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#include <list>
#include <memory>
#include "calendar.h"
#include "cata_catch.h"
#include "character.h"
#include "flag.h"
#include "game.h"
#include "item.h"
#include "lightmap.h"
#include "map.h"
#include "map_helpers.h"
#include "options_helpers.h"
#include "player_helpers.h"
#include "type_id.h"
static const efftype_id effect_boomered( "boomered" );
static const efftype_id effect_darkness( "darkness" );
static const trait_id trait_MYOPIC( "MYOPIC" );
static const trait_id trait_URSINE_EYE( "URSINE_EYE" );
// Tests of Character vision and sight
//
// Functions tested:
// Character::recalc_sight_limits
// Character::unimpaired_range
// Character::sight_impaired
// Character::fine_detail_vision_mod
//
// Other related / supporting functions:
// game::reset_light_level
// game::is_in_sunlight
// map::build_map_cache
// map::ambient_light_at
// Character::fine_detail_vision_mod() returns a floating-point number that acts as a multiplier for
// the time taken to perform tasks that require detail vision. 1.0 is ideal lighting conditions,
// while greater than 4.0 means these activities cannot be performed at all.
//
// According to the function docs:
// Returned values range from 1.0 (unimpeded vision) to 11.0 (totally blind).
// 1.0 is LIGHT_AMBIENT_LIT or brighter
// 4.0 is a dark clear night, barely bright enough for reading and crafting
// 6.0 is LIGHT_AMBIENT_DIM
// 7.3 is LIGHT_AMBIENT_MINIMAL, a dark cloudy night, unlit indoors
// 11.0 is zero light or blindness
//
// TODO: Test 'pos' (position) parameter to fine_detail_vision_mod
//
TEST_CASE( "light_and_fine_detail_vision_mod", "[character][sight][light][vision]" )
{
Character &dummy = get_player_character();
map &here = get_map();
clear_avatar();
clear_map();
g->reset_light_level();
scoped_weather_override weather_clear( WEATHER_CLEAR );
SECTION( "full daylight" ) {
// Set clock to noon
calendar::turn = calendar::turn_zero + 9_hours + 30_minutes;
// Build map cache including lightmap
here.build_map_cache( 0, false );
REQUIRE( g->is_in_sunlight( dummy.pos() ) );
// ambient_light_at is ~100.0 at this time of day (this fails if lightmap cache is not built)
REQUIRE( here.ambient_light_at( dummy.pos() ) == Approx( 100.0f ).margin( 1 ) );
// 1.0 is LIGHT_AMBIENT_LIT or brighter
CHECK( dummy.fine_detail_vision_mod() == Approx( 1.0f ) );
}
SECTION( "wielding a bright lamp" ) {
item lamp( "atomic_lamp" );
dummy.wield( lamp );
REQUIRE( dummy.active_light() == Approx( 15.0f ) );
// 1.0 is LIGHT_AMBIENT_LIT or brighter
CHECK( dummy.fine_detail_vision_mod() == Approx( 1.0f ) );
}
// TODO:
// 4.0 is a dark clear night, barely bright enough for reading and crafting
// 6.0 is LIGHT_AMBIENT_DIM
SECTION( "midnight with a new moon" ) {
// yes, surprisingly, we need to test for this
tripoint const z_shift = GENERATE( tripoint_above, tripoint_zero );
dummy.setpos( dummy.pos() + z_shift );
CAPTURE( z_shift );
calendar::turn = calendar::turn_zero;
here.build_map_cache( 0, false );
REQUIRE_FALSE( g->is_in_sunlight( dummy.pos() ) );
REQUIRE( here.ambient_light_at( dummy.pos() ) == Approx( LIGHT_AMBIENT_MINIMAL ) );
// 7.3 is LIGHT_AMBIENT_MINIMAL, a dark cloudy night, unlit indoors
CHECK( dummy.fine_detail_vision_mod() == Approx( 7.3f ) );
dummy.setpos( dummy.pos() - z_shift );
}
SECTION( "blindfolded" ) {
dummy.wear_item( item( "blindfold" ) );
REQUIRE( dummy.worn_with_flag( flag_BLIND ) );
// 11.0 is zero light or blindness
CHECK( dummy.fine_detail_vision_mod() == Approx( 11.0f ) );
}
}
TEST_CASE( "npc_light_and_fine_detail_vision_mod", "[character][npc][sight][light][vision]" )
{
Character &u = get_player_character();
standard_npc n( "Mr. Testerman" );
n.set_body();
clear_avatar();
clear_map();
tripoint const u_shift = GENERATE( tripoint_zero, tripoint_above );
CAPTURE( u_shift );
u.setpos( u.pos() + u_shift );
scoped_weather_override weather_clear( WEATHER_CLEAR );
restore_on_out_of_scope<bool> restore_fov_3d( fov_3d );
restore_on_out_of_scope<int> restore_fov_3d_z_range( fov_3d_z_range );
time_point time_dst;
float expected_vision{};
if( GENERATE( true, false ) ) {
time_dst = calendar::turn - time_past_midnight( calendar::turn ) + 12_hours;
CAPTURE( "daylight" );
expected_vision = 1.0;
} else {
time_dst = calendar::turn - time_past_midnight( calendar::turn );
CAPTURE( "darkness" );
expected_vision = 7.3;
}
SECTION( "3d fov off" ) {
fov_3d = false;
set_time( time_dst );
REQUIRE( u.fine_detail_vision_mod() == expected_vision );
SECTION( "NPC on same z-level" ) {
n.setpos( u.pos() + tripoint_east );
CHECK( n.fine_detail_vision_mod() == u.fine_detail_vision_mod() );
}
SECTION( "NPC on a different z-level" ) {
n.setpos( u.pos() + tripoint_above );
CHECK( n.fine_detail_vision_mod() == Approx( 1.0 ) ); // light not calculated
}
}
SECTION( "3d fov on" ) {
fov_3d = true;
fov_3d_z_range = 2;
set_time( time_dst );
REQUIRE( u.fine_detail_vision_mod() == expected_vision );
SECTION( "NPC on same z-level" ) {
n.setpos( u.pos() + tripoint_east );
CHECK( n.fine_detail_vision_mod() == u.fine_detail_vision_mod() );
}
SECTION( "NPC on a different z-level, but in 3d fov range" ) {
n.setpos( u.pos() + tripoint_above );
CHECK( n.fine_detail_vision_mod() == u.fine_detail_vision_mod() );
}
SECTION( "NPC on a different z-level, outside of 3d fov range" ) {
n.setpos( u.pos() + tripoint{ 0, 0, fov_3d_z_range + 1 } );
CHECK( n.fine_detail_vision_mod() == Approx( 1.0 ) ); // light not calculated
}
}
}
// Sight limits
//
// Character::unimpaired_range() returns the maximum sight range, factoring in the effects of
// clothing (blindfold or corrective lenses), mutations (nearsightedness or ursine eyes), effects
// (boomered or darkness), or being underwater without suitable eye protection.
//
// Character::sight_impaired() returns true if sight is thus restricted.
//
TEST_CASE( "character_sight_limits", "[character][sight][vision]" )
{
Character &dummy = get_player_character();
map &here = get_map();
clear_avatar();
clear_map();
g->reset_light_level();
scoped_weather_override weather_clear( WEATHER_CLEAR );
GIVEN( "it is midnight with a new moon" ) {
calendar::turn = calendar::turn_zero;
here.build_map_cache( 0, false );
REQUIRE_FALSE( g->is_in_sunlight( dummy.pos() ) );
THEN( "sight limit is 60 tiles away" ) {
dummy.recalc_sight_limits();
CHECK( dummy.unimpaired_range() == 60 );
}
}
WHEN( "blindfolded" ) {
dummy.wear_item( item( "blindfold" ) );
REQUIRE( dummy.worn_with_flag( flag_BLIND ) );
THEN( "impaired sight, with 0 tiles of range" ) {
dummy.recalc_sight_limits();
CHECK( dummy.sight_impaired() );
CHECK( dummy.unimpaired_range() == 0 );
}
}
WHEN( "boomered" ) {
dummy.add_effect( effect_boomered, 1_minutes );
REQUIRE( dummy.has_effect( effect_boomered ) );
THEN( "impaired sight, with 1 tile of range" ) {
dummy.recalc_sight_limits();
CHECK( dummy.sight_impaired() );
CHECK( dummy.unimpaired_range() == 1 );
}
}
WHEN( "nearsighted" ) {
dummy.toggle_trait( trait_MYOPIC );
REQUIRE( dummy.has_trait( trait_MYOPIC ) );
WHEN( "without glasses" ) {
dummy.clear_worn();
REQUIRE_FALSE( dummy.worn_with_flag( flag_FIX_NEARSIGHT ) );
THEN( "impaired sight, with 12 tiles of range" ) {
dummy.recalc_sight_limits();
CHECK( dummy.sight_impaired() );
CHECK( dummy.unimpaired_range() == 12 );
}
}
WHEN( "wearing glasses" ) {
dummy.wear_item( item( "glasses_eye" ) );
REQUIRE( dummy.worn_with_flag( flag_FIX_NEARSIGHT ) );
THEN( "unimpaired sight, with 60 tiles of range" ) {
dummy.recalc_sight_limits();
CHECK_FALSE( dummy.sight_impaired() );
CHECK( dummy.unimpaired_range() == 60 );
}
}
}
GIVEN( "darkness effect" ) {
dummy.add_effect( effect_darkness, 1_minutes );
REQUIRE( dummy.has_effect( effect_darkness ) );
THEN( "impaired sight, with 10 tiles of range" ) {
dummy.recalc_sight_limits();
CHECK( dummy.sight_impaired() );
CHECK( dummy.unimpaired_range() == 10 );
}
}
}
// Special case of impaired sight - URSINE_EYES mutation causes severely reduced daytime vision
// equivalent to being nearsighted, which can be corrected with glasses. However, they have a
// nighttime vision range that exceeds that of normal characters.
//
// unimpaired_range() returns the range the character can see clearly once all impairments
// have taken their effect.
//
// The sight_max computed by recalc_sight_limits does not include the Beer-Lambert light
// attenuation of a given light level; this is handled by sight_range(), which returns a value from
// [1 .. sight_max].
//
// FIXME: Rename unimpaired_range() to impaired_range()
// (it specifically includes all the things that impair visibility)
//
TEST_CASE( "ursine_vision", "[character][ursine][vision]" )
{
Character &dummy = get_player_character();
map &here = get_map();
clear_avatar();
clear_map();
g->reset_light_level();
scoped_weather_override weather_clear( WEATHER_CLEAR );
float light_here = 0.0f;
GIVEN( "character with ursine eyes and no eyeglasses" ) {
dummy.toggle_trait( trait_URSINE_EYE );
REQUIRE( dummy.has_trait( trait_URSINE_EYE ) );
dummy.clear_worn();
REQUIRE_FALSE( dummy.worn_with_flag( flag_FIX_NEARSIGHT ) );
WHEN( "under a new moon" ) {
calendar::turn = calendar::turn_zero;
here.build_map_cache( 0, false );
light_here = here.ambient_light_at( dummy.pos() );
REQUIRE( light_here == Approx( LIGHT_AMBIENT_MINIMAL ) );
THEN( "unimpaired sight, with 7 tiles of range" ) {
dummy.recalc_sight_limits();
CHECK_FALSE( dummy.sight_impaired() );
CHECK( dummy.unimpaired_range() == 60 );
CHECK( dummy.sight_range( light_here ) == 7 );
}
}
WHEN( "under a half moon" ) {
calendar::turn = calendar::turn_zero + 7_days;
here.build_map_cache( 0, false );
light_here = here.ambient_light_at( dummy.pos() );
REQUIRE( light_here == Approx( LIGHT_AMBIENT_DIM ).margin( 1.0f ) );
THEN( "unimpaired sight, with 8 tiles of range" ) {
dummy.recalc_sight_limits();
CHECK_FALSE( dummy.sight_impaired() );
CHECK( dummy.unimpaired_range() == 60 );
CHECK( dummy.sight_range( light_here ) == 8 );
}
}
WHEN( "under a full moon" ) {
calendar::turn = calendar::turn_zero + 14_days;
here.build_map_cache( 0, false );
light_here = here.ambient_light_at( dummy.pos() );
REQUIRE( light_here == Approx( 7 ) );
THEN( "unimpaired sight, with 27 tiles of range" ) {
dummy.recalc_sight_limits();
CHECK_FALSE( dummy.sight_impaired() );
CHECK( dummy.unimpaired_range() == 60 );
CHECK( dummy.sight_range( light_here ) == 18 );
}
}
WHEN( "under the noonday sun" ) {
calendar::turn = calendar::turn_zero + 9_hours + 30_minutes;
here.build_map_cache( 0, false );
light_here = here.ambient_light_at( dummy.pos() );
REQUIRE( g->is_in_sunlight( dummy.pos() ) );
REQUIRE( light_here == Approx( 100.0f ).margin( 1 ) );
THEN( "impaired sight, with 12 tiles of range" ) {
dummy.recalc_sight_limits();
CHECK( dummy.sight_impaired() );
CHECK( dummy.unimpaired_range() == 12 );
CHECK( dummy.sight_range( light_here ) == 12 );
}
// Glasses can correct Ursine Vision in bright light
AND_WHEN( "wearing glasses" ) {
dummy.wear_item( item( "glasses_eye" ) );
REQUIRE( dummy.worn_with_flag( flag_FIX_NEARSIGHT ) );
THEN( "unimpaired sight, with 87 tiles of range" ) {
dummy.recalc_sight_limits();
CHECK_FALSE( dummy.sight_impaired() );
CHECK( dummy.unimpaired_range() == 60 );
CHECK( dummy.sight_range( light_here ) == 87 );
}
}
}
}
}
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