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Rampant/tests.lua
2017-05-11 21:50:06 -07:00

225 lines
7.8 KiB
Lua

local tests = {}
local constants = require("libs/Constants")
local mathUtils = require("libs/MathUtils")
local chunkUtils = require("libs/ChunkUtils")
local baseUtils = require("libs/BaseUtils")
function tests.pheromoneLevels()
local player = game.player.character
local playerChunkX = math.floor(player.position.x / 32)
local playerChunkY = math.floor(player.position.y / 32)
print("------")
print(#global.regionMap.processQueue)
print(playerChunkX .. ", " .. playerChunkY)
print("--")
for x=playerChunkX-9, playerChunkX+9 do
for y=playerChunkY-9, playerChunkY+9 do
if (global.regionMap[x] ~= nil) then
local chunk = global.regionMap[x][y]
if (chunk ~= nil) then
local str = ""
for i=1,#chunk do
str = str .. " " .. tostring(i) .. "/" .. tostring(chunk[i])
end
str = str .. " " .. "p/" .. game.surfaces[1].get_pollution({x=chunk.pX, y=chunk.pY})
if (chunk.cX == playerChunkX) and (chunk.cY == playerChunkY) then
print("*", chunk.cX, chunk.cY, str)
else
print(chunk.cX, chunk.cY, str)
end
-- print(str)
print("-")
end
end
end
end
end
function tests.activeSquads()
print("--")
for i=1, #global.natives.squads do
local squad = global.natives.squads[i]
if squad.group.valid then
print(math.floor(squad.group.position.x * 0.03125), math.floor(squad.group.position.y * 0.03125), squad.status, squad.group.state)
print(serpent.dump(squad))
end
end
end
function tests.entitiesOnPlayerChunk()
local playerPosition = game.players[1].position
local chunkX = math.floor(playerPosition.x * 0.03125) * 32
local chunkY = math.floor(playerPosition.y * 0.03125) * 32
local entities = game.surfaces[1].find_entities_filtered({area={{chunkX, chunkY},
{chunkX + constants.CHUNK_SIZE, chunkY + constants.CHUNK_SIZE}},
force="player"})
for i=1, #entities do
print(entities[i].name)
end
print("--")
end
function tests.findNearestPlayerEnemy()
local playerPosition = game.players[1].position
local chunkX = math.floor(playerPosition.x * 0.03125) * 32
local chunkY = math.floor(playerPosition.y * 0.03125) * 32
local entity = game.surfaces[1].find_nearest_enemy({position={chunkX, chunkY},
max_distance=constants.CHUNK_SIZE,
force = "enemy"})
if (entity ~= nil) then
print(entity.name)
end
print("--")
end
function tests.aiStats()
print(global.natives.points, game.tick, global.natives.state, global.natives.temperament, global.natives.stateTick, global.natives.temperamentTick)
end
function tests.fillableDirtTest()
local playerPosition = game.players[1].position
local chunkX = math.floor(playerPosition.x * 0.03125) * 32
local chunkY = math.floor(playerPosition.y * 0.03125) * 32
game.surfaces[1].set_tiles({{name="fillableDirt", position={chunkX-1, chunkY-1}},
{name="fillableDirt", position={chunkX, chunkY-1}},
{name="fillableDirt", position={chunkX-1, chunkY}},
{name="fillableDirt", position={chunkX, chunkY}}},
false)
end
function tests.tunnelTest()
local playerPosition = game.players[1].position
local chunkX = math.floor(playerPosition.x * 0.03125) * 32
local chunkY = math.floor(playerPosition.y * 0.03125) * 32
game.surfaces[1].create_entity({name="tunnel-entrance", position={chunkX, chunkY}})
end
function tests.createEnemy(x)
local playerPosition = game.players[1].position
local chunkX = math.floor(playerPosition.x * 0.03125) * 32
local chunkY = math.floor(playerPosition.y * 0.03125) * 32
game.surfaces[1].create_entity({name=x, position={chunkX, chunkY}})
end
function tests.attackOrigin()
local enemy = game.surfaces[1].find_nearest_enemy({position={0,0},
max_distance = 1000})
if (enemy ~= nil) and enemy.valid then
print(enemy, enemy.unit_number)
enemy.set_command({type=defines.command.attack_area,
destination={0,0},
radius=32})
end
end
function tests.cheatMode()
game.players[1].cheat_mode = true
game.forces.player.research_all_technologies()
end
function tests.gaussianRandomTest()
local result = {}
for x=0,100,1 do
result[x] = 0
end
for _=1,10000 do
local s = mathUtils.roundToNearest(mathUtils.gaussianRandomRange(10, 17, 0, 100), 1)
result[s] = result[s] + 1
end
for x=0,100,1 do
print(x, result[x])
end
end
function tests.reveal (size)
game.player.force.chart(game.player.surface,
{{x=-size, y=-size}, {x=size, y=size}})
end
function tests.baseStats()
local natives = global.natives
print ("cX", "cY", "pX", "pY", "created", "alignment", "strength", "numberOfChunks", "upgradePoints")
for i=1, #natives.bases do
local base = natives.bases[i]
print(base.cX, base.cY, base.cX * 32, base.cY * 32, base.created, base.alignment, base.strength, #base.chunks, base.upgradePoints)
end
end
function tests.baseTiles()
local natives = global.natives
for i=1, #natives.bases do
local base = natives.bases[i]
local color = "concrete"
if (i % 3 == 0) then
color = "deepwater"
elseif (i % 2 == 0) then
color = "water"
end
for x=1,#base.chunks do
local chunk = base.chunks[x]
chunkUtils.colorChunk(chunk.pX, chunk.pY, color, game.surfaces[1])
end
chunkUtils.colorChunk(base.cX * 32, base.cY * 32, "deepwater-green", game.surfaces[1])
end
end
function tests.clearBases()
local surface = game.surfaces[1]
for x=#global.natives.bases,1,-1 do
local base = global.natives.bases[x]
for c=1,#base.chunks do
local chunk = base.chunks[c]
chunkUtils.clearChunkNests(chunk, surface)
end
base.chunks = {}
if (surface.can_place_entity({name="biter-spawner-powered", position={base.cX * 32, base.cY * 32}})) then
surface.create_entity({name="biter-spawner-powered", position={base.cX * 32, base.cY * 32}})
local slice = math.pi / 12
local pos = 0
for i=1,24 do
if (math.random() < 0.8) then
local distance = mathUtils.roundToNearest(mathUtils.gaussianRandomRange(45, 5, 37, 60), 1)
if (surface.can_place_entity({name="biter-spawner", position={base.cX * 32 + (distance*math.sin(pos)), base.cY * 32 + (distance*math.cos(pos))}})) then
if (math.random() < 0.3) then
surface.create_entity({name="small-worm-turret", position={base.cX * 32 + (distance*math.sin(pos)), base.cY * 32 + (distance*math.cos(pos))}})
else
surface.create_entity({name="biter-spawner", position={base.cX * 32 + (distance*math.sin(pos)), base.cY * 32 + (distance*math.cos(pos))}})
end
end
end
pos = pos + slice
end
else
table.remove(global.natives.bases, x)
end
end
end
function tests.mergeBases()
local natives = global.natives
baseUtils.mergeBases(natives)
end
function tests.showMovementGrid()
local chunks = global.regionMap.processQueue
for i=1,#chunks do
local chunk = chunks[i]
local color = "deepwater-green"
if (chunk[constants.NORTH_SOUTH_PASSABLE] and chunk[constants.EAST_WEST_PASSABLE]) then
color = "water"
elseif chunk[constants.NORTH_SOUTH_PASSABLE] then
color = "deepwater"
elseif chunk[constants.EAST_WEST_PASSABLE] then
color = "water-green"
end
chunkUtils.colorChunk(chunk.pX, chunk.pY, color, game.surfaces[1])
end
end
return tests