File size: 7,775 Bytes
b6a38d7
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
MapVar("failed_actions", {})

ItemsForActions = {
	MGSetup = { 
		{ name = "RPK74", dest = "Handheld A" },
		{ name = "_762WP_Basic", dest = "Inventory" },
	},
	MGBurst = { 
		{ name = "RPK74", dest = "Handheld A" },
		{ name = "_762WP_Basic", dest = "Inventory" },
	},
	Charge = { 
		{ name = "Machete", dest = "Handheld A" },
	},
	Bandage = { 
	},
	RPGFire = { 
		{ name = "RPG7", dest = "Handheld A" },
		{ name = "Warhead_Frag", dest = "Inventory" },
	},
	LauncherFire = { 
		{ name = "MGL", dest = "Handheld A" },
		{ name = "_40mmFragGrenade", dest = "Inventory" },
	},
	MortarShot = { 
		{ name = "MortarInventoryItem", dest = "Handheld A" },
		{ name = "MortarShell_HE", dest = "Inventory" },
	},
	RunAndGun = { 
		{ name = "UZI", dest = "Handheld A" },
		{ name = "_9mm_Basic", dest = "Inventory" },
	},
	SingleShot = { 
		{ name = "HiPower", dest = "Handheld A" },
		{ name = "_9mm_Basic", dest = "Inventory" },
	},
	MeleeAttack = { 
		{ name = "Knife", dest = "Handheld A" },
	},
	BurstFire = { 
		{ name = "AK47", dest = "Handheld A" },
		{ name = "_762WP_Basic", dest = "Inventory" },
	},
	Autofire = { 
		{ name = "AK47", dest = "Handheld A" },
		{ name = "_762WP_Basic", dest = "Inventory" },
	},
	Buckshot = { 
		{ name = "M41Shotgun", dest = "Handheld A" },
		{ name = "_12gauge_Buckshot", dest = "Inventory" },
	},
	DoubleBarrel = { 
		{ name = "DoubleBarrelShotgun", dest = "Handheld A" },
		{ name = "_12gauge_Buckshot", dest = "Inventory" },
	},
	KnifeThrow = { 
		{ name = "Knife", dest = "Handheld A" },
	},
	PinDown = { 
		{ name = "M24Sniper", dest = "Handheld A" },
		{ name = "_762NATO_Basic", dest = "Inventory" },
	},
	Overwatch = { 
		{ name = "M24Sniper", dest = "Handheld A" },
		{ name = "_762NATO_Basic", dest = "Inventory" },
	},
	FragGrenade = { 
		{ name = "FragGrenade", dest = "Handheld A" },
	},
	SmokeGrenade = { 
		{ name = "SmokeGrenade", dest = "Handheld A" },
	},
}


local function GameTestsNightly_AllAttacks_SyncProc()
	--start the exec controller and and add cheats for weak dmg and infinite ap
	local execController = CreateAIExecutionController(nil, true)
	
	--prepare unit
	local unit = g_Units["Buns"]
	assert(unit)
	SelectedObj = unit
	unit.infinite_ammo = true
	unit:InterruptPreparedAttack()
	unit.archetype = "AITestArchetype"
	unit.HitPoints = 20
	unit:AddWounds(3)
	unit.infinite_condition = true
	unit:GainAP(15 * const.Scale.AP)
	unit:FlushCombatCache()
	unit:UpdateOutfit()
	unit.Strength = 100
	NetSyncEvent("CheatEnable", "WeakDamage", true)
	local pov_team = GetPoVTeam()
	NetSyncEvent("CheatEnable", "InfiniteAP", nil, pov_team.side)
	Sleep(100)

	--go through behavior and execute each signature action
	local arch = Presets.AIArchetype.System["AITestArchetype"]
	for _, behavior in ipairs(arch.Behaviors) do
		--pick signature actions of the behavior over the signature actions of the archetype
		local signatureActions = next(behavior.SignatureActions) and behavior.SignatureActions or arch.SignatureActions
		for _, action in ipairs(signatureActions) do
			local skipAction = action.BiasId == "RunAndGun"
			
			PrepareItemsForAction(unit, ItemsForActions[action.BiasId])
			
			if not skipAction then 
				unit:StartAI(nil, behavior)
				unit.ai_context.forced_signature_action = action
				execController:Execute({unit})

				--interrupt actions that block the ai to continue
				if action.action_id ~= "MGSetup" then
					unit:InterruptPreparedAttack()
				end
				if action.class == "AIActionBandage" then
					unit:EndCombatBandage()
				end
				if unit:GetUIActionPoints() < 15 * const.Scale.AP then
					unit:GainAP(15 * const.Scale.AP)
				end
			end
		end
	end
	
	execController:Done()
end

function NetSyncEvents.GameTestsNightly_AllAttacks_SyncProc_Event()
	TestAllAttacksThreads.GameTimeProc = CreateGameTimeThread(function()
		GameTestsNightly_AllAttacks_SyncProc()
		Msg("AllAttacksRTProcStopWaiting")
		TestAllAttacksThreads.GameTimeProc = false
	end)
end

if FirstLoad then
	TestAllAttacksTestRunning = false
end

function GameTestsNightly_AllAttacks(run_in_coop_cb)
	if not IsRealTimeThread() then
		CreateRealTimeThread(GameTestsNightly_AllAttacks, run_in_coop_cb)
		return
	end
	TestAllAttacksTestRunning = true
	TestAllAttacksThreads.RealTimeProc = CurrentThread()
	local rt = GetPreciseTicks()
	local test_combat_id = "Default"
	-- reset & seed interaction rand
	GameTestMapLoadRandom = xxhash("GameTestMapLoadRandomSeed")
	MapLoadRandom = InitMapLoadRandom()
	ResetInteractionRand(0) -- same reset at map game time 0 to get control values for interaction rand results
	local expected_sequence = {}
	for i = 1, 10 do
		expected_sequence[i] = InteractionRand(100, "GameTest")
	end
	-- reset game session and setup a player squad
	NewGameSession()
	CreateNewSatelliteSquad({Side = "player1", CurrentSector = "H2", Name = "GAMETEST", spawn_location = "On Marker"}, { "Buns" }, 14, 1234567)
	-- start a thread to close all popups during the test
	local combat_test_in_progress = true
	CreateRealTimeThread(function()
		while combat_test_in_progress do
			if GetDialog("PopupNotification") then
				Dialogs.PopupNotification:Close()
			end
			Sleep(10)
		end
	end)
	
	TestCombatEnterSector(Presets.TestCombat.GameTest[test_combat_id], "__TestCombatOutlook")
	if IsEditorActive() then
		EditorDeactivate()
		Sleep(10)
	end
	
	assert(MapLoadRandom == GameTestMapLoadRandom)
	for i = 1, 10 do
		local value = InteractionRand(100, "GameTest")
		assert(value == expected_sequence[i])
	end
	
	Sleep(1000) --wait for ui too boot, sometimes deployment takes a while to start
	-- wait the ingame interface and navigate it to combat	
	while GetInGameInterfaceMode() ~= "IModeDeployment" and GetInGameInterfaceMode() ~= "IModeExploration" do
		Sleep(20)
	end
	GameTestMapLoadRandom = false
	
	--table.change(hr, "FasterTest", { RenderMapObjects = 0, RenderTerrain = 0, EnablePostprocess = 0 } ) --this makes the world blue
			
	if GetInGameInterfaceMode() == "IModeDeployment" then
		Dialogs.IModeDeployment:StartExploration()
		while GetInGameInterfaceMode() == "IModeDeployment" do
			Sleep(10)
		end
	end
	
	if GetInGameInterfaceMode() == "IModeExploration" then		
		NetSyncEvent("ExplorationStartCombat")
		wait_interface_mode("IModeCombatMovement")
	end
	
	WaitUnitsInIdle()
	local coop_error
	if run_in_coop_cb then
		coop_error = run_in_coop_cb()
	end
	if not coop_error then
		NetSyncEvent("GameTestsNightly_AllAttacks_SyncProc_Event")
		WaitMsg("AllAttacksRTProcStopWaiting")
	end
	for _, failedAction in ipairs(failed_actions) do
		GameTestsPrintf("Failed to execute action: " .. failedAction)
	end
	combat_test_in_progress = false
	GameTestsPrintf("Effective speed-up of game time: x " .. tostring(GameTime() / (GetPreciseTicks()- rt)))
	GameTestsPrintf("All Actions test done in: " .. tostring((GetPreciseTicks()-rt) / 1000 .. " seconds"))
	--table.restore(hr, "FasterTest")
	TestAllAttacksTestRunning = false
end

function PrepareItemsForAction(unit, items)
	--clear old items
	while unit["Handheld A"][2] or unit["Handheld A"][2] do
		unit:RemoveItem("Handheld A", unit["Handheld A"][2])
		unit:RemoveItem("Handheld A", unit["Handheld A"][4])
		unit:RemoveItem("Handheld B", unit["Handheld B"][2])
		unit:RemoveItem("Handheld B", unit["Handheld B"][4])
	end
	
	--add new items for action
	for _, itemObj in ipairs(items) do
		local obj = PlaceInventoryItem(itemObj.name)
		if itemObj.dest == "Inventory" then
			obj.Amount = 30
		end
		unit:AddItem(itemObj.dest, obj)
	end
	unit:ReloadAllEquipedWeapons()
	unit:FlushCombatCache()
	unit:UpdateOutfit()
end


--register tests
function GameTestsNightly.AllAttacks()
	GameTestsNightly_AllAttacks()
end
--[[
--TODO: seems this stopped working? fix and turn on
function GameTestsNightly.AllAttacksCoop()
	HostStartAllAttacksCoopTest()
end
]]