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o3de/AutomatedTesting/Gem/PythonTests/scripting/ScriptCanvasComponent_OnEnt...

188 lines
7.6 KiB
Python

"""
Copyright (c) Contributors to the Open 3D Engine Project
SPDX-License-Identifier: Apache-2.0 OR MIT
"""
# fmt: off
class Tests():
level_created = ("Successfully created temp level", "Failed to create temp level")
controller_exists = ("Successfully found controller entity", "Failed to find controller entity")
activated_exists = ("Successfully found activated entity", "Failed to find activated entity")
deactivated_exists = ("Successfully found deactivated entity", "Failed to find deactivated entity")
start_states_correct = ("Start states set up successfully", "Start states set up incorrectly")
game_mode_entered = ("Successfully entered game mode" "Failed to enter game mode")
lines_found = ("Successfully found expected prints", "Failed to find expected prints")
game_mode_exited = ("Successfully exited game mode" "Failed to exit game mode")
# fmt: on
def ScriptCanvasComponent_OnEntityActivatedDeactivated_PrintMessage():
"""
Summary:
Verify that the On Entity Activated/On Entity Deactivated nodes are working as expected
Expected Behavior:
Upon entering game mode, the Controller entity will wait 1 second and then activate the ActivationTest
entity. The script attached to ActivationTest will print out a message on activation. The Controller
will also deactivate the DeactivationTest entity, which should print a message.
Test Steps:
1) Create temp level
2) Setup the level
3) Validate the entities
4) Start the Tracer
5) Enter Game Mode
6) Validate Print message
7) Exit game mode
Note:
- This test file must be called from the Open 3D Engine Editor command terminal
- Any passed and failed tests are written to the Editor.log file.
Parsing the file or running a log_monitor are required to observe the test results.
:return: None
"""
import os
from editor_entity_utils import EditorEntity as Entity
from utils import Report
from utils import TestHelper as helper
from utils import Tracer
import azlmbr.legacy.general as general
EditorEntity = str
LEVEL_NAME = "tmp_level"
WAIT_TIME = 3.0 # SECONDS
EXPECTED_LINES = ["Activator Script: Activated", "Deactivator Script: Deactivated"]
controller_dict = {
"name": "Controller",
"status": "active",
"path": os.path.join("ScriptCanvas", "OnEntityActivatedScripts", "controller.scriptcanvas"),
}
activated_dict = {
"name": "ActivationTest",
"status": "inactive",
"path": os.path.join("ScriptCanvas", "OnEntityActivatedScripts", "activator.scriptcanvas"),
}
deactivated_dict = {
"name": "DeactivationTest",
"status": "active",
"path": os.path.join("ScriptCanvas", "OnEntityActivatedScripts", "deactivator.scriptcanvas"),
}
def get_asset(asset_path):
return azlmbr.asset.AssetCatalogRequestBus(
azlmbr.bus.Broadcast, "GetAssetIdByPath", asset_path, azlmbr.math.Uuid(), False
)
def setup_level():
def create_editor_entity(
entity_dict: dict, entity_to_activate: EditorEntity = None, entity_to_deactivate: EditorEntity = None
) -> EditorEntity:
entity = Entity.create_editor_entity(entity_dict["name"])
entity.set_start_status(entity_dict["status"])
sc_component = entity.add_component("Script Canvas")
sc_component.set_component_property_value(
"Script Canvas Asset|Script Canvas Asset", get_asset(entity_dict["path"])
)
if entity_dict["name"] == "Controller":
sc_component.get_property_tree()
sc_component.set_component_property_value(
"Properties|Variable Fields|Variables|[0]|Name,Value|Datum|Datum|EntityToActivate",
entity_to_activate.id,
)
sc_component.set_component_property_value(
"Properties|Variable Fields|Variables|[1]|Name,Value|Datum|Datum|EntityToDeactivate",
entity_to_deactivate.id,
)
return entity
activated = create_editor_entity(activated_dict)
deactivated = create_editor_entity(deactivated_dict)
create_editor_entity(controller_dict, activated, deactivated)
def validate_entity_exist(entity_name: str, test_tuple: tuple):
"""
Validate the entity with the given name exists in the level
:return: entity: editor entity object
"""
entity = Entity.find_editor_entity(entity_name)
Report.critical_result(test_tuple, entity.id.IsValid())
return entity
def validate_start_state(entity: EditorEntity, expected_state: str):
"""
Validate that the starting state of the entity is correct, if it isn't then attempt to rectify and recheck.
:return: bool: Whether state is set as expected
"""
state_options = {
"active": azlmbr.globals.property.EditorEntityStartStatus_StartActive,
"inactive": azlmbr.globals.property.EditorEntityStartStatus_StartInactive,
"editor": azlmbr.globals.property.EditorEntityStartStatus_EditorOnly,
}
if expected_state.lower() not in state_options.keys():
raise ValueError(f"{expected_state} is an invalid option; valid options: active, inactive, or editor.")
state = entity.get_start_status()
if state != state_options[expected_state]:
# If state fails to set, set_start_status will assert
entity.set_start_status(expected_state)
return True
def validate_entities_in_level():
controller = validate_entity_exist(controller_dict["name"], Tests.controller_exists)
state1_correct = validate_start_state(controller, controller_dict["status"])
act_tester = validate_entity_exist(activated_dict["name"], Tests.activated_exists)
state2_correct = validate_start_state(act_tester, activated_dict["status"])
deac_tester = validate_entity_exist(deactivated_dict["name"], Tests.deactivated_exists)
state3_correct = validate_start_state(deac_tester, deactivated_dict["status"])
all_states_correct = state1_correct and state2_correct and state3_correct
Report.critical_result(Tests.start_states_correct, all_states_correct)
def locate_expected_lines(line_list: list):
found_lines = [printInfo.message.strip() for printInfo in section_tracer.prints]
return all(line in found_lines for line in line_list)
# 1) Create temp level
general.idle_enable(True)
result = general.create_level_no_prompt(LEVEL_NAME, 128, 1, 512, True)
Report.critical_result(Tests.level_created, result == 0)
helper.wait_for_condition(lambda: general.get_current_level_name() == LEVEL_NAME, WAIT_TIME)
general.close_pane("Error Report")
# 2) Setup the level
setup_level()
# 3) Validate the entities
validate_entities_in_level()
# 4) Start the Tracer
with Tracer() as section_tracer:
# 5) Enter Game Mode
helper.enter_game_mode(Tests.game_mode_entered)
# 6) Validate Print message
helper.wait_for_condition(lambda: locate_expected_lines(EXPECTED_LINES), WAIT_TIME)
Report.result(Tests.lines_found, locate_expected_lines(EXPECTED_LINES))
# 7) Exit game mode
helper.exit_game_mode(Tests.game_mode_exited)
if __name__ == "__main__":
import ImportPathHelper as imports
imports.init()
from utils import Report
Report.start_test(ScriptCanvasComponent_OnEntityActivatedDeactivated_PrintMessage)