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feature/ai
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main
| Author | SHA1 | Date | |
|---|---|---|---|
| 7f1c31f67e | |||
| c0bab85b2f | |||
| 4f436a3d3f | |||
| 752fe00910 | |||
| 2d29d35f96 | |||
| ec290eb18b | |||
| 958d3bc245 | |||
| 1986228670 | |||
| 403ba5a03f |
@ -6,6 +6,5 @@
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"love.filesystem.load": "loadfile"
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},
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"workspace.ignoreDir": ["dev_utils"],
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"diagnostics.ignoredFiles": "Disable",
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"completion.autoRequire": false
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"diagnostics.ignoredFiles": "Disable"
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}
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@ -70,7 +70,7 @@ function sprite:draw()
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end
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--- @return Task<nil>
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function sprite:animate(state, node)
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function sprite:animate(state)
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return function(callback)
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if not self.animationGrid[state] then
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print("[SpriteBehavior]: no animation for '" .. state .. "'")
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@ -8,7 +8,7 @@ grid.__index = grid
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--- adds a value to the grid
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--- @param value any
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function grid:add(value)
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grid[tostring(value.position)] = value
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self.__grid[tostring(value.position)] = value
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end
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--- @param position Vec3
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@ -40,6 +40,7 @@ end
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function level:update(dt)
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utils.each(self.deadIds, function(id)
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self.characters[id] = nil
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self.turnOrder:remove(id)
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end)
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self.deadIds = {}
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@ -117,4 +117,29 @@ function turnOrder:add(id)
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self.actedQueue:insert(id) -- новые персонажи по умолчанию попадают в очередь следующего хода
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end
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--- Удалить персонажа из очереди хода (например, при смерти)
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--- @param id Id
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function turnOrder:remove(id)
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if self.current == id then
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self.current = self.pendingQueue:pop()
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if not self.current then
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self:endRound()
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end
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return
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end
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local function filterQueue(q, targetId)
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local newQ = PriorityQueue.new(initiativeComparator)
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for _, val in ipairs(q.data) do
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if val ~= targetId then
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newQ:insert(val)
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end
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end
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return newQ
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end
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self.actedQueue = filterQueue(self.actedQueue, id)
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self.pendingQueue = filterQueue(self.pendingQueue, id)
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end
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return { new = new }
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@ -7,7 +7,7 @@
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--- --TODO: каждый каст должен возвращать объект, который позволит отследить момент завершения анимации спелла
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--- Да, это Future/Promise/await/async
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local Counter = require 'lib.utils.counter'
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local task = require 'lib.utils.task'
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--- @class Spell Здесь будет много бойлерплейта, поэтому тоже понадобится спеллмейкерский фреймворк, который просто вернет готовый Spell
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--- @field tag string
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@ -55,11 +55,7 @@ function walk:cast(caster, target)
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return
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end
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return function(callback)
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return caster:has(Tree.behaviors.tiled):followPath(path)(
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callback
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) -- <- callback вызовется после followPath
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end
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return caster:has(Tree.behaviors.tiled):followPath(path)
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end
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function walk:update(caster, dt)
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@ -103,14 +99,10 @@ function regenerateMana:cast(caster, target)
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Tree.behaviors.positioned.new(caster:has(Tree.behaviors.positioned).position + Vec3 { 0.5, 0.5 }),
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}
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return function(callback)
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light:has(Tree.behaviors.light):animateColor(Vec3 {})(
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function()
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light:die()
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end
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)
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sprite:animate("hurt")(callback)
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end
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return task.wait {
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light:has(Tree.behaviors.light):animateColor(Vec3 {}),
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sprite:animate("hurt")
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}
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end
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local attack = setmetatable({}, spell)
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@ -143,20 +135,16 @@ function attack:cast(caster, target)
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caster:try(Tree.behaviors.positioned, function(b) b:lookAt(target) end)
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return function(callback)
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local c = Counter(callback)
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c.push()
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sprite:animate("attack")(c.pop)
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c.push()
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targetCharacter:has(Tree.behaviors.residentsleeper):sleep(200)(
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function()
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targetSprite:animate("hurt")(c.pop)
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return
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task.wait {
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sprite:animate("attack"),
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task.wait {
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task.chain(targetCharacter:has(Tree.behaviors.residentsleeper):sleep(200),
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function() return targetSprite:animate("hurt") end
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),
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Tree.audio:play(Tree.assets.files.audio.sounds.hurt)
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end
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)
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end
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}
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}
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end
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----------------------------------------
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@ -4,6 +4,7 @@
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--- @field private isAlive boolean
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--- @field push fun():nil добавить 1 к счетчику
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--- @field pop fun():nil убавить 1 у счетчика
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--- @field set fun(count: integer): nil установить значение на счетчике
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local counter = {}
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counter.__index = counter
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@ -31,6 +32,7 @@ local function new(onFinish)
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}
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t.push = function() counter._push(t) end
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t.pop = function() counter._pop(t) end
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t.set = function(count) t.count = count end
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return setmetatable(t, counter)
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end
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@ -34,3 +34,50 @@
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--- ```
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--- @generic T
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--- @alias Task<T> fun(callback: fun(value: T): nil): nil
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--- Возвращает новый Task, который завершится после завершения всех переданных `tasks`.
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---
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--- Значение созданного Task будет содержать список значений `tasks` в том же порядке.
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---
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--- См. также https://api.dart.dev/dart-async/Future/wait.html
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--- @generic T
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--- @param tasks Task[]
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--- @return Task<T[]>
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local function wait(tasks)
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local count = #tasks
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local results = {}
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return function(callback)
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for i, task in ipairs(tasks) do
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task(
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function(result)
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results[i] = result
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count = count - 1
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if count == 0 then callback(results) end
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end
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)
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end
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end
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end
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--- Последовательно объединяет два `Task` в один.
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--- @generic T
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--- @generic R
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--- @param task Task<T> `Task`, который выполнится первым
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--- @param onCompleted fun(value: T): Task<R> Конструктор второго `Task`. Принимает результат выполнения первого `Task`
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--- @return Task<R>
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local function chain(task, onCompleted)
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return function(callback)
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task(function(value)
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local task2 = onCompleted(value)
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task2(callback)
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end)
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end
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end
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return {
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wait = wait,
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chain = chain
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}
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4
main.lua
4
main.lua
@ -2,6 +2,8 @@
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local character = require "lib/character/character"
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local testLayout
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local TestRunner = require "test.runner"
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TestRunner:register(require "test.task")
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function love.conf(t)
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t.console = true
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@ -67,6 +69,8 @@ end
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local lt = "0"
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function love.update(dt)
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TestRunner:update(dt) -- закомментировать для отключения тестов
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local t1 = love.timer.getTime()
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Tree.controls:poll()
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Tree.level.camera:update(dt) -- сначала логика камеры, потому что на нее завязан UI
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46
test/runner.lua
Normal file
46
test/runner.lua
Normal file
@ -0,0 +1,46 @@
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--- @class Test
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local test = {}
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function test:run(complete) end
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function test:update(dt) end
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--- @class TestRunner
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--- @field private tests Test[]
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--- @field private state "loading" | "running" | "completed"
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--- @field private completedCount integer
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local runner = {}
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runner.tests = {}
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runner.state = "loading"
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runner.completedCount = 0
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--- глобальный update для тестов, нужен для тестирования фич, зависимых от времени
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function runner:update(dt)
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if self.state == "loading" then
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print("[TestRunner]: running " .. #self.tests .. " tests")
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for _, t in ipairs(self.tests) do
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t:run(
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function()
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self.completedCount = self.completedCount + 1
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if self.completedCount == #self.tests then
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self.state = "completed"
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print("[TestRunner]: tests completed")
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end
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end
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)
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end
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self.state = "running"
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end
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for _, t in ipairs(self.tests) do
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if t.update then t:update(dt) end
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end
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end
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--- добавляет тест для прохождения
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--- @param t Test
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function runner:register(t)
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table.insert(self.tests, t)
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end
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return runner
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75
test/task.lua
Normal file
75
test/task.lua
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@ -0,0 +1,75 @@
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local task = require "lib.utils.task"
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local test = {}
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local t0
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local task1Start, task2Start
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local task1Callback, task2Callback
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--- @return Task<number>
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local function task1()
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return function(callback)
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task1Start = love.timer.getTime()
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task1Callback = callback
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end
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end
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--- @return Task<number>
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local function task2()
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return function(callback)
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task2Start = love.timer.getTime()
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task2Callback = callback
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end
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end
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function test:run(complete)
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t0 = love.timer.getTime()
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task.wait {
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task1(),
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task2()
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} (function(values)
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local tWait = love.timer.getTime()
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local dt = tWait - t0
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local t1 = values[1]
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local t2 = values[2]
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assert(type(t1) == "number" and type(t2) == "number")
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assert(t2 > t1)
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assert(dt >= 2, "dt = " .. dt)
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print("task.wait completed in " .. dt .. " sec", "t1 = " .. t1 - t0, "t2 = " .. t2 - t0)
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t0 = love.timer.getTime()
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task.chain(task1(), function(value)
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t1 = value
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assert(t1 - t0 >= 1)
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return task2()
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end)(
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function(value)
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t2 = value
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assert(t2 - t0 >= 2)
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print("task.chain completed in " .. t2 - t0 .. " sec")
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complete()
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end
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)
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end)
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end
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function test:update(dt)
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local t = love.timer.getTime()
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if task1Start and t - task1Start >= 1 then
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task1Callback(t)
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task1Start = nil
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end
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if task2Start and t - task2Start >= 2 then
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task2Callback(t)
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task2Start = nil
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end
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end
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return test
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