Merge pull request #3412 from deathbeam/idle-notifer-combat-attack

Idle notifier fix combat notifications, reset notifications on interaction
This commit is contained in:
Tomas Slusny
2018-08-25 12:13:34 +02:00
committed by GitHub
2 changed files with 324 additions and 37 deletions

View File

@@ -0,0 +1,226 @@
/*
* Copyright (c) 2018, Tomas Slusny <slusnucky@gmail.com>
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package net.runelite.client.plugins.idlenotifier;
import com.google.inject.Guice;
import com.google.inject.Inject;
import com.google.inject.testing.fieldbinder.Bind;
import com.google.inject.testing.fieldbinder.BoundFieldModule;
import net.runelite.api.AnimationID;
import net.runelite.api.Client;
import net.runelite.api.GameState;
import net.runelite.api.NPC;
import net.runelite.api.NPCComposition;
import net.runelite.api.Player;
import net.runelite.api.events.AnimationChanged;
import net.runelite.api.events.GameStateChanged;
import net.runelite.api.events.GameTick;
import net.runelite.api.events.InteractingChanged;
import net.runelite.client.Notifier;
import org.junit.Before;
import org.junit.Test;
import org.junit.runner.RunWith;
import static org.mockito.Matchers.any;
import org.mockito.Mock;
import static org.mockito.Mockito.mock;
import static org.mockito.Mockito.times;
import static org.mockito.Mockito.verify;
import static org.mockito.Mockito.when;
import org.mockito.runners.MockitoJUnitRunner;
@RunWith(MockitoJUnitRunner.class)
public class IdleNotifierPluginTest
{
private static final String PLAYER_NAME = "Deathbeam";
@Mock
@Bind
private Client client;
@Mock
@Bind
private IdleNotifierConfig config;
@Mock
@Bind
private Notifier notifier;
@Inject
private IdleNotifierPlugin plugin;
@Mock
private NPC monster;
@Mock
private NPC randomEvent;
@Mock
private Player player;
@Before
public void setUp()
{
Guice.createInjector(BoundFieldModule.of(this)).injectMembers(this);
// Mock monster
final String[] monsterActions = new String[] { "Attack", "Examine" };
final NPCComposition monsterComp = mock(NPCComposition.class);
when(monsterComp.getActions()).thenReturn(monsterActions);
when(monster.getComposition()).thenReturn(monsterComp);
// Mock random event
final String[] randomEventActions = new String[] { "Talk-to", "Dismiss", "Examine" };
final NPCComposition randomEventComp = mock(NPCComposition.class);
when(randomEventComp.getActions()).thenReturn(randomEventActions);
when(randomEvent.getComposition()).thenReturn(randomEventComp);
// Mock player
when(player.getName()).thenReturn(PLAYER_NAME);
when(player.getAnimation()).thenReturn(AnimationID.IDLE);
when(client.getLocalPlayer()).thenReturn(player);
// Mock config
when(config.animationIdle()).thenReturn(true);
when(config.combatIdle()).thenReturn(true);
when(config.getIdleNotificationDelay()).thenReturn(0);
when(config.getHitpointsThreshold()).thenReturn(42);
when(config.getPrayerThreshold()).thenReturn(42);
// Mock client
when(client.getGameState()).thenReturn(GameState.LOGGED_IN);
when(client.getMouseIdleTicks()).thenReturn(42);
}
@Test
public void checkAnimationIdle()
{
when(player.getAnimation()).thenReturn(AnimationID.WOODCUTTING_BRONZE);
AnimationChanged animationChanged = new AnimationChanged();
animationChanged.setActor(player);
plugin.onAnimationChanged(animationChanged);
plugin.onGameTick(new GameTick());
when(player.getAnimation()).thenReturn(AnimationID.IDLE);
plugin.onAnimationChanged(animationChanged);
plugin.onGameTick(new GameTick());
verify(notifier).notify("[" + PLAYER_NAME + "] is now idle!");
}
@Test
public void checkAnimationReset()
{
when(player.getAnimation()).thenReturn(AnimationID.WOODCUTTING_BRONZE);
AnimationChanged animationChanged = new AnimationChanged();
animationChanged.setActor(player);
plugin.onAnimationChanged(animationChanged);
plugin.onGameTick(new GameTick());
when(player.getAnimation()).thenReturn(AnimationID.LOOKING_INTO);
plugin.onAnimationChanged(animationChanged);
plugin.onGameTick(new GameTick());
when(player.getAnimation()).thenReturn(AnimationID.IDLE);
plugin.onAnimationChanged(animationChanged);
plugin.onGameTick(new GameTick());
verify(notifier, times(0)).notify(any());
}
@Test
public void checkAnimationLogout()
{
when(player.getAnimation()).thenReturn(AnimationID.WOODCUTTING_BRONZE);
AnimationChanged animationChanged = new AnimationChanged();
animationChanged.setActor(player);
plugin.onAnimationChanged(animationChanged);
plugin.onInteractingChanged(new InteractingChanged(player, monster));
plugin.onGameTick(new GameTick());
// Logout
when(client.getGameState()).thenReturn(GameState.LOGIN_SCREEN);
GameStateChanged gameStateChanged = new GameStateChanged();
gameStateChanged.setGameState(GameState.LOGIN_SCREEN);
plugin.onGameStateChanged(gameStateChanged);
// Log back in
when(client.getGameState()).thenReturn(GameState.LOGGED_IN);
gameStateChanged.setGameState(GameState.LOGGED_IN);
plugin.onGameStateChanged(gameStateChanged);
// Tick
when(player.getAnimation()).thenReturn(AnimationID.IDLE);
plugin.onAnimationChanged(animationChanged);
plugin.onGameTick(new GameTick());
verify(notifier, times(0)).notify(any());
}
@Test
public void checkCombatIdle()
{
when(player.getInteracting()).thenReturn(monster);
plugin.onInteractingChanged(new InteractingChanged(player, monster));
plugin.onGameTick(new GameTick());
when(player.getInteracting()).thenReturn(null);
plugin.onInteractingChanged(new InteractingChanged(player, null));
plugin.onGameTick(new GameTick());
verify(notifier).notify("[" + PLAYER_NAME + "] is now out of combat!");
}
@Test
public void checkCombatReset()
{
when(player.getInteracting()).thenReturn(monster);
plugin.onInteractingChanged(new InteractingChanged(player, monster));
plugin.onGameTick(new GameTick());
when(player.getInteracting()).thenReturn(randomEvent);
plugin.onInteractingChanged(new InteractingChanged(player, randomEvent));
plugin.onGameTick(new GameTick());
when(player.getInteracting()).thenReturn(null);
plugin.onInteractingChanged(new InteractingChanged(player, null));
plugin.onGameTick(new GameTick());
verify(notifier, times(0)).notify(any());
}
@Test
public void checkCombatLogout()
{
plugin.onInteractingChanged(new InteractingChanged(player, monster));
when(player.getInteracting()).thenReturn(monster);
plugin.onGameTick(new GameTick());
// Logout
when(client.getGameState()).thenReturn(GameState.LOGIN_SCREEN);
GameStateChanged gameStateChanged = new GameStateChanged();
gameStateChanged.setGameState(GameState.LOGIN_SCREEN);
plugin.onGameStateChanged(gameStateChanged);
// Log back in
when(client.getGameState()).thenReturn(GameState.LOGGED_IN);
gameStateChanged.setGameState(GameState.LOGGED_IN);
plugin.onGameStateChanged(gameStateChanged);
// Tick
when(player.getInteracting()).thenReturn(null);
plugin.onInteractingChanged(new InteractingChanged(player, null));
plugin.onGameTick(new GameTick());
verify(notifier, times(0)).notify(any());
}
}