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#include "catch/catch.hpp"
#include "game.h"
#include "itype.h"
#include "player.h"
#include "visitable.h"
TEST_CASE( "reload_magazine", "[magazine] [visitable] [item] [item_location]" )
{
const itype_id gun_id = "m4a1";
const ammotype gun_ammo( "223" );
const itype_id ammo_id = "556"; // any type of compatible ammo
const itype_id alt_ammo = "223"; // any alternative type of compatible ammo
const itype_id bad_ammo = "9mm"; // any type of incompatible ammo
const itype_id mag_id = "stanag30"; // must be set to default magazine
const itype_id bad_mag = "glockmag"; // any incompatible magazine
const int mag_cap = 30;
CHECK( ammo_id != alt_ammo );
CHECK( ammo_id != bad_ammo );
CHECK( alt_ammo != bad_ammo );
CHECK( mag_id != bad_mag );
CHECK( mag_cap > 0 );
player &p = g->u;
p.worn.clear();
p.inv.clear();
p.remove_weapon();
p.wear_item( item( "backpack" ) ); // so we don't drop anything
item &mag = p.i_add( item( mag_id ) );
CHECK( mag.is_magazine() == true );
CHECK( mag.is_reloadable() == true );
CHECK( mag.is_reloadable_with( ammo_id ) == true );
CHECK( mag.is_reloadable_with( alt_ammo ) == true );
CHECK( mag.is_reloadable_with( bad_ammo ) == false );
CHECK( p.can_reload( mag ) == true );
CHECK( p.can_reload( mag, ammo_id ) == true );
CHECK( p.can_reload( mag, alt_ammo ) == true );
CHECK( p.can_reload( mag, bad_ammo ) == false );
CHECK( mag.ammo_type() == gun_ammo );
CHECK( mag.ammo_capacity() == mag_cap );
CHECK( mag.ammo_current() == "null" );
CHECK( mag.ammo_data() == nullptr );
GIVEN( "An empty magazine" ) {
CHECK( mag.ammo_remaining() == 0 );
WHEN( "the magazine is reloaded with incompatible ammo" ) {
item &ammo = p.i_add( item( bad_ammo ) );
bool ok = mag.reload( g->u, item_location( p, &ammo ), mag.ammo_capacity() );
THEN( "reloading should fail" ) {
REQUIRE_FALSE( ok );
REQUIRE( mag.ammo_remaining() == 0 );
}
}
WHEN( "the magazine is loaded with an excess of ammo" ) {
item &ammo = p.i_add( item( ammo_id, calendar::turn, mag_cap + 5 ) );
REQUIRE( ammo.charges == mag_cap + 5 );
bool ok = mag.reload( g->u, item_location( p, &ammo ), mag.ammo_capacity() );
THEN( "reloading is sucessful" ) {
REQUIRE( ok );
AND_THEN( "the current ammo is updated" ) {
REQUIRE( mag.ammo_current() == ammo_id );
REQUIRE( mag.ammo_data() );
}
AND_THEN( "the magazine is filled to capacity" ) {
REQUIRE( mag.ammo_remaining() == mag.ammo_capacity() );
}
AND_THEN( "a single correctly sized ammo stack remains in the inventory" ) {
std::vector<const item *> found;
p.visit_items( [&ammo_id, &found]( const item * e ) {
if( e->typeId() == ammo_id ) {
found.push_back( e );
}
// ignore ammo contained within guns or magazines
return ( e->is_gun() || e->is_magazine() ) ? VisitResponse::SKIP : VisitResponse::NEXT;
} );
REQUIRE( found.size() == 1 );
REQUIRE( found[0]->charges == 5 );
}
}
}
WHEN( "the magazine is partially reloaded with compatible ammo" ) {
item &ammo = p.i_add( item( ammo_id, calendar::turn, mag_cap - 2 ) );
REQUIRE( ammo.charges == mag_cap - 2 );
bool ok = mag.reload( g->u, item_location( p, &ammo ), mag.ammo_capacity() );
THEN( "reloading is sucessful" ) {
REQUIRE( ok == true );
AND_THEN( "the current ammo is updated" ) {
REQUIRE( mag.ammo_current() == ammo_id );
REQUIRE( mag.ammo_data() );
}
AND_THEN( "the magazine is filled with the correct quantity" ) {
REQUIRE( mag.ammo_remaining() == mag_cap - 2 );
}
AND_THEN( "the ammo stack was completely used" ) {
std::vector<const item *> found;
p.visit_items( [&ammo_id, &found]( const item * e ) {
if( e->typeId() == ammo_id ) {
found.push_back( e );
}
// ignore ammo contained within guns or magazines
return ( e->is_gun() || e->is_magazine() ) ? VisitResponse::SKIP : VisitResponse::NEXT;
} );
REQUIRE( found.empty() );
}
}
AND_WHEN( "the magazine is further reloaded with matching ammo" ) {
item &ammo = p.i_add( item( ammo_id, calendar::turn, 10 ) );
REQUIRE( ammo.charges == 10 );
REQUIRE( mag.ammo_remaining() == mag_cap - 2 );
bool ok = mag.reload( g->u, item_location( p, &ammo ), mag.ammo_capacity() );
THEN( "further reloading is sucessful" ) {
REQUIRE( ok );
AND_THEN( "the magazine is filled to capacity" ) {
REQUIRE( mag.ammo_remaining() == mag.ammo_capacity() );
}
AND_THEN( "a single correctly sized ammo stack remains in the inventory" ) {
std::vector<const item *> found;
p.visit_items( [&ammo_id, &found]( const item * e ) {
if( e->typeId() == ammo_id ) {
found.push_back( e );
}
// ignore ammo contained within guns or magazines
return ( e->is_gun() || e->is_magazine() ) ? VisitResponse::SKIP : VisitResponse::NEXT;
} );
REQUIRE( found.size() == 1 );
REQUIRE( found[0]->charges == 8 );
}
}
}
AND_WHEN( "the magazine is further reloaded with compatible but different ammo" ) {
item &ammo = p.i_add( item( alt_ammo ) );
bool ok = mag.reload( g->u, item_location( p, &ammo ), mag.ammo_capacity() );
THEN( "further reloading should fail" ) {
REQUIRE_FALSE( ok );
REQUIRE( mag.ammo_remaining() == mag_cap - 2 );
}
}
AND_WHEN( "the magazine is further reloaded with incompatible ammo" ) {
item &ammo = p.i_add( item( bad_ammo ) );
bool ok = mag.reload( g->u, item_location( p, &ammo ), mag.ammo_capacity() );
THEN( "further reloading should fail" ) {
REQUIRE_FALSE( ok );
REQUIRE( mag.ammo_remaining() == mag_cap - 2 );
}
}
}
}
GIVEN( "an empty gun without an integral magazine" ) {
item &gun = p.i_add( item( gun_id ) );
CHECK( gun.is_gun() == true );
CHECK( gun.is_reloadable() == true );
CHECK( p.can_reload( gun ) == true );
CHECK( p.can_reload( gun, mag_id ) == true );
CHECK( p.can_reload( gun, ammo_id ) == false );
CHECK( gun.magazine_integral() == false );
CHECK( gun.magazine_default() == mag_id );
CHECK( gun.magazine_compatible().count( mag_id ) == 1 );
CHECK( gun.magazine_current() == nullptr );
CHECK( gun.ammo_type() == gun_ammo );
CHECK( gun.ammo_capacity() == 0 );
CHECK( gun.ammo_remaining() == 0 );
CHECK( gun.ammo_current() == "null" );
CHECK( gun.ammo_data() == nullptr );
WHEN( "the gun is reloaded with an incompatible magazine" ) {
item &mag = p.i_add( item( bad_mag ) );
bool ok = gun.reload( g->u, item_location( p, &mag ), 1 );
THEN( "reloading should fail" ) {
REQUIRE_FALSE( ok );
REQUIRE_FALSE( gun.magazine_current() );
}
}
WHEN( "the gun is reloaded with an empty compatible magazine" ) {
CHECK( mag.ammo_remaining() == 0 );
bool ok = gun.reload( g->u, item_location( p, &mag ), 1 );
THEN( "reloading is sucessful" ) {
REQUIRE( ok );
REQUIRE( gun.magazine_current() );
AND_THEN( "the gun contains the correct magazine" ) {
REQUIRE( gun.magazine_current()->typeId() == mag_id );
}
AND_THEN( "the ammo type for the gun remains unchanged" ) {
REQUIRE( gun.ammo_type() == gun_ammo );
}
AND_THEN( "the ammo capacity is correctly set" ) {
REQUIRE( gun.ammo_capacity() == mag_cap );
}
AND_THEN( "the gun contains no ammo" ) {
REQUIRE( gun.ammo_current() == "null" );
REQUIRE( gun.ammo_remaining() == 0 );
REQUIRE( gun.ammo_data() == nullptr );
}
}
}
WHEN( "the gun is reloaded with a partially filled compatible magazine" ) {
mag.ammo_set( ammo_id, mag_cap - 2 );
CHECK( mag.ammo_current() == ammo_id );
CHECK( mag.ammo_remaining() == mag_cap - 2 );
bool ok = gun.reload( g->u, item_location( p, &mag ), 1 );
THEN( "reloading is sucessful" ) {
REQUIRE( ok );
REQUIRE( gun.magazine_current() );
AND_THEN( "the gun contains the correct magazine" ) {
REQUIRE( gun.magazine_current()->typeId() == mag_id );
}
AND_THEN( "the ammo type for the gun remains unchanged" ) {
REQUIRE( gun.ammo_type() == gun_ammo );
}
AND_THEN( "the ammo capacity is correctly set" ) {
REQUIRE( gun.ammo_capacity() == mag_cap );
}
AND_THEN( "the gun contains the correct amount and type of ammo" ) {
REQUIRE( gun.ammo_remaining() == mag_cap - 2 );
REQUIRE( gun.ammo_current() == ammo_id );
REQUIRE( gun.ammo_data() );
}
AND_WHEN( "the guns magazine is further reloaded with compatible but different ammo" ) {
item &ammo = p.i_add( item( alt_ammo, calendar::turn, 10 ) );
bool ok = gun.magazine_current()->reload( g->u, item_location( p, &ammo ), 10 );
THEN( "further reloading should fail" ) {
REQUIRE_FALSE( ok );
REQUIRE( gun.ammo_remaining() == mag_cap - 2 );
}
}
AND_WHEN( "the guns magazine is further reloaded with incompatible ammo" ) {
item &ammo = p.i_add( item( bad_ammo, calendar::turn, 10 ) );
bool ok = gun.magazine_current()->reload( g->u, item_location( p, &ammo ), 10 );
THEN( "further reloading should fail" ) {
REQUIRE_FALSE( ok );
REQUIRE( gun.ammo_remaining() == mag_cap - 2 );
}
}
AND_WHEN( "the guns magazine is further reloaded with matching ammo" ) {
item &ammo = p.i_add( item( ammo_id, calendar::turn, 10 ) );
REQUIRE( ammo.charges == 10 );
bool ok = gun.magazine_current()->reload( g->u, item_location( p, &ammo ), 10 );
THEN( "further reloading is sucessful" ) {
REQUIRE( ok );
AND_THEN( "the guns contained magazine is filled to capacity" ) {
REQUIRE( gun.ammo_remaining() == mag_cap );
}
AND_THEN( "a single correctly sized ammo stack remains in the inventory" ) {
std::vector<const item *> found;
p.visit_items( [&ammo_id, &found]( const item * e ) {
if( e->typeId() == ammo_id ) {
found.push_back( e );
}
// ignore ammo contained within guns or magazines
return ( e->is_gun() || e->is_magazine() ) ?
VisitResponse::SKIP : VisitResponse::NEXT;
} );
REQUIRE( found.size() == 1 );
REQUIRE( found[0]->charges == 8 );
}
}
}
}
}
}
}
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