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authorMelanie2011-10-12 00:10:15 +0200
committerMelanie2011-10-12 00:10:15 +0200
commit1c2b5d99c9601a3d301f4bc0f53389cca831ee04 (patch)
tree97fa9c758f429d5dee64234e442f2c83cd1b9994 /OpenSim/Region/OptionalModules/World/NPC/Tests
parentMerge branch 'careminster-presence-refactor' into bigmerge (diff)
parentMerge commit '92c88121c72386f85472c6cf4891eca8b62b9867' into bigmerge (diff)
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Merge branch 'bigmerge' of ssh://3dhosting.de/var/git/careminster into bigmerge
Diffstat (limited to 'OpenSim/Region/OptionalModules/World/NPC/Tests')
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs22
1 files changed, 14 insertions, 8 deletions
diff --git a/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs b/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs
index 246bc34..49c06bc 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs
@@ -132,11 +132,9 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
132 UUID attAssetId = TestHelpers.ParseTail(0x3); 132 UUID attAssetId = TestHelpers.ParseTail(0x3);
133 string attName = "att"; 133 string attName = "att";
134 134
135 UserInventoryHelpers.CreateInventoryItem( 135 UserInventoryHelpers.CreateInventoryItem(scene, attName, attItemId, attAssetId, sp.UUID, InventoryType.Object);
136 scene, attName, attItemId, attAssetId, sp.UUID, InventoryType.Object);
137 136
138 am.RezSingleAttachmentFromInventory( 137 am.RezSingleAttachmentFromInventory(sp, attItemId, (uint)AttachmentPoint.Chest);
139 sp.ControllingClient, attItemId, (uint)AttachmentPoint.Chest);
140 138
141 INPCModule npcModule = scene.RequestModuleInterface<INPCModule>(); 139 INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
142 UUID npcId = npcModule.CreateNPC("John", "Smith", new Vector3(128, 128, 30), scene, sp.Appearance); 140 UUID npcId = npcModule.CreateNPC("John", "Smith", new Vector3(128, 128, 30), scene, sp.Appearance);
@@ -182,18 +180,21 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
182 scene.Update(); 180 scene.Update();
183 Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos)); 181 Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
184 182
185 Vector3 targetPos = startPos + new Vector3(0, 0, 10); 183 Vector3 targetPos = startPos + new Vector3(0, 10, 0);
186 npcModule.MoveToTarget(npc.UUID, scene, targetPos, false, false); 184 npcModule.MoveToTarget(npc.UUID, scene, targetPos, false, false);
187 185
188 Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos)); 186 Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
187 //Assert.That(npc.Rotation, Is.EqualTo(new Quaternion(0, 0, 0.7071068f, 0.7071068f)));
188 Assert.That(
189 npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0.7071068f, 0.7071068f), 0.000001));
189 190
190 scene.Update(); 191 scene.Update();
191 192
192 // We should really check the exact figure. 193 // We should really check the exact figure.
193 Assert.That(npc.AbsolutePosition.X, Is.EqualTo(startPos.X)); 194 Assert.That(npc.AbsolutePosition.X, Is.EqualTo(startPos.X));
194 Assert.That(npc.AbsolutePosition.Y, Is.EqualTo(startPos.Y)); 195 Assert.That(npc.AbsolutePosition.Y, Is.GreaterThan(startPos.Y));
195 Assert.That(npc.AbsolutePosition.Z, Is.GreaterThan(startPos.Z)); 196 Assert.That(npc.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
196 Assert.That(npc.AbsolutePosition.Z, Is.LessThan(targetPos.Z)); 197 Assert.That(npc.AbsolutePosition.Z, Is.LessThan(targetPos.X));
197 198
198 for (int i = 0; i < 10; i++) 199 for (int i = 0; i < 10; i++)
199 scene.Update(); 200 scene.Update();
@@ -208,6 +209,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
208 targetPos = startPos + new Vector3(10, 0, 0); 209 targetPos = startPos + new Vector3(10, 0, 0);
209 npcModule.MoveToTarget(npc.UUID, scene, targetPos, false, false); 210 npcModule.MoveToTarget(npc.UUID, scene, targetPos, false, false);
210 211
212 Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
213// Assert.That(npc.Rotation, Is.EqualTo(new Quaternion(0, 0, 0, 1)));
214 Assert.That(
215 npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0, 1), 0.000001));
216
211 scene.Update(); 217 scene.Update();
212 218
213 // We should really check the exact figure. 219 // We should really check the exact figure.