public void GetOrderedEffectsByCapabilityTest() { CapabilityValue target = new CapabilityValue(); // TODO: Initialize to an appropriate value CapabilityValue.Effect ef = new CapabilityValue.Effect("Capability1", 1000.0, 10, 1); target.effects.Add(ef); ef = new CapabilityValue.Effect("Capability2", 2000.0, 20, 1); target.effects.Add(ef); ef = new CapabilityValue.Effect("Capability1", 2000.0, 20, 1); target.effects.Add(ef); ef = new CapabilityValue.Effect("Capability1", 500.0, 5, 0.5); target.effects.Add(ef); ef = new CapabilityValue.Effect("Capability2", 555.0, 6, 0.6); target.effects.Add(ef); ef = new CapabilityValue.Effect("Capability1", 5000.0, 50, 1); target.effects.Add(ef); //this shows that the function returns the correctly ordered list for Capability1 List <CapabilityValue.Effect> actual; actual = target.GetOrderedEffectsByCapability("Capability1"); Assert.AreEqual(actual.Count, 4); Assert.AreEqual(actual[0].range, 500.0); Assert.AreEqual(actual[1].range, 1000.0); Assert.AreEqual(actual[0].intensity, 5); Assert.AreEqual(actual[1].intensity, 10); //this shows that the function returns the correctly ordered list for Capability2 actual = target.GetOrderedEffectsByCapability("Capability2"); Assert.AreEqual(actual.Count, 2); Assert.AreEqual(actual[0].range, 555.0); Assert.AreEqual(actual[1].range, 2000.0); Assert.AreEqual(actual[0].intensity, 6); Assert.AreEqual(actual[1].intensity, 20); //this shows that removal from the returned list doesn't affect the structure of the internal list. actual.RemoveAt(1); actual = target.effects; Assert.AreEqual(actual.Count, 6); Assert.AreEqual(actual[0].range, 1000.0); Assert.AreEqual(actual[1].range, 2000.0); Assert.AreEqual(actual[0].intensity, 10); Assert.AreEqual(actual[1].intensity, 20); }
public void TestAttackProcessorSimAttackObjectLogic() { //SETUP CapabilityValue target = new CapabilityValue(); CapabilityValue.Effect ef = new CapabilityValue.Effect("Capability1", 1000.0, 10, 1); target.effects.Add(ef); ef = new CapabilityValue.Effect("Capability2", 2000.0, 20, 1); target.effects.Add(ef); ef = new CapabilityValue.Effect("Capability1", 2000.0, 20, 1); target.effects.Add(ef); ef = new CapabilityValue.Effect("Capability1", 500.0, 5, 0.5); target.effects.Add(ef); ef = new CapabilityValue.Effect("Capability2", 555.0, 6, 0.6); target.effects.Add(ef); ef = new CapabilityValue.Effect("Capability1", 5000.0, 50, 1); target.effects.Add(ef); double[] ranges = { 200.0, 800.0, 1500.0, 5000.0 }; int[] expectedIntensities = { 5, 10, 20, 50 }; //TEST for (int x = 0; x < ranges.Length; x++)//double distance in ranges) { List <CapabilityValue.Effect> capabilities = target.GetOrderedEffectsByCapability("Capability1"); bool testComplete = false; foreach (CapabilityValue.Effect eff in capabilities) { if (eff.name == "Capability1" && ranges[x] <= eff.range) { //int r = random.Next(0, 100); //if (r <= ((int)(eff.probability * 100))) //{ //appliedIntensity = (int)(eff.intensity * newAttack.percentageApplied / 100); //newAttack.appliedIntensity = appliedIntensity; //targetVul.ApplyEffect(eff.name, appliedIntensity, distance, ref random); //} //break outside of the if because if the probability failed, you dont want a second chance with a different range. Assert.AreEqual(eff.intensity, expectedIntensities[x]); testComplete = true; break; //break because we only want to apply the first range found that satisfied the distance restraint } } Assert.IsTrue(testComplete, System.String.Format("Incorrect value when testing for range {0}", ranges[x])); } List <CapabilityValue.Effect> capability = target.GetOrderedEffectsByCapability("Capability1"); bool testCompleted = false; foreach (CapabilityValue.Effect eff in capability) { if (eff.name == "Capability1" && 6000 <= eff.range) { //int r = random.Next(0, 100); //if (r <= ((int)(eff.probability * 100))) //{ //appliedIntensity = (int)(eff.intensity * newAttack.percentageApplied / 100); //newAttack.appliedIntensity = appliedIntensity; //targetVul.ApplyEffect(eff.name, appliedIntensity, distance, ref random); //} //break outside of the if because if the probability failed, you dont want a second chance with a different range. testCompleted = true; break; //break because we only want to apply the first range found that satisfied the distance restraint } } Assert.IsFalse(testCompleted, System.String.Format("Incorrect value when testing for range {0}", 6000)); }
private void TimeTick(SimulationEvent e) { int oldTime = time; DataValue dv = null; //Vec3D curVec = new Vec3D(0, 0, 0); //Vec3D destVec = new Vec3D(0, 0, 0); //Vec3D velVec = new Vec3D(0, 0, 0); Vec3D loc1 = new Vec3D(0, 0, 0); Vec3D loc2 = new Vec3D(0, 0, 0); Vec3D next1 = new Vec3D(0, 0, 0); Vec3D next2 = new Vec3D(0, 0, 0); Vec3D vel1 = new Vec3D(0, 0, 0); Vec3D vel2 = new Vec3D(0, 0, 0); dv = e["Time"]; time = ((IntegerValue)dv).value; double dTime = ((double)(time - oldTime)) / 1000; SimulationObjectProxy obProx1 = null; SimulationObjectProxy obProx2 = null; List <string> ids = new List <string>(objectProxies.Keys); string id1; SimulationEvent collision = null; double distance; double? d; while (ids.Count > 0) { id1 = ids[0]; ids.Remove(id1); foreach (string id2 in ids) { d = ObjectDistances.GetScalarDistanceBetweenObjects(id1, id2); if (d == null) { // Don't look for collisions if they aren't on the screen continue; } distance = d.Value; double objectSize1 = 0; double objectSize2 = 0; obProx1 = objectProxies[id1]; obProx2 = objectProxies[id2]; //// Don't look for collisions if they aren't on the screen dv = obProx1["Location"].GetDataValue(); //if (!((LocationValue)dv).exists) //{ // continue; //} loc1.Set((LocationValue)dv); dv = obProx2["Location"].GetDataValue(); //if (!((LocationValue)dv).exists) //{ // continue; //} loc2.Set((LocationValue)dv); if (((BooleanValue)obProx1["DockedToParent"].GetDataValue()).value) { continue; } if (((BooleanValue)obProx2["DockedToParent"].GetDataValue()).value) { continue; } // Don't look for collisions if they are owned by the same player if (StateDB.physicalObjects[id1].ownerID == StateDB.physicalObjects[id2].ownerID) { continue; } // Don't look for collisions if they are on the same team if (StateDB.physicalObjects[id1].teamName == StateDB.physicalObjects[id2].teamName) { continue; } //Don't look for collisions if they are not hostile if (StateDB.teams.ContainsKey(StateDB.physicalObjects[id1].teamName) && StateDB.teams.ContainsKey(StateDB.physicalObjects[id2].teamName)) { if (!StateDB.teams[StateDB.physicalObjects[id1].teamName].hostility.Contains(StateDB.teams[StateDB.physicalObjects[id2].teamName].id) && !StateDB.teams[StateDB.physicalObjects[id2].teamName].hostility.Contains(StateDB.teams[StateDB.physicalObjects[id1].teamName].id)) {//only continue if both teams are not hostile to one another continue; } } CapabilityValue.Effect eff = null; // check ranges and add objects to target lists for self defense sim CapabilityValue cap1 = ((CapabilityValue)obProx1["Capability"].GetDataValue()); VulnerabilityValue vul1 = ((VulnerabilityValue)obProx1["Vulnerability"].GetDataValue()); CapabilityValue cap2 = ((CapabilityValue)obProx2["Capability"].GetDataValue()); VulnerabilityValue vul2 = ((VulnerabilityValue)obProx2["Vulnerability"].GetDataValue()); //double distance = loc1.ScalerDistanceTo(loc2); eff = SimUtility.FindCapabilityEffect(cap1, vul2); dv = obProx1["TargetsInRange"].GetDataValue(); //AD: TODO need a "TargetsInSensorRange"? which can drive the ViewPro loops if (eff != null && distance <= eff.range && ((StringValue)obProx2["State"].GetDataValue()).value != "Dead") { if (!((StringListValue)dv).strings.Contains(id2)) { ((StringListValue)dv).strings.Add(id2); } } else { if (((StringListValue)dv).strings.Contains(id2)) { ((StringListValue)dv).strings.Remove(id2); } } obProx1["TargetsInRange"].SetDataValue(dv); eff = SimUtility.FindCapabilityEffect(cap2, vul1); dv = obProx2["TargetsInRange"].GetDataValue(); if (eff != null && distance <= eff.range && ((StringValue)obProx1["State"].GetDataValue()).value != "Dead") { if (!((StringListValue)dv).strings.Contains(id1)) { ((StringListValue)dv).strings.Add(id1); } } else { if (((StringListValue)dv).strings.Contains(id1)) { ((StringListValue)dv).strings.Remove(id1); } } obProx2["TargetsInRange"].SetDataValue(dv); // Don't look for collisions if they are dead if (((StringValue)obProx1["State"].GetDataValue()).value == "Dead") { continue; } if (((StringValue)obProx2["State"].GetDataValue()).value == "Dead") { continue; } // Don't look for collisions if they are too small to collide dv = obProx1["Size"].GetDataValue(); objectSize1 = ((DoubleValue)dv).value; if (objectSize1 <= 0.000001) { continue; } dv = obProx2["Size"].GetDataValue(); objectSize2 = ((DoubleValue)dv).value; if (objectSize2 <= 0.000001) { continue; } dv = obProx1["Velocity"].GetDataValue(); vel1.Set((VelocityValue)dv); dv = obProx2["Velocity"].GetDataValue(); vel2.Set((VelocityValue)dv); if (vel1.X == 0 && vel2.X == 0 && vel1.Y == 0 && vel2.Y == 0 && vel1.Z == 0 && vel2.Z == 0) { continue; } next1 = loc1.Add(vel1.Multiply(dTime)); next2 = loc2.Add(vel2.Multiply(dTime)); if (next1.ScalerDistanceTo(next2) < (objectSize1 + objectSize2)) { collision = SimulationEventFactory.BuildEvent(ref simModel, "ObjectCollision"); ((StringValue)collision["ObjectID1"]).value = id1; ((StringValue)collision["ObjectID2"]).value = id2; ((IntegerValue)collision["Time"]).value = time; distClient.PutEvent(collision); } } } /*foreach (string id1 in objectProxies.Keys) * { * foreach (string id2 in objectProxies.Keys) * { * if (id1 == id2) * { * continue; * } * obProx1 = objectProxies[id1]; * obProx2 = objectProxies[id1]; * * dv = obProx1["Location"].GetDataValue(); * loc1.Set((LocationValue)dv); * dv = obProx2["Location"].GetDataValue(); * loc2.Set((LocationValue)dv); * * } * * }*/ }