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:
blinkysc
2026-02-15 15:05:00 -06:00
committed by GitHub
parent dcafad1a41
commit ce74c0b19c
12 changed files with 342 additions and 1 deletions

View File

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