Fixed occassional crashes of Power Tests and continued TDD

This commit is contained in:
Timmeey86 2018-11-27 21:27:35 +01:00
parent 11e071289b
commit f56e1933a6
7 changed files with 72 additions and 37 deletions

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@ -19,17 +19,17 @@ public class PowerBlocks extends BlockList implements ContentList{
thermalGenerator = new LiquidHeatGenerator("thermal-generator"){{
maxLiquidGenerate = 4f;
// TODO: Adapt to new power system
powerProduction = -1;
powerPerLiquid = 0.1f;
// TODO: Balance
powerProduction = 0.17f;
liquidPowerMultiplier = 0.1f;
generateEffect = BlockFx.redgeneratespark;
size = 2;
}};
turbineGenerator = new TurbineGenerator("turbine-generator"){{
// TODO: Adapt to new power system
// TODO: Balance
powerProduction = 0.28f;
powerPerLiquid = 0.1f;
liquidPowerMultiplier = 0.3f;
itemDuration = 30f;
consumes.liquid(Liquids.water, 0.05f);
size = 2;

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@ -14,7 +14,7 @@ import static io.anuke.mindustry.Vars.tilesize;
public abstract class ItemLiquidGenerator extends ItemGenerator{
protected float minLiquidEfficiency = 0.2f;
protected float powerPerLiquid = 0.13f;
protected float liquidPowerMultiplier = 1.3f; // A liquid with 100% flammability will be 30% more efficient than an item with 100% flammability.
/**Maximum liquid used per frame.*/
protected float maxLiquidGenerate = 0.4f;
@ -46,15 +46,16 @@ public abstract class ItemLiquidGenerator extends ItemGenerator{
}
//liquid takes priority over solids
float calculationDelta = entity.delta();
if(liquid != null && entity.liquids.get(liquid) >= 0.001f && entity.cons.valid()){
float powerPerLiquid = getLiquidEfficiency(liquid) * this.powerPerLiquid;
float used = Math.min(entity.liquids.get(liquid), maxLiquidGenerate * entity.delta());
// TODO: Adapt to new power system
//used = Math.min(used, (powerCapacity - entity.power.amount) / powerPerLiquid);
float baseLiquidEfficiency = getLiquidEfficiency(liquid) * this.liquidPowerMultiplier;
float maximumPossible = maxLiquidGenerate * calculationDelta;
float used = Math.min(entity.liquids.get(liquid), maximumPossible);
entity.liquids.remove(liquid, used);
// TODO: Adapt to new power system
//entity.power.amount += used * powerPerLiquid;
// Note: 1 Item with 100% Flammability = 100% efficiency. This means 100% is not max but rather a reference point for this generator.
entity.productionEfficiency = baseLiquidEfficiency * used / maximumPossible;
if(used > 0.001f && Mathf.chance(0.05 * entity.delta())){
Effects.effect(generateEffect, tile.drawx() + Mathf.range(3f), tile.drawy() + Mathf.range(3f));

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@ -13,7 +13,7 @@ import io.anuke.ucore.util.Mathf;
public abstract class LiquidGenerator extends PowerGenerator{
protected float minEfficiency = 0.2f;
protected float powerPerLiquid;
protected float liquidPowerMultiplier;
/**Maximum liquid used per frame.*/
protected float maxLiquidGenerate;
protected Effect generateEffect = BlockFx.generatespark;
@ -50,8 +50,9 @@ public abstract class LiquidGenerator extends PowerGenerator{
public void update(Tile tile){
TileEntity entity = tile.entity();
// TODO Code duplication with ItemLiquidGenerator
if(entity.liquids.get(entity.liquids.current()) >= 0.001f){
float powerPerLiquid = getEfficiency(entity.liquids.current()) * this.powerPerLiquid;
//float powerPerLiquid = getEfficiency(entity.liquids.current()) * this.powerPerLiquid;
float used = Math.min(entity.liquids.currentAmount(), maxLiquidGenerate * entity.delta());
// TODO Adapt to new power system
//used = Math.min(used, (powerCapacity - entity.power.amount) / powerPerLiquid);

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@ -14,9 +14,9 @@ public class LiquidHeatGenerator extends LiquidGenerator{
public void setStats(){
super.setStats();
// TODO Verify for new power system
stats.remove(BlockStat.basePowerGeneration);
stats.add(BlockStat.basePowerGeneration, maxLiquidGenerate * powerPerLiquid * 60f, StatUnit.powerSecond);
// TODO Adapt to new new power system. Maybe this override can be removed.
//stats.add(BlockStat.basePowerGeneration, <Do something with maxLiquidGenerate, basePowerGeneration and liquidPowerMultiplier> * 60f, StatUnit.powerSecond);
}
@Override

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@ -10,7 +10,7 @@ import io.anuke.mindustry.world.meta.BlockStat;
public class PowerGenerator extends PowerDistributor{
/** The amount of power produced per tick. */
public float powerProduction;
protected float powerProduction;
public BlockStat generationType = BlockStat.basePowerGeneration;
public PowerGenerator(String name){

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@ -1,37 +1,57 @@
package power;
import io.anuke.mindustry.content.Liquids;
import io.anuke.mindustry.type.Item;
import io.anuke.mindustry.type.Liquid;
import io.anuke.mindustry.world.Tile;
import io.anuke.mindustry.world.blocks.power.BurnerGenerator;
import io.anuke.mindustry.world.blocks.power.ItemGenerator;
import io.anuke.mindustry.world.blocks.power.ItemLiquidGenerator;
import io.anuke.mindustry.world.blocks.power.PowerGenerator;
import org.junit.jupiter.api.BeforeAll;
import org.junit.jupiter.api.BeforeEach;
import org.junit.jupiter.api.Test;
import static org.junit.jupiter.api.Assumptions.assumeTrue;
import static org.junit.jupiter.api.Assertions.assertTrue;
import static org.junit.jupiter.api.Assertions.assertEquals;
/** This class tests the abstract ItemLiquidGenerator class and maybe some of its dependencies. */
public class ItemLiquidGeneratorTests extends PowerTestFixture{
private ItemLiquidGenerator sut; // system under test (https://en.wikipedia.org/wiki/System_under_test)
private ItemLiquidGenerator generator;
private Tile tile;
private ItemGenerator.ItemGeneratorEntity entity;
private final float fakeLiquidPowerMultiplier = 2.0f;
private final float fakeMaxLiquidGenerate = 0.5f;
@BeforeEach
public void createItemLiquidGenerator(){
sut = new ItemLiquidGenerator("fakegen"){
@Override
protected float getLiquidEfficiency(Liquid liquid){
return liquid.flammability;
}
public void createBurnerGenerator(){
// Use a burner generator instead of a custom ItemLiquidGenerator subclass since we would implement abstract methods the same way.
generator = new BurnerGenerator("fakegen"){{
powerProduction = 0.1f;
itemDuration = 60f;
liquidPowerMultiplier = fakeLiquidPowerMultiplier;
maxLiquidGenerate = fakeMaxLiquidGenerate;
}};
@Override
protected float getItemEfficiency(Item item){
return item.flammability;
}
};
tile = createFakeTile(0, 0, sut);
tile = createFakeTile(0, 0, generator);
entity = tile.entity();
}
@Test
void detectCrashes(){
sut.update(tile);
void testLiquidConsumption(){
final float providedUsage = 0.1f;
final float expectedEfficiency = providedUsage / fakeMaxLiquidGenerate * fakeLiquidPowerMultiplier * Liquids.oil.flammability;
entity.liquids.add(Liquids.oil, providedUsage);
entity.cons.update(tile.entity);
assumeTrue(entity.cons.valid());
// Perform an update on the generator once - This should use up all oil and produce a fraction of what's possible
generator.update(tile);
assertEquals(0.0f, entity.liquids.get(Liquids.oil));
assertEquals(expectedEfficiency, entity.productionEfficiency);
}
}

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@ -3,17 +3,25 @@ package power;
import io.anuke.mindustry.Vars;
import io.anuke.mindustry.content.blocks.Blocks;
import io.anuke.mindustry.core.ContentLoader;
import io.anuke.mindustry.core.World;
import io.anuke.mindustry.entities.TileEntity;
import io.anuke.mindustry.world.Block;
import io.anuke.mindustry.world.Tile;
import io.anuke.mindustry.world.blocks.PowerBlock;
import io.anuke.mindustry.world.blocks.power.Battery;
import io.anuke.mindustry.world.blocks.power.PowerGenerator;
import io.anuke.mindustry.world.modules.ConsumeModule;
import io.anuke.mindustry.world.modules.ItemModule;
import io.anuke.mindustry.world.modules.LiquidModule;
import io.anuke.mindustry.world.modules.PowerModule;
import io.anuke.ucore.entities.Entities;
import org.junit.jupiter.api.BeforeAll;
import java.lang.reflect.Field;
import java.lang.reflect.Method;
import static io.anuke.mindustry.Vars.world;
/** This class provides objects commonly used by power related unit tests.
* For now, this is a helper with static methods, but this might change.
* */
@ -62,7 +70,7 @@ public class PowerTestFixture{
// Using the Tile(int, int, byte, byte) constructor would require us to register any fake block or tile we create
// Since this part shall not be part of the test and would require more work anyway, we manually set the block and floor
// and call the private changed() method through reflections.
// through reflections and then simulate part of what the changed() method does.
Field field = Tile.class.getDeclaredField("wall");
field.setAccessible(true);
@ -72,10 +80,15 @@ public class PowerTestFixture{
field.setAccessible(true);
field.set(tile, Blocks.sand);
Method method = Tile.class.getDeclaredMethod("changed");
method.setAccessible(true);
method.invoke(tile);
// Simulate the "changed" method. Calling it through reflections would require half the game to be initialized.
tile.entity = block.newEntity().init(tile, false);
tile.entity.cons = new ConsumeModule();
if(block.hasItems) tile.entity.items = new ItemModule();
if(block.hasLiquids) tile.entity.liquids = new LiquidModule();
if(block.hasPower){
tile.entity.power = new PowerModule();
tile.entity.power.graph.add(tile);
}
return tile;
}catch(Exception ex){
return null;