1.0f);
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}
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TEST_F(GameObjectSummonGroupTest, AccessorReturnsNullForMissing)
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{
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auto const* result = sObjectMgr->GetGameObjectSummonGroup(
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99999, SUMMONER_TYPE_CREATURE, 0);
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EXPECT_EQ(result, nullptr);
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}
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TEST_F(GameObjectSummonGroupTest, AccessorReturnsNullForAllTypes)
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{
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auto const* r1 = sObjectMgr->GetGameObjectSummonGroup(
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99999, SUMMONER_TYPE_CREATURE, 0);
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auto const* r2 = sObjectMgr->GetGameObjectSummonGroup(
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99999, SUMMONER_TYPE_GAMEOBJECT, 0);
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auto const* r3 = sObjectMgr->GetGameObjectSummonGroup(
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99999, SUMMONER_TYPE_MAP, 0);
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EXPECT_EQ(r1, nullptr);
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EXPECT_EQ(r2, nullptr);
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EXPECT_EQ(r3, nullptr);
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}
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TEST_F(GameObjectSummonGroupTest, DifferentGroupsAreIndependent)
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{
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auto const* g0 = sObjectMgr->GetGameObjectSummonGroup(
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2289, SUMMONER_TYPE_GAMEOBJECT, 0);
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auto const* g1 = sObjectMgr->GetGameObjectSummonGroup(
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2289, SUMMONER_TYPE_GAMEOBJECT, 1);
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// Both should be null since DB isn't loaded in tests,
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// but they should be independent lookups
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EXPECT_EQ(g0, nullptr);
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EXPECT_EQ(g1, nullptr);
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}
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TEST_F(GameObjectSummonGroupTest, SmartActionEnumValue)
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{
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EXPECT_EQ(SMART_ACTION_SUMMON_GAMEOBJECT_GROUP, 241);
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EXPECT_EQ(SMART_ACTION_AC_END, 242);
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}
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TEST_F(GameObjectSummonGroupTest, SmartActionUnionSize)
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{
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SmartAction action{};
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action.gameobjectGroup.group = 5;
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EXPECT_EQ(action.gameobjectGroup.group, 5u);
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}
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TEST_F(GameObjectSummonGroupTest, TempSummonGroupKeyOrdering)
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{
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TempSummonGroupKey k1(100, SUMMONER_TYPE_CREATURE, 0);
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TempSummonGroupKey k2(100, SUMMONER_TYPE_GAMEOBJECT, 0);
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TempSummonGroupKey k3(100, SUMMONER_TYPE_CREATURE, 1);
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TempSummonGroupKey k4(200, SUMMONER_TYPE_CREATURE, 0);
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// std::tuple ordering: summoner ID first, then type, then group
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EXPECT_LT(k1, k2); // same id, creature < gameobject
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EXPECT_LT(k1, k3); // same id+type, group 0 < 1
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EXPECT_LT(k1, k4); // id 100 < 200
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}
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TEST_F(GameObjectSummonGroupTest, SummonerTypeValues)
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{
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EXPECT_EQ(SUMMONER_TYPE_CREATURE, 0);
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EXPECT_EQ(SUMMONER_TYPE_GAMEOBJECT, 1);
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EXPECT_EQ(SUMMONER_TYPE_MAP, 2);
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}
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