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/*
 * Copyright (c) Contributors, http://opensimulator.org/
 * 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:
 *     * Redistributions of source code must retain the above copyright
 *       notice, this list of conditions and the following disclaimer.
 *     * Redistributions in binary form must reproduce the above copyright
 *       notice, this list of conditions and the following disclaimer in the
 *       documentation and/or other materials provided with the distribution.
 *     * Neither the name of the OpenSimulator Project nor the
 *       names of its contributors may be used to endorse or promote products
 *       derived from this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

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());
            IClientAPI originalClient = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1)).ControllingClient;
//            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.SetAppearance(originalClient, originalTe, null);

            INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
            UUID npcId = npcModule.CreateNPC("John", "Smith", new Vector3(128, 128, 30), scene, originalClient.AgentId);

            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());
            IClientAPI originalClient = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1)).ControllingClient;
//            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, originalClient.AgentId);

            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);

            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));

            // Try a second movement
            startPos = npc.AbsolutePosition;
            targetPos = startPos + new Vector3(10, 0, 0);
            npcModule.MoveToTarget(npc.UUID, scene, targetPos);

            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));
        }
    }
}