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#include "avatar.h"
#include "cata_catch.h"
#include "game.h"
#include "options.h"
#include "map.h"
#include "map_helpers.h"
#include "player_helpers.h"
// Cardio Fitness
// --------------
// The hidden "Cardio Fitness" stat returned by Character::get_cardiofit() is the main factor in
// calculations related to cardiovascular health, including weariness, stamina, and stamina regen,
// more or less as described in the original issue #44370 "Rule #1. CARDIO".
//
// For player characters, cardio fitness is derived from a combination of several attributes:
//
// (
// [ Trait modifiers ] // Good/bad cardio mutations like Languorous and Hyperactive
// // Trait modifers defaults to 1.0f, so it is the baseline
// + [ Health ] / 1000 // Hidden health modifier, -200..+200
// + [ Proficiency modifiers ] // NOT IMPLEMENTED
// + [ Athletics skill ] / 100 // Formerly swimming skill, now more versatile and valuable
// ) * [ Cardio_Accumulator ] // Adjustment based on daily activity, starting at 1000
//
// For NPCs (having no cardio), it's 2000.
//
// Important functions:
// - Character::get_stamina
// - Character::set_stamina
// - Character::get_stamina_max
// - Character::get_cardiofit
// - Character::get_cardio_acc
// - Character::set_cardio_acc
// - avatar::update_cardio_acc <-- Critical
static const move_mode_id move_mode_run( "run" );
static const skill_id skill_swimming( "swimming" );
// Base cardio for default character
static const int base_cardio = 1000;
// Base stamina
// MAX_STAMINA_BASE + CARDIOFIT_STAMINA_SCALING * base_cardio == 3500 + 5*1000
static const int base_stamina = 8500;
// Ensure the configured options from game_balance.json are what the tests assume they are
static void verify_default_cardio_options()
{
const int max_stamina_base = get_option<int>( "PLAYER_MAX_STAMINA_BASE" );
const int cardiofit_stamina_scaling = get_option<int>( "PLAYER_CARDIOFIT_STAMINA_SCALING" );
REQUIRE( max_stamina_base == 3500 );
REQUIRE( cardiofit_stamina_scaling == 5 );
}
// Count the number of steps (tiles) until character runs out of stamina or becomes winded.
static int running_steps( Character &they, const ter_id &terrain = t_pavement )
{
map &here = get_map();
// Please take off your shoes when entering, and no NPCs allowed
REQUIRE_FALSE( they.is_wearing_shoes() );
REQUIRE_FALSE( they.is_npc() );
// You put your left foot in, you put your right foot in
const tripoint left = they.pos();
const tripoint right = left + tripoint_east;
// You ensure two tiles of terrain to hokey-pokey in
here.ter_set( left, terrain );
here.ter_set( right, terrain );
REQUIRE( here.ter( left ) == terrain );
REQUIRE( here.ter( right ) == terrain );
// Count how many steps (1-tile moves) it takes to become winded
int steps = 0;
int turns = 0;
const int STOP_STEPS = 1000; // Safe exit in case of Superman
// Track changes to moves and stamina
int last_moves = they.get_speed();
int last_stamina = they.get_stamina_max();
// Take a deep breath and start running
they.moves = last_moves;
they.set_stamina( last_stamina );
they.set_movement_mode( move_mode_run );
// Run as long as possible
while( they.can_run() && steps < STOP_STEPS ) {
// Step right on even steps, left on odd steps
if( steps % 2 == 0 ) {
REQUIRE( they.pos() == left );
REQUIRE( g->walk_move( right, false, false ) );
} else {
REQUIRE( they.pos() == right );
REQUIRE( g->walk_move( left, false, false ) );
}
++steps;
// Ensure moves are decreasing, or else a turn will never pass
REQUIRE( they.moves < last_moves );
const int move_cost = last_moves - they.moves;
// When moves run out, one turn has passed
if( they.moves <= 0 ) {
// Get "speed" moves back each turn
they.moves += they.get_speed();
calendar::turn += 1_turns;
turns += 1;
// Update body for stamina regen
they.update_body();
const int stamina_cost = last_stamina - they.get_stamina();
// Total stamina must also be decreasing; if not, quit
CAPTURE( turns );
CAPTURE( steps );
CAPTURE( move_cost );
CAPTURE( stamina_cost );
REQUIRE( they.get_stamina() < last_stamina );
last_stamina = they.get_stamina();
}
last_moves = they.moves;
}
// Reset to starting position
they.setpos( left );
return steps;
}
// Give character a trait, and verify their expected cardio, max stamina, and running distance.
static void check_trait_cardio_stamina_run( Character &they, std::string trait_name,
const int expect_cardio_fit, const int expect_stamina_max, const int expect_run_tiles )
{
clear_avatar();
if( trait_name.empty() ) {
trait_name = "NONE";
} else {
set_single_trait( they, trait_name );
}
//it's possible suddenly becoming huge or tiny will cause BMI issues so we reset stored kcal to new normal
they.set_stored_kcal( they.get_healthy_kcal() );
GIVEN( "trait: " + trait_name ) {
CHECK( they.get_cardiofit() == Approx( expect_cardio_fit ).margin( 2 ) );
CHECK( they.get_stamina_max() == Approx( expect_stamina_max ).margin( 5 ) );
//CHECK( they.get_stamina_max() == Approx( 3500 + 3 * expect_cardio_fit ).margin( 2 ) );
CHECK( running_steps( they ) == Approx( expect_run_tiles ).margin( 3 ) );
}
}
// Baseline character with default attributes and no traits
TEST_CASE( "base_cardio", "[cardio][base]" )
{
verify_default_cardio_options();
Character &they = get_player_character();
clear_map();
clear_avatar();
// Ensure no initial effects that would affect cardio
REQUIRE( they.get_lifestyle() == 0 );
REQUIRE( static_cast<int>( they.get_skill_level( skill_swimming ) ) == 0 );
// Ensure starting cardio are what we expect
REQUIRE( they.get_cardiofit() == 1000 );
SECTION( "Base character with no traits" ) {
// pre-Cardio, could run 96 steps
// post-Cardio, can run 84 steps in-game, test case reached 87
// correctly counting moves/steps instead of turns, test case reaches 83
check_trait_cardio_stamina_run( they, "", base_cardio, base_stamina, 83 );
}
}
// Trait Modifiers
// ---------------
// Mutations/traits can influence cardio fitness level in a two ways:
//
// Some traits affect cardio fitness directly:
//
// - cardio_multiplier: Multiplies maximum cardio
// - Languorous: Bad cardio, less total stamina
// - Indefatigable, Hyperactive: Good cardio, more total stamina
//
// Some traits affect stamina regen and total running distance without affecting cardio:
//
// - stamina_regen_modifier
// - Fast Metabolism, Persistence Hunter: Increased stamina regeneration
//
TEST_CASE( "cardio_is_and_is_not_affected_by_certain_traits", "[cardio][traits]" )
{
verify_default_cardio_options();
Character &they = get_player_character();
clear_map();
clear_avatar();
// Ensure no initial effects that would affect cardio
REQUIRE( they.get_lifestyle() == 0 );
REQUIRE( static_cast<int>( they.get_skill_level( skill_swimming ) ) == 0 );
// Ensure starting cardio are what we expect
REQUIRE( they.get_cardiofit() == 1000 );
SECTION( "Base character with no traits" ) {
// pre-Cardio, could run 96 steps
check_trait_cardio_stamina_run( they, "", base_cardio, base_stamina, 81 );
}
// Body Size has no effect on running distance.
SECTION( "Traits affecting body size" ) {
check_trait_cardio_stamina_run( they, "SMALL2", base_cardio, base_stamina, 81 );
check_trait_cardio_stamina_run( they, "SMALL", base_cardio, base_stamina, 81 );
check_trait_cardio_stamina_run( they, "LARGE", base_cardio, base_stamina, 81 );
check_trait_cardio_stamina_run( they, "HUGE", base_cardio, base_stamina, 81 );
}
SECTION( "Traits with cardio_multiplier" ) {
// These traits were formerly implemented by max_stamina_modifier, which multiplied
// maximum stamina. Now that cardio fitness is actually implemented, these traits
// directly affect total cardio fitness, and thus maximum stamina (and running distance).
// Languorous
check_trait_cardio_stamina_run( they, "BADCARDIO", 0.7 * base_cardio, 7000, 66 );
// Indefatigable
check_trait_cardio_stamina_run( they, "GOODCARDIO", 1.3 * base_cardio, 10000, 103 );
// Hyperactive
check_trait_cardio_stamina_run( they, "GOODCARDIO2", 1.6 * base_cardio, 11500, 121 );
}
SECTION( "Traits with metabolism_modifier AND stamina_regen_modifier" ) {
// Fast Metabolism
check_trait_cardio_stamina_run( they, "HUNGER", base_cardio, base_stamina, 83 );
// Very Fast Metabolism
check_trait_cardio_stamina_run( they, "HUNGER2", base_cardio, base_stamina, 85 );
// Extreme Metabolism
check_trait_cardio_stamina_run( they, "HUNGER3", base_cardio, base_stamina, 88 );
}
SECTION( "Traits with ONLY stamina_regen_modifier" ) {
check_trait_cardio_stamina_run( they, "PERSISTENCE_HUNTER", base_cardio, base_stamina, 83 );
check_trait_cardio_stamina_run( they, "PERSISTENCE_HUNTER2", base_cardio, base_stamina, 84 );
}
SECTION( "Traits with ONLY metabolism_modifier" ) {
check_trait_cardio_stamina_run( they, "COLDBLOOD", base_cardio, base_stamina, 81 );
check_trait_cardio_stamina_run( they, "COLDBLOOD2", base_cardio, base_stamina, 81 );
check_trait_cardio_stamina_run( they, "COLDBLOOD3", base_cardio, base_stamina, 81 );
check_trait_cardio_stamina_run( they, "COLDBLOOD4", base_cardio, base_stamina, 81 );
check_trait_cardio_stamina_run( they, "LIGHTEATER", base_cardio, base_stamina, 81 );
check_trait_cardio_stamina_run( they, "MET_RAT", base_cardio, base_stamina, 81 );
}
}
TEST_CASE( "cardio_affects_stamina_regeneration", "[cardio][stamina]" )
{
// With baseline cardio, stamina regen is X
// With low cardio, stamina regen is X--
// With high cardio, stamina regen is X++
}
TEST_CASE( "cardio_affects_weariness", "[cardio][weariness]" )
{
// Weariness threshold is 1/2 cardio
}
TEST_CASE( "cardio_is_affected_by_activity_level_each_day", "[cardio][activity]" )
{
// When activity increases, cardio goes up
// When activity decreases, cardio goes down
// When activity stays the same, cardio stays the same
// Given a starting character
// When they get no exercise for a week
// Then their cardio should decrease slightly
// When they get moderate exercise for a week
// Then their cardio should increase slightly
}
TEST_CASE( "cardio_is_not_affected_by_character_height", "[cardio][height]" )
{
verify_default_cardio_options();
Character &they = get_player_character();
clear_avatar();
REQUIRE( they.size_class == creature_size::medium );
SECTION( "No difference in cardio between heights" ) {
they.set_base_height( Character::default_height( they.size_class ) );
CHECK( they.get_cardiofit() == base_cardio );
they.set_base_height( Character::max_height( they.size_class ) );
CHECK( they.get_cardiofit() == base_cardio );
they.set_base_height( Character::min_height( they.size_class ) );
CHECK( they.get_cardiofit() == base_cardio );
}
}
TEST_CASE( "cardio_is_affected_by_character_weight", "[cardio][weight]" )
{
// Underweight, overweight
}
TEST_CASE( "cardio_is_affected_by_character_health", "[cardio][health]" )
{
verify_default_cardio_options();
Character &they = get_player_character();
clear_avatar();
SECTION( "Hidden health stat adds directly to cardio fitness" ) {
they.set_lifestyle( 0 );
CHECK( they.get_cardiofit() == base_cardio );
they.set_lifestyle( 200 );
CHECK( they.get_cardiofit() == static_cast<int>( base_cardio * 1.20f ) );
they.set_lifestyle( -200 );
CHECK( they.get_cardiofit() == static_cast<int>( base_cardio * 0.60f ) );
}
}
TEST_CASE( "cardio_is_affected_by_athletics_skill", "[cardio][athletics]" )
{
verify_default_cardio_options();
Character &they = get_player_character();
clear_avatar();
SECTION( "Athletics skill adds 10 per level to cardio fitness" ) {
they.set_skill_level( skill_swimming, 0 );
CHECK( they.get_cardiofit() == base_cardio );
they.set_skill_level( skill_swimming, 1 );
CHECK( they.get_cardiofit() == static_cast<int>( base_cardio * 1.01f ) );
they.set_skill_level( skill_swimming, 2 );
CHECK( they.get_cardiofit() == static_cast<int>( base_cardio * 1.02f ) );
they.set_skill_level( skill_swimming, 3 );
CHECK( they.get_cardiofit() == static_cast<int>( base_cardio * 1.03f ) );
they.set_skill_level( skill_swimming, 4 );
CHECK( they.get_cardiofit() == static_cast<int>( base_cardio * 1.04f ) );
they.set_skill_level( skill_swimming, 5 );
CHECK( they.get_cardiofit() == static_cast<int>( base_cardio * 1.05f ) );
they.set_skill_level( skill_swimming, 6 );
CHECK( they.get_cardiofit() == static_cast<int>( base_cardio * 1.06f ) );
they.set_skill_level( skill_swimming, 7 );
CHECK( they.get_cardiofit() == static_cast<int>( base_cardio * 1.07f ) );
they.set_skill_level( skill_swimming, 8 );
CHECK( they.get_cardiofit() == static_cast<int>( base_cardio * 1.08f ) );
they.set_skill_level( skill_swimming, 9 );
CHECK( they.get_cardiofit() == static_cast<int>( base_cardio * 1.09f ) );
they.set_skill_level( skill_swimming, 10 );
CHECK( they.get_cardiofit() == static_cast<int>( base_cardio * 1.10f ) );
}
}
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