Add tests around CollisionManager functionality

Adds tests for the CollisionManager which makes sure that collision
matrices are correctly built for the following object types:

* Interactables
* Walls
* Corners

Missing from these tests are tests for blocked / bridged tiles, and
large corner walls, which can be added later.  Additionally, the test
cases include ASCII illustrations of the collision grid and how it is
built / checked for a particular object or movement.
This commit is contained in:
Gary Tierney
2016-12-31 05:19:49 +00:00
parent 6188c2e751
commit 916f6c547d
@@ -0,0 +1,242 @@
package org.apollo.game.model.area.collision;
import org.apollo.cache.def.ObjectDefinition;
import org.apollo.cache.map.MapObject;
import org.apollo.game.model.Direction;
import org.apollo.game.model.Position;
import org.apollo.game.model.World;
import org.apollo.game.model.area.Region;
import org.apollo.game.model.area.RegionRepository;
import org.apollo.game.model.entity.EntityType;
import org.apollo.game.model.entity.obj.ObjectType;
import org.apollo.game.model.entity.obj.StaticGameObject;
import org.junit.Assert;
import org.junit.BeforeClass;
import org.junit.Test;
/**
* Tests for the {@link CollisionManager}.
*/
public final class CollisionManagerTests {
/**
* The id of a simple wall object.
*/
private static final int WALL = 0;
/**
* The id of a square 2x2 solid object.
*/
private static final int SQUARE_OBJECT = 1;
/**
* Setup some simple object definitions to use in collision tests.
*/
@BeforeClass
public static void setupObjectDefinitions() {
ObjectDefinition wall = new ObjectDefinition(WALL);
ObjectDefinition squareObject = new ObjectDefinition(SQUARE_OBJECT);
squareObject.setLength(2);
squareObject.setWidth(2);
ObjectDefinition.init(new ObjectDefinition[]{
wall, squareObject
});
}
/**
* Tests that a wall is untraversable from the front and back, for the facing direction and opposite facing direction
* respectively. For a simple grid, with a wall on 0,1 we end up with a collision matrix looking like:
* <pre>
* (0,2) |---------|
* | |
* | |
* | xxx |
* (0,1) |---------|
* | xxx |
* | |
* | |
* (0,0) |---------|
* | |
* | |
* | |
* |---------|
* </pre>
* <p>
* Where {@code xxx} denotes that you cannot walk into that tile from that direction (in this case you south on
* (0,2) and north on (0,1)). For the grid above you can't walk north into {@code (0, 2)} because {@code (0, 2)} is
* untraversable from the south, and as expectred you can't walk south into {@code (0,1)} because ({@code (0, 1)} is
* untraversable from the north.
*/
@Test
public void wall() {
Position front = new Position(0, 1, 0);
Position back = front.step(1, Direction.NORTH);
CollisionManager collisionManager = createCollisionManager(
createMapObject(WALL, front, ObjectType.LENGTHWISE_WALL, Direction.NORTH)
);
assertUntraversable(collisionManager, front, Direction.NORTH);
assertUntraversable(collisionManager, back, Direction.SOUTH);
assertUntraversable(collisionManager, front, Direction.NORTH_EAST);
assertUntraversable(collisionManager, back, Direction.SOUTH_EAST);
}
/**
* Tests that a corner wall is untraversable from the sides that it blocks. Corners are much like walls, with
* the only difference being their orientation. Instead of {@link Direction#WNES}, they have diagonal directions.
* With a corner wall at (0, 1) facing to the north-east we end up with a grid looking like this:
* <p>
* <pre>
* (0,2) |---------|---------|
* | | |
* | | |
* | |xxx |
* (0,1) |---------|---------|
* | xxx| |
* | | |
* | | |
* (0,0) |---------|---------|
* (1,0) (2,0) (3,0)
* </pre>
* <p>
* Where you can walk north and east through the tile the corner occupies, as well as south and west through the
* adjacent tile, but not north-east or south-west.
*/
@Test
public void cornerWall() {
Position front = new Position(0, 1, 0);
Position back = front.step(1, Direction.NORTH_EAST);
CollisionManager collisionManager = createCollisionManager(
createMapObject(WALL, front, ObjectType.TRIANGULAR_CORNER, Direction.NORTH_EAST)
);
assertTraversable(collisionManager, front, Direction.NORTH, Direction.EAST);
assertUntraversable(collisionManager, front, Direction.NORTH_EAST);
assertTraversable(collisionManager, back, Direction.SOUTH, Direction.WEST);
assertUntraversable(collisionManager, back, Direction.SOUTH_WEST);
}
/**
* Tests that the tiles occupied by a 2x2 square object are not traversable. When an interactable object is added
* to a collision update, all tiles spanning its with and length from its origin position will be marked as completely
* blocked off, which with a 2x2 object at (1,1) produces a grid like this:
* <pre>
* (0,3) |---------|---------|---------|---------|
* | |xxxxxxxxx|xxxxxxxxx| |
* | |x x|x x| |
* | |xxxxxxxxx|xxxxxxxxx| |
* (0,2) |---------|---------|---------|---------|
* | |xxxxxxxxx|xxxxxxxxx| |
* | |x x|x x| |
* | |xxxxxxxxx|xxxxxxxxx| |
* (0,1) |---------|---------|---------|---------|
* | | | | |
* | | | | |
* | | | | |
* (0,0) |---------|---------|---------|---------|
* (0,0) (1,0) (2,0) (3,0) (4,0)
* </pre>
* <p>
* Where every tile that is occupied by the object is untraversable in every direction.
*/
@Test
public void object() {
Position origin = new Position(1, 1, 0);
CollisionManager collisionManager = createCollisionManager(
createMapObject(SQUARE_OBJECT, origin, ObjectType.INTERACTABLE, Direction.NORTH)
);
Position west = origin.step(1, Direction.WEST);
Position east = origin.step(2, Direction.EAST);
Position northEast = origin.step(2, Direction.NORTH).step(1, Direction.EAST);
Position southEast = origin.step(1, Direction.SOUTH_EAST);
assertUntraversable(collisionManager, west, Direction.EAST);
assertUntraversable(collisionManager, east, Direction.WEST);
assertUntraversable(collisionManager, northEast, Direction.SOUTH_EAST, Direction.SOUTH_WEST);
assertUntraversable(collisionManager, southEast, Direction.NORTH_EAST, Direction.NORTH_WEST);
}
/**
* Helper function for creating {@code org.apollo.cache} {@link MapObject}s using data structures from
* {@code org.apollo.game}.
*
* @param id The id of the object. Must be one of the {@link ObjectDefinition}s defined above.
* @param position The position of the object.
* @param type The object type.
* @param direction The orientation of the object.
* @return A new {@link MapObject}.
*/
private static MapObject createMapObject(int id, Position position, ObjectType type, Direction direction) {
return new MapObject(id, position.getX(), position.getY(), position.getHeight(), type.getValue(),
direction.toOrientationInteger());
}
/**
* Sets up dependencies for and creates a stub {@link CollisionManager}, then builds the collision matrices
* using the {@code objects} given.
*
* @param objects The objects to build collision matrices from.
* @return A new {@link CollisionManager} with a valid {@link RegionRepository} and every {@link CollisionMatrix}
* built.
*/
private static CollisionManager createCollisionManager(MapObject... objects) {
World world = new World();
RegionRepository regions = world.getRegionRepository();
CollisionManager collisionManager = world.getCollisionManager();
for (MapObject object : objects) {
// treat local coordinates as absolute for simplicity
int x = object.getLocalX(), y = object.getLocalY();
int height = object.getHeight();
Position position = new Position(x, y, height);
Region region = regions.fromPosition(position);
region.addEntity(new StaticGameObject(world, object.getId(), position, object.getType(),
object.getOrientation()), false);
}
collisionManager.build(false);
return collisionManager;
}
/**
* Helper test assertion that a position is untraversable in a given direction.
*
* @param collisionManager The {@link CollisionManager} to check.
* @param position The {@link Position}.
* @param directions The {@link Direction}s to assert.
*/
private static void assertUntraversable(CollisionManager collisionManager, Position position, Direction... directions) {
for (Direction direction : directions) {
boolean traversable = collisionManager.traversable(position, EntityType.NPC, direction);
String message = String.format("Can walk %s from tile at (%d,%d), should not be able to",
direction.toString(), position.getX(), position.getY());
Assert.assertFalse(message, traversable);
}
}
/**
* Helper test assertion that a position is traversable in a given direction.
*
* @param collisionManager The {@link CollisionManager} to check.
* @param position The {@link Position}.
* @param directions The {@link Direction}s to assert.
*/
private static void assertTraversable(CollisionManager collisionManager, Position position, Direction... directions) {
for (Direction direction : directions) {
boolean traversable = collisionManager.traversable(position, EntityType.NPC, direction);
String message = String.format("Cannot walk %s from tile at (%d,%d), should be able to",
direction.toString(), position.getX(), position.getY());
Assert.assertTrue(message, traversable);
}
}
}