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#include <algorithm>
#include <climits>
#include <functional>
#include <list>
#include <map>
#include <memory>
#include <optional>
#include <set>
#include <sstream>
#include <string>
#include <utility>
#include <vector>
#include "activity_type.h"
#include "avatar.h"
#include "calendar.h"
#include "cata_utility.h"
#include "cata_catch.h"
#include "character.h"
#include "game.h"
#include "inventory.h"
#include "item.h"
#include "itype.h"
#include "map.h"
#include "map_helpers.h"
#include "npc.h"
#include "pimpl.h"
#include "player_activity.h"
#include "player_helpers.h"
#include "pocket_type.h"
#include "point.h"
#include "recipe.h"
#include "recipe_dictionary.h"
#include "requirements.h"
#include "ret_val.h"
#include "skill.h"
#include "temp_crafting_inventory.h"
#include "type_id.h"
#include "value_ptr.h"
#include "veh_appliance.h"
#include "veh_type.h"
#include "vehicle.h"
static const activity_id ACT_CRAFT( "ACT_CRAFT" );
static const flag_id json_flag_ITEM_BROKEN( "ITEM_BROKEN" );
static const flag_id json_flag_USE_UPS( "USE_UPS" );
static const itype_id itype_awl_bone( "awl_bone" );
static const itype_id itype_candle( "candle" );
static const itype_id itype_cash_card( "cash_card" );
static const itype_id itype_charcoal( "charcoal" );
static const itype_id itype_chisel( "chisel" );
static const itype_id itype_fake_anvil( "fake_anvil" );
static const itype_id itype_hacksaw( "hacksaw" );
static const itype_id itype_hammer( "hammer" );
static const itype_id itype_kevlar_shears( "kevlar_shears" );
static const itype_id itype_pockknife( "pockknife" );
static const itype_id itype_sewing_kit( "sewing_kit" );
static const itype_id itype_sheet_cotton( "sheet_cotton" );
static const itype_id itype_test_cracklins( "test_cracklins" );
static const itype_id itype_test_gum( "test_gum" );
static const itype_id itype_thread( "thread" );
static const itype_id itype_water( "water" );
static const itype_id itype_water_clean( "water_clean" );
static const itype_id itype_water_faucet( "water_faucet" );
static const morale_type morale_food_good( "morale_food_good" );
static const proficiency_id proficiency_prof_carving( "prof_carving" );
static const quality_id qual_ANVIL( "ANVIL" );
static const quality_id qual_BOIL( "BOIL" );
static const quality_id qual_CHISEL( "CHISEL" );
static const quality_id qual_CUT( "CUT" );
static const quality_id qual_FABRIC_CUT( "FABRIC_CUT" );
static const quality_id qual_HAMMER( "HAMMER" );
static const quality_id qual_LEATHER_AWL( "LEATHER_AWL" );
static const quality_id qual_SAW_M( "SAW_M" );
static const quality_id qual_SEW( "SEW" );
static const recipe_id recipe_2byarm_guard( "2byarm_guard" );
static const recipe_id recipe_armguard_acidchitin( "armguard_acidchitin" );
static const recipe_id recipe_armguard_chitin( "armguard_chitin" );
static const recipe_id recipe_armguard_larmor( "armguard_larmor" );
static const recipe_id recipe_armguard_lightplate( "armguard_lightplate" );
static const recipe_id recipe_armguard_metal( "armguard_metal" );
static const recipe_id recipe_balclava( "balclava" );
static const recipe_id recipe_blanket( "blanket" );
static const recipe_id recipe_brew_mead( "brew_mead" );
static const recipe_id recipe_brew_rum( "brew_rum" );
static const recipe_id recipe_carver_off( "carver_off" );
static const recipe_id recipe_cudgel_simple( "cudgel_simple" );
static const recipe_id recipe_cudgel_slow( "cudgel_slow" );
static const recipe_id recipe_dry_meat( "dry_meat" );
static const recipe_id recipe_fishing_hook_basic( "fishing_hook_basic" );
static const recipe_id recipe_helmet_kabuto( "helmet_kabuto" );
static const recipe_id recipe_helmet_scavenger( "helmet_scavenger" );
static const recipe_id recipe_leather_belt( "leather_belt" );
static const recipe_id recipe_longbow( "longbow" );
static const recipe_id recipe_macaroni_cooked( "macaroni_cooked" );
static const recipe_id recipe_magazine_battery_light_mod( "magazine_battery_light_mod" );
static const recipe_id recipe_makeshift_funnel( "makeshift_funnel" );
static const recipe_id recipe_sushi_rice( "sushi_rice" );
static const recipe_id recipe_test_tallow( "test_tallow" );
static const recipe_id recipe_test_tallow2( "test_tallow2" );
static const recipe_id recipe_test_waist_apron_long( "test_waist_apron_long" );
static const recipe_id
recipe_test_waist_apron_long_pink_apron_cotton( "test_waist_apron_long_pink_apron_cotton" );
static const recipe_id recipe_vambrace_larmor( "vambrace_larmor" );
static const recipe_id recipe_water_clean( "water_clean" );
static const skill_id skill_fabrication( "fabrication" );
static const skill_id skill_survival( "survival" );
static const trait_id trait_DEBUG_CNF( "DEBUG_CNF" );
static const vpart_id vpart_ap_test_storage_battery( "ap_test_storage_battery" );
static const vpart_id vpart_water_faucet( "water_faucet" );
static const vproto_id vehicle_prototype_test_rv( "test_rv" );
TEST_CASE( "recipe_subset" )
{
recipe_subset subset;
REQUIRE( subset.size() == 0 );
GIVEN( "a recipe of rum" ) {
const recipe *r = &recipe_brew_rum.obj();
WHEN( "the recipe is included" ) {
subset.include( r );
THEN( "it's in the subset" ) {
CHECK( subset.size() == 1 );
CHECK( subset.contains( r ) );
}
THEN( "it has its default difficulty" ) {
CHECK( subset.get_custom_difficulty( r ) == r->difficulty );
}
THEN( "it's in the right category" ) {
const auto cat_recipes( subset.in_category( "CC_FOOD" ) );
CHECK( cat_recipes.size() == 1 );
CHECK( std::find( cat_recipes.begin(), cat_recipes.end(), r ) != cat_recipes.end() );
}
THEN( "it uses clean water" ) {
const auto &comp_recipes( subset.of_component( itype_water_clean ) );
CHECK( comp_recipes.size() == 1 );
CHECK( comp_recipes.find( r ) != comp_recipes.end() );
}
AND_WHEN( "the subset is cleared" ) {
subset.clear();
THEN( "it's no longer in the subset" ) {
CHECK( subset.size() == 0 );
CHECK_FALSE( subset.contains( r ) );
}
}
}
WHEN( "the recipe is included with higher difficulty" ) {
subset.include( r, r->difficulty + 1 );
THEN( "it's harder to perform" ) {
CHECK( subset.get_custom_difficulty( r ) == r->difficulty + 1 );
}
AND_WHEN( "it's included again with default difficulty" ) {
subset.include( r );
THEN( "it recovers its normal difficulty" ) {
CHECK( subset.get_custom_difficulty( r ) == r->difficulty );
}
}
AND_WHEN( "it's included again with lower difficulty" ) {
subset.include( r, r->difficulty - 1 );
THEN( "it becomes easier to perform" ) {
CHECK( subset.get_custom_difficulty( r ) == r->difficulty - 1 );
}
}
}
WHEN( "the recipe is included with lower difficulty" ) {
subset.include( r, r->difficulty - 1 );
THEN( "it's easier to perform" ) {
CHECK( subset.get_custom_difficulty( r ) == r->difficulty - 1 );
}
AND_WHEN( "it's included again with default difficulty" ) {
subset.include( r );
THEN( "it's still easier to perform" ) {
CHECK( subset.get_custom_difficulty( r ) == r->difficulty - 1 );
}
}
AND_WHEN( "it's included again with higher difficulty" ) {
subset.include( r, r->difficulty + 1 );
THEN( "it's still easier to perform" ) {
CHECK( subset.get_custom_difficulty( r ) == r->difficulty - 1 );
}
}
}
}
}
TEST_CASE( "available_recipes", "[recipes]" )
{
const recipe *r = &recipe_magazine_battery_light_mod.obj();
avatar dummy;
REQUIRE( static_cast<int>( dummy.get_skill_level( r->skill_used ) ) == 0 );
REQUIRE_FALSE( dummy.knows_recipe( r ) );
REQUIRE( r->skill_used );
GIVEN( "a recipe that can be automatically learned" ) {
WHEN( "the player has lower skill" ) {
for( const std::pair<const skill_id, int> &skl : r->required_skills ) {
dummy.set_skill_level( skl.first, skl.second - 1 );
dummy.set_knowledge_level( skl.first, skl.second - 1 );
}
THEN( "he can't craft it" ) {
CHECK_FALSE( dummy.knows_recipe( r ) );
}
}
WHEN( "the player has just the skill that's required" ) {
dummy.set_skill_level( r->skill_used, r->difficulty );
for( const std::pair<const skill_id, int> &skl : r->required_skills ) {
dummy.set_skill_level( skl.first, skl.second );
dummy.set_knowledge_level( skl.first, skl.second );
}
THEN( "he can craft it now!" ) {
CHECK( dummy.knows_recipe( r ) );
AND_WHEN( "his skill rusts" ) {
dummy.set_skill_level( r->skill_used, 0 );
for( const std::pair<const skill_id, int> &skl : r->required_skills ) {
dummy.set_skill_level( skl.first, 0 );
}
THEN( "he still remembers how to craft it" ) {
CHECK( dummy.knows_recipe( r ) );
}
}
}
}
}
GIVEN( "an appropriate book" ) {
dummy.worn.wear_item( dummy, item( "backpack" ), false, false );
item_location craftbook = dummy.i_add( item( "manual_electronics" ) );
REQUIRE( craftbook->is_book() );
REQUIRE_FALSE( craftbook->type->book->recipes.empty() );
REQUIRE_FALSE( dummy.knows_recipe( r ) );
WHEN( "the player read it and has an appropriate skill" ) {
dummy.identify( *craftbook );
dummy.set_knowledge_level( r->skill_used, 2 );
// Secondary skills are just set to be what the autolearn requires
// but the primary is not
for( const std::pair<const skill_id, int> &skl : r->required_skills ) {
dummy.set_knowledge_level( skl.first, skl.second );
}
AND_WHEN( "he searches for the recipe in the book" ) {
THEN( "he finds it!" ) {
dummy.invalidate_crafting_inventory();
CHECK( dummy.get_recipes_from_books( dummy.crafting_inventory() ).contains( r ) );
}
THEN( "it's easier in the book" ) {
dummy.invalidate_crafting_inventory();
CHECK( dummy.get_recipes_from_books( dummy.crafting_inventory() ).get_custom_difficulty( r ) == 2 );
}
THEN( "he still hasn't the recipe memorized" ) {
CHECK_FALSE( dummy.knows_recipe( r ) );
}
}
AND_WHEN( "he gets rid of the book" ) {
craftbook.remove_item();
THEN( "he can't brew the recipe anymore" ) {
dummy.invalidate_crafting_inventory();
CHECK_FALSE( dummy.get_recipes_from_books( dummy.crafting_inventory() ).contains( r ) );
}
}
}
}
GIVEN( "an eink pc with a sushi recipe" ) {
const recipe *r2 = &recipe_id( recipe_sushi_rice ).obj();
dummy.worn.wear_item( dummy, item( "backpack" ), false, false );
item_location eink = dummy.i_add( item( "eink_tablet_pc" ) );
eink->set_var( "EIPC_RECIPES", ",sushi_rice," );
REQUIRE_FALSE( dummy.knows_recipe( r2 ) );
WHEN( "the player holds it and has an appropriate skill" ) {
dummy.set_knowledge_level( r2->skill_used, 2 );
AND_WHEN( "he searches for the recipe in the tablet" ) {
THEN( "he finds it!" ) {
dummy.invalidate_crafting_inventory();
CHECK( dummy.get_recipes_from_books( dummy.crafting_inventory() ).contains( r2 ) );
}
THEN( "he still hasn't the recipe memorized" ) {
CHECK_FALSE( dummy.knows_recipe( r2 ) );
}
}
AND_WHEN( "he gets rid of the tablet" ) {
eink.remove_item();
THEN( "he can't make the recipe anymore" ) {
dummy.invalidate_crafting_inventory();
CHECK_FALSE( dummy.get_recipes_from_books( dummy.crafting_inventory() ).contains( r2 ) );
}
}
}
}
}
// This crashes subsequent testcases for some reason.
TEST_CASE( "crafting_with_a_companion", "[.]" )
{
const recipe *r = &recipe_brew_mead.obj();
avatar dummy;
REQUIRE( static_cast<int>( dummy.get_skill_level( r->skill_used ) ) == 0 );
REQUIRE_FALSE( dummy.knows_recipe( r ) );
REQUIRE( r->skill_used );
GIVEN( "a companion who can help with crafting" ) {
standard_npc who( "helper" );
who.set_attitude( NPCATT_FOLLOW );
who.spawn_at_omt( tripoint_abs_omt( tripoint_zero ) );
g->load_npcs();
CHECK( !dummy.in_vehicle );
dummy.setpos( who.pos() );
const auto helpers( dummy.get_crafting_helpers() );
REQUIRE( std::find( helpers.begin(), helpers.end(), &who ) != helpers.end() );
dummy.invalidate_crafting_inventory();
REQUIRE_FALSE( dummy.get_available_recipes( dummy.crafting_inventory(), &helpers ).contains( r ) );
REQUIRE_FALSE( who.knows_recipe( r ) );
WHEN( "you have the required skill" ) {
dummy.set_skill_level( r->skill_used, r->difficulty );
AND_WHEN( "he knows the recipe" ) {
who.learn_recipe( r );
THEN( "he helps you" ) {
dummy.invalidate_crafting_inventory();
CHECK( dummy.get_available_recipes( dummy.crafting_inventory(), &helpers ).contains( r ) );
}
}
AND_WHEN( "he has the cookbook in his inventory" ) {
item_location cookbook = who.i_add( item( "brewing_cookbook" ) );
REQUIRE( cookbook->is_book() );
REQUIRE_FALSE( cookbook->type->book->recipes.empty() );
THEN( "he shows it to you" ) {
dummy.invalidate_crafting_inventory();
CHECK( dummy.get_available_recipes( dummy.crafting_inventory(), &helpers ).contains( r ) );
}
}
}
}
}
static void give_tools( const std::vector<item> &tools, const bool plug_in )
{
Character &player_character = get_player_character();
player_character.clear_worn();
player_character.calc_encumbrance();
player_character.inv->clear();
player_character.remove_weapon();
const item backpack( "debug_backpack" );
player_character.worn.wear_item( player_character, backpack, false, false );
std::vector<item> boil;
for( const item &gear : tools ) {
if( gear.get_quality( qual_BOIL, false ) == 0 ) {
item_location added_tool = player_character.i_add( gear );
REQUIRE( added_tool );
if( plug_in && added_tool->can_link_up() ) {
added_tool->link = cata::make_value<item::link_data>();
added_tool->link->t_state = link_state::vehicle_port;
added_tool->link->t_abs_pos = get_map().getglobal( player_character.pos() + tripoint_north );
added_tool->link->last_processed = calendar::turn;
added_tool->link->t_veh_safe = get_map().veh_at( player_character.pos() +
tripoint_north )->vehicle().get_safe_reference();
added_tool->set_link_traits();
REQUIRE( added_tool->link->t_veh_safe );
}
} else {
boil.emplace_back( gear );
}
}
// add BOIL tools later so that they don't contain anything
for( const item &gear : boil ) {
REQUIRE( player_character.i_add( gear ) );
}
player_character.invalidate_crafting_inventory();
}
static int apply_offset( int skill, int offset )
{
return clamp( skill + offset, 0, MAX_SKILL );
}
static void grant_skills_to_character( Character &you, const recipe &r, int offset )
{
// Ensure adequate skill for all "required" skills
for( const std::pair<const skill_id, int> &skl : r.required_skills ) {
you.set_skill_level( skl.first, apply_offset( skl.second, offset ) );
you.set_knowledge_level( skl.first, apply_offset( skl.second, offset ) );
}
// and just in case "used" skill difficulty is higher, set that too
int value = apply_offset( std::max( r.difficulty,
static_cast<int>( you.get_skill_level( r.skill_used ) ) ), offset );
you.set_skill_level( r.skill_used, value );
you.set_knowledge_level( r.skill_used, value );
}
static void grant_profs_to_character( Character &you, const recipe &r )
{
for( const recipe_proficiency &rprof : r.proficiencies ) {
you.add_proficiency( rprof.id, true );
}
}
static void prep_craft( const recipe_id &rid, const std::vector<item> &tools,
bool expect_craftable, int offset = 0, bool grant_profs = false, bool plug_in_tools = true )
{
clear_avatar();
clear_map();
const tripoint test_origin( 60, 60, 0 );
Character &player_character = get_player_character();
player_character.toggle_trait( trait_DEBUG_CNF );
player_character.setpos( test_origin );
const recipe &r = rid.obj();
grant_skills_to_character( player_character, r, offset );
if( grant_profs ) {
grant_profs_to_character( player_character, r );
}
const tripoint battery_pos = test_origin + tripoint_north;
std::optional<item> battery_item( "test_storage_battery" );
place_appliance( battery_pos, vpart_ap_test_storage_battery, battery_item );
give_tools( tools, plug_in_tools );
const inventory &crafting_inv = player_character.crafting_inventory();
bool can_craft_with_crafting_inv = r.deduped_requirements()
.can_make_with_inventory( crafting_inv, r.get_component_filter() );
const std::string missing_alt_reqs = enumerate_as_string( r.deduped_requirements().alternatives(),
[]( const requirement_data & rd ) {
return string_format( "req id: '%s' missing: %s", rd.id().str(), rd.list_missing() );
} );
CAPTURE( missing_alt_reqs );
REQUIRE( can_craft_with_crafting_inv == expect_craftable );
bool can_craft_with_temp_inv = r.deduped_requirements()
.can_make_with_inventory( temp_crafting_inventory( crafting_inv ), r.get_component_filter() );
REQUIRE( can_craft_with_temp_inv == expect_craftable );
}
static time_point midnight = calendar::turn_zero + 0_hours;
static time_point midday = calendar::turn_zero + 12_hours;
static void setup_test_craft( const recipe_id &rid )
{
set_time( midday ); // Ensure light for crafting
avatar &player_character = get_avatar();
const recipe &rec = rid.obj();
REQUIRE( player_character.morale_crafting_speed_multiplier( rec ) == 1.0 );
REQUIRE( player_character.lighting_craft_speed_multiplier( rec ) == 1.0 );
REQUIRE( !player_character.activity );
// This really shouldn't be needed, but for some reason the tests fail for mingw builds without it
player_character.learn_recipe( &rec );
const inventory &inv = player_character.crafting_inventory();
REQUIRE( player_character.has_recipe( &rec, inv, player_character.get_crafting_helpers() ) );
player_character.remove_weapon();
REQUIRE( !player_character.is_armed() );
player_character.make_craft( rid, 1 );
REQUIRE( player_character.activity );
REQUIRE( player_character.activity.id() == ACT_CRAFT );
// Extra safety
item_location wielded = player_character.get_wielded_item();
REQUIRE( wielded );
}
// This tries to actually run the whole craft activity, which is more thorough,
// but slow
static int actually_test_craft( const recipe_id &rid, int interrupt_after_turns,
int skill_level = -1 )
{
setup_test_craft( rid );
avatar &player_character = get_avatar();
int turns = 0;
while( player_character.activity.id() == ACT_CRAFT ) {
if( turns >= interrupt_after_turns ||
( skill_level >= 0 &&
static_cast<int>( player_character.get_skill_level( rid->skill_used ) ) > skill_level ) ) {
set_time( midnight ); // Kill light to interrupt crafting
}
++turns;
player_character.moves = 100;
player_character.activity.do_turn( player_character );
if( turns % 60 == 0 ) {
player_character.update_mental_focus();
}
}
return turns;
}
static int test_craft_for_prof( const recipe_id &rid, const proficiency_id &prof,
float target_progress )
{
setup_test_craft( rid );
avatar &player_character = get_avatar();
int turns = 0;
while( player_character.activity.id() == ACT_CRAFT ) {
if( player_character.get_proficiency_practice( prof ) >= target_progress ) {
set_time( midnight );
}
player_character.moves = 100;
player_character.set_focus( 100 );
player_character.activity.do_turn( player_character );
++turns;
}
return turns;
}
// Test gaining proficiency by repeatedly crafting short recipe
TEST_CASE( "proficiency_gain_short_crafts", "[crafting][proficiency]" )
{
std::vector<item> tools = { item( "2x4" ) };
const recipe_id &rec = recipe_cudgel_simple;
prep_craft( rec, tools, true );
avatar &ch = get_avatar();
// Set skill above requirement so that skill training doesn't steal any focus
ch.set_skill_level( skill_fabrication, 1 );
REQUIRE( rec->get_skill_cap() < static_cast<int>( ch.get_skill_level( rec->skill_used ) ) );
REQUIRE( ch.get_proficiency_practice( proficiency_prof_carving ) == 0.0f );
int turns_taken = 0;
const int max_turns = 100'000;
float time_malus = rec->proficiency_time_maluses( ch );
// Proficiency progress is checked every 5% of craft progress, so up to 5% of one craft worth can be wasted depending on timing
// Rounding effects account for another tiny bit
time_duration overrun = time_duration::from_turns( 466 );
do {
turns_taken += test_craft_for_prof( rec, proficiency_prof_carving, 1.0f );
give_tools( tools, true );
// Escape door to avoid infinite loop if there is no progress
REQUIRE( turns_taken < max_turns );
} while( !ch.has_proficiency( proficiency_prof_carving ) );
time_duration expected_time = proficiency_prof_carving->time_to_learn() * time_malus + overrun;
CHECK( time_duration::from_turns( turns_taken ) == expected_time );
}
// Test gaining proficiency all at once after finishing 5% of a very long recipe
TEST_CASE( "proficiency_gain_long_craft", "[crafting][proficiency]" )
{
std::vector<item> tools = { item( "2x4" ) };
const recipe_id &rec = recipe_cudgel_slow;
prep_craft( rec, tools, true );
avatar &ch = get_avatar();
// Set skill above requirement so that skill training doesn't steal any focus
ch.set_skill_level( skill_fabrication, 1 );
REQUIRE( rec->get_skill_cap() < static_cast<int>( ch.get_skill_level( rec->skill_used ) ) );
REQUIRE( ch.get_proficiency_practice( proficiency_prof_carving ) == 0.0f );
test_craft_for_prof( rec, proficiency_prof_carving, 1.0f );
const item_location &craft = ch.get_wielded_item();
// Check exactly one 5% tick has passed
// 500k counter = 5% progress
// If counter is 0, this means the craft finished before we gained the proficiency
CHECK( craft->item_counter >= 500'000 );
CHECK( craft->item_counter < 501'000 );
}
static float craft_aggregate_fail_chance( const recipe_id &rid )
{
Character &player_character = get_player_character();
int fails = 0;
const int iterations = 100000;
for( int i = 0; i < iterations; ++i ) {
fails += player_character.crafting_success_roll( *rid ) < 1.f;
}
return 100.f * ( static_cast<float>( fails ) / iterations );
}
static std::pair<float, float> scen_fail_chance( const recipe_id &rid, int offset, bool has_profs )
{
clear_avatar();
avatar &player_character = get_avatar();
const recipe &rec = *rid;
grant_skills_to_character( player_character, rec, offset );
if( has_profs ) {
grant_profs_to_character( player_character, rec );
}
REQUIRE_FALSE( player_character.has_trait( trait_DEBUG_CNF ) );
return std::pair<float, float>( ( 1.f - player_character.recipe_success_chance( *rid ) ) * 100.f,
player_character.item_destruction_chance( *rid ) * 100.f );
}
TEST_CASE( "synthetic_recipe_fail_chances", "[synthetic][.][crafting]" )
{
std::vector<std::pair<int, bool>> scens = {
{ -MAX_SKILL, false },
{ -2, false },
{ -1, false },
{ -1, true },
{ 0, false },
{ 0, true },
{ 1, false },
{ 1, true },
{ 2, false },
{ 2, true }
};
for( const std::pair<int, bool> &scen : scens ) {
std::ofstream output;
std::string filename = string_format( "recipe_fails_skill%d_%s.csv", scen.first,
scen.second ? "has_profs" : "no_profs" );
output.open( filename );
REQUIRE( output.is_open() );
output << "Recipe,Minor Fail Chance,Catastrophic Fail Chance\n";
for( const std::pair<const recipe_id, recipe> &rec : recipe_dict ) {
std::pair<float, float> ret = scen_fail_chance( rec.first, scen.first, scen.second );
output << string_format( "%s,%g,%g\n", rec.first.str(), ret.first, ret.second );
}
std::cout << "Output written to " << filename << std::endl;
}
}
static void test_fail_scenario( const std::string &scen, const recipe_id &rid, int offset,
bool has_profs, float expected )
{
// In each of these, we modify the avatar, so make sure they start in a known state.
clear_avatar();
const recipe &rec = *rid;
Character &player_character = get_player_character();
// Grant the character skills and proficiencies as appropriate to the scenario
grant_skills_to_character( player_character, rec, offset );
if( has_profs ) {
grant_profs_to_character( player_character, rec );
}
INFO( rid.str() );
INFO( scen );
// If they have the trait that prevents crafting failures, this test would be a little pointless
REQUIRE_FALSE( player_character.has_trait( trait_DEBUG_CNF ) );
// Ensure that they either have the profs we gave them, or no profs.
if( has_profs ) {
for( const recipe_proficiency &prof : rec.proficiencies ) {
REQUIRE( player_character.has_proficiency( prof.id ) );
}
} else {
REQUIRE( player_character.known_proficiencies().empty() );
}
// The skills that the character is expected to have are the skills the recipes uses + the offset
std::map<skill_id, int> expected_skills = rec.required_skills;
INFO( string_format( "primary_skill: %s",
remove_color_tags( rec.primary_skill_string( player_character ) ) ) );
INFO( string_format( "required skills: %s",
remove_color_tags( rec.required_skills_string( player_character ) ) ) );
// In case the difficulty and required skills for the primary skill mismatch
expected_skills[rec.skill_used] = std::max( rec.difficulty, expected_skills[rec.skill_used] );
for( const std::pair<const skill_id, SkillLevel> &skill : player_character.get_all_skills() ) {
INFO( string_format( "skill %s: prac %d know %d", skill.first.str(), skill.second.level(),
skill.second.knowledgeLevel() ) );
// Only apply to skills that we expect to have a value
if( expected_skills.count( skill.first ) != 0 ) {
expected_skills[skill.first] = clamp( expected_skills[skill.first] + offset, 0, MAX_SKILL );
} else {
expected_skills[skill.first] = 0;
}
REQUIRE( skill.second.level() == expected_skills[skill.first] );
REQUIRE( skill.second.knowledgeLevel() == expected_skills[skill.first] );
}
// The chance of failing the craft based on doing the craft roll many times
float chance = craft_aggregate_fail_chance( rid );
// The chance of failing the craft as calculated by math
float calculated = ( 1.f - player_character.recipe_success_chance( rec ) ) * 100;
CHECK( chance == Approx( calculated ).margin( 1 ) );
CHECK( chance == Approx( expected ).margin( 1 ) );
}
static void test_chances_for( const recipe_id &rid, float none, float underskill, float matched,
float matched_profs, float overskill, float overskill_profs, float extra_overskill )
{
test_fail_scenario( "The character has no skills or proficiencies", rid, -MAX_SKILL, false, none );
test_fail_scenario( "The character is one level underskilled and lacks proficiencies", rid, -1,
false, underskill );
test_fail_scenario( "The character has appropriate skills but lacks proficiencies", rid, 0, false,
matched );
test_fail_scenario( "The character has appropriate skills and proficiencies", rid, 0, true,
matched_profs );
test_fail_scenario( "The character is one level overskilled and lacks proficiencies", rid, 1, false,
overskill );
test_fail_scenario( "The character is one level overskilled and has proficiencies", rid, 1, true,
overskill_profs );
test_fail_scenario( "The character is two levels overskilled and has proficiencies", rid, 2, true,
extra_overskill );
}
TEST_CASE( "crafting_failure_rates_match_calculated", "[crafting][random]" )
{
// NOLINTs to avoid very long variable names, and this test is meant for game (src) code more than tests
// NOLINTNEXTLINE(cata-static-string_id-constants
const recipe_id makeshift_crowbar( "makeshift_crowbar_test_no_tools" );
// NOLINTNEXTLINE(cata-static-string_id-constants
const recipe_id meat_cooked( "meat_cooked_test_no_tools" );
// NOLINTNEXTLINE(cata-static-string_id-constants
const recipe_id club_wooden_large( "club_wooden_large_test_no_tools" );
// NOLINTNEXTLINE(cata-static-string_id-constants
const recipe_id nailboard( "nailboard_test_no_tools" );
// NOLINTNEXTLINE(cata-static-string_id-constants
const recipe_id cudgel( "cudgel_test_no_tools" );
// NOLINTNEXTLINE(cata-static-string_id-constants
const recipe_id pumpkin_muffins( "pumpkin_muffins_test_no_tools" );
// NOLINTNEXTLINE(cata-static-string_id-constants
const recipe_id bp_40fmj( "bp_40fmj_test_no_tools" );
// NOLINTNEXTLINE(cata-static-string_id-constants
const recipe_id armor_qt_lightplate( "armor_qt_lightplate_test_no_tools" );
// Skill zero recipes
test_chances_for( makeshift_crowbar, 50.f, 50.f, 50.f, 50.f, 21.19f, 21.19f, 2.28f );
test_chances_for( meat_cooked, 50.f, 50.f, 50.f, 50.f, 21.19f, 21.19f, 2.28f );
test_chances_for( club_wooden_large, 50.f, 50.f, 50.f, 50.f, 21.19f, 21.19f, 2.28f );
test_chances_for( nailboard, 50.f, 50.f, 50.f, 50.f, 21.19f, 21.19f, 2.28f );
// Recipes requring various degrees of skill and proficiencies
test_chances_for( cudgel, 82.5, 72.f, 50.f, 50.f, 21.f, 21.f, 2.25 );
test_chances_for( pumpkin_muffins, 92.5, 82.f, 67.f, 50.f, 43.f, 21.f, 2.25 );
test_chances_for( bp_40fmj, 94.5, 79.f, 62.f, 50.f, 36.f, 21.f, 2.25 );
test_chances_for( armor_qt_lightplate, 98.f, 92.5, 89.f, 50.f, 81.f, 21.f, 2.25 );
}
TEST_CASE( "UPS_shows_as_a_crafting_component", "[crafting][ups]" )
{
avatar dummy;
clear_character( dummy );
dummy.worn.wear_item( dummy, item( "backpack" ), false, false );
item_location ups = dummy.i_add( item( "UPS_ON" ) );
item ups_mag( ups->magazine_default() );
ups_mag.ammo_set( ups_mag.ammo_default(), 500 );
ret_val<void> result = ups->put_in( ups_mag, pocket_type::MAGAZINE_WELL );
INFO( result.c_str() );
REQUIRE( result.success() );
REQUIRE( dummy.has_item( *ups ) );
REQUIRE( ups->ammo_remaining() == 500 );
REQUIRE( units::to_kilojoule( dummy.available_ups() ) == 500 );
}
TEST_CASE( "UPS_modded_tools", "[crafting][ups]" )
{
constexpr int ammo_count = 500;
bool const ups_on_ground = GENERATE( true, false );
CAPTURE( ups_on_ground );
avatar dummy;
clear_map();
clear_character( dummy );
tripoint const test_loc = dummy.pos();
dummy.worn.wear_item( dummy, item( "backpack" ), false, false );
item ups = GENERATE( item( "UPS_ON" ), item( "test_ups" ) );
CAPTURE( ups.typeId() );
item_location ups_loc;
if( ups_on_ground ) {
item &ups_on_map = get_map().add_item( test_loc, ups );
REQUIRE( !ups_on_map.is_null() );
ups_loc = item_location( map_cursor( test_loc ), &ups_on_map );
} else {
ups_loc = dummy.i_add( ups );
REQUIRE( dummy.has_item( *ups_loc ) );
}
item ups_mag( ups_loc->magazine_default() );
ups_mag.ammo_set( ups_mag.ammo_default(), ammo_count );
ret_val<void> result = ups_loc->put_in( ups_mag, pocket_type::MAGAZINE_WELL );
REQUIRE( result.success() );
item_location soldering_iron = dummy.i_add( item( "soldering_iron" ) );
item battery_ups( "battery_ups" );
ret_val<void> ret_solder = soldering_iron->put_in( battery_ups, pocket_type::MOD );
REQUIRE( ret_solder.success() );
REQUIRE( soldering_iron->has_flag( json_flag_USE_UPS ) );
REQUIRE( ups_loc->ammo_remaining() == ammo_count );
if( !ups_on_ground ) {
REQUIRE( dummy.charges_of( soldering_iron->typeId() ) == ammo_count );
}
REQUIRE( dummy.crafting_inventory().charges_of( soldering_iron->typeId() ) == ammo_count );
temp_crafting_inventory tinv;
tinv.add_all_ref( dummy );
if( ups_on_ground ) {
tinv.add_item_ref( *ups_loc );
}
REQUIRE( tinv.charges_of( soldering_iron->typeId() ) == ammo_count );
}
TEST_CASE( "tools_use_charge_to_craft", "[crafting][charge]" )
{
std::vector<item> tools;
GIVEN( "recipe and required tools/materials" ) {
recipe_id carver( "carver_off" );
// Uses fabrication skill
// Requires electronics 3
// Difficulty 4
// Learned from advanced_electronics or textbook_electronics
// Tools needed:
tools.emplace_back( "screwdriver" );
tools.emplace_back( "vac_mold" );
// Materials needed
tools.insert( tools.end(), 10, item( "solder_wire" ) );
tools.insert( tools.end(), 6, item( "plastic_chunk" ) );
tools.insert( tools.end(), 2, item( "blade" ) );
tools.insert( tools.end(), 5, item( "cable" ) );
tools.insert( tools.end(), 2, item( "polycarbonate_sheet" ) );
tools.insert( tools.end(), 1, item( "knife_paring" ) );
tools.emplace_back( "motor_micro" );
tools.emplace_back( "power_supply" );
tools.emplace_back( "scrap" );
// Charges needed to craft:
// - 10 charges of soldering iron
// - 20 charges of surface heat
WHEN( "each tool has enough charges" ) {
item popcan_stove = tool_with_ammo( "popcan_stove", 60 );
REQUIRE( popcan_stove.ammo_remaining() == 60 );
tools.push_back( popcan_stove );
item soldering = tool_with_ammo( "soldering_iron_portable", 20 );
REQUIRE( soldering.ammo_remaining() == 20 );
tools.push_back( soldering );
THEN( "crafting succeeds, and uses charges from each tool" ) {
prep_craft( recipe_carver_off, tools, true, 0, false, true );
int turns = actually_test_craft( recipe_carver_off, INT_MAX );
CAPTURE( turns );
CHECK( get_remaining_charges( "popcan_stove" ) == 0 );
CHECK( get_remaining_charges( "soldering_iron_portable" ) == 10 );
}
}
WHEN( "multiple tools have enough combined charges" ) {
tools.insert( tools.end(), 2, tool_with_ammo( "popcan_stove", 30 ) );
tools.insert( tools.end(), 2, tool_with_ammo( "soldering_iron_portable", 5 ) );
THEN( "crafting succeeds, and uses charges from multiple tools" ) {
prep_craft( recipe_carver_off, tools, true, 0, false, true );
actually_test_craft( recipe_carver_off, INT_MAX );
CHECK( get_remaining_charges( "popcan_stove" ) == 0 );
CHECK( get_remaining_charges( "soldering_iron_portable" ) == 0 );
}
}
WHEN( "UPS-modded tools have enough charges" ) {
item hotplate( "hotplate" );
hotplate.put_in( item( "battery_ups" ), pocket_type::MOD );
tools.push_back( hotplate );
item soldering_iron_portable( "soldering_iron_portable" );
soldering_iron_portable.put_in( item( "battery_ups" ), pocket_type::MOD );
tools.push_back( soldering_iron_portable );
item plastic_molding = item( "vac_mold" );
plastic_molding.put_in( item( "battery_ups" ), pocket_type::MOD );
tools.push_back( plastic_molding );
item UPS( "UPS_off" );
item UPS_mag( UPS.magazine_default() );
UPS_mag.ammo_set( UPS_mag.ammo_default(), 1000 );
UPS.put_in( UPS_mag, pocket_type::MAGAZINE_WELL );
tools.emplace_back( UPS );
THEN( "crafting succeeds, and uses charges from the UPS" ) {
prep_craft( recipe_carver_off, tools, true, 0, false, false );
actually_test_craft( recipe_carver_off, INT_MAX );
CHECK( get_remaining_charges( "hotplate" ) == 0 );
CHECK( get_remaining_charges( "soldering_iron_portable" ) == 0 );
// vacuum molding takes 4 charges
CHECK( get_remaining_charges( "UPS_off" ) == 286 );
}
}
WHEN( "UPS-modded tools do not have enough charges" ) {
item hotplate( "hotplate" );
hotplate.put_in( item( "battery_ups" ), pocket_type::MOD );
tools.push_back( hotplate );
item soldering_iron_portable( "soldering_iron_portable" );
soldering_iron_portable.put_in( item( "battery_ups" ), pocket_type::MOD );
tools.push_back( soldering_iron_portable );
item plastic_molding = item( "vac_mold" );
plastic_molding.put_in( item( "battery_ups" ), pocket_type::MOD );
tools.push_back( plastic_molding );
item ups( "UPS_off" );
item ups_mag( ups.magazine_default() );
ups_mag.ammo_set( ups_mag.ammo_default(), 10 );
ups.put_in( ups_mag, pocket_type::MAGAZINE_WELL );
tools.push_back( ups );
THEN( "crafting fails, and no charges are used" ) {
prep_craft( recipe_carver_off, tools, false, 0, false, false );
CHECK( get_remaining_charges( "UPS_off" ) == 10 );
}
}
}
}
TEST_CASE( "tool_use", "[crafting][tool]" )
{
SECTION( "clean_water" ) {
std::vector<item> tools;
tools.push_back( tool_with_ammo( "popcan_stove", 500 ) );
item plastic_bottle( "bottle_plastic" );
plastic_bottle.put_in(
item( "water", calendar::turn_zero, 2 ), pocket_type::CONTAINER );
tools.push_back( plastic_bottle );
tools.emplace_back( "pot" );
// Can't actually test crafting here since crafting a liquid currently causes a ui prompt
prep_craft( recipe_water_clean, tools, true );
}
SECTION( "clean_water_in_loaded_survivor_mess_kit" ) {
std::vector<item> tools;
tools.push_back( tool_with_ammo( "popcan_stove", 500 ) );
item plastic_bottle( "bottle_plastic" );
plastic_bottle.put_in(
item( "water", calendar::turn_zero, 2 ), pocket_type::CONTAINER );
tools.push_back( plastic_bottle );
tools.push_back( tool_with_ammo( "survivor_mess_kit", 500 ) );
// Can't actually test crafting here since crafting a liquid currently causes a ui prompt
prep_craft( recipe_water_clean, tools, true );
}
SECTION( "clean_water_in_occupied_cooking_vessel" ) {
std::vector<item> tools;
tools.push_back( tool_with_ammo( "popcan_stove", 500 ) );
item plastic_bottle( "bottle_plastic" );
plastic_bottle.put_in(
item( "water", calendar::turn_zero, 2 ), pocket_type::CONTAINER );
tools.push_back( plastic_bottle );
item jar( "jar_glass_sealed" );
// If it's not watertight the water will spill.
REQUIRE( jar.is_watertight_container() );
jar.put_in( item( "water", calendar::turn_zero, 2 ), pocket_type::CONTAINER );
tools.push_back( jar );
prep_craft( recipe_water_clean, tools, false );
}
SECTION( "clean_water with broken tool" ) {
std::vector<item> tools;
tools.push_back( tool_with_ammo( "popcan_stove", 500 ) );
item plastic_bottle( "bottle_plastic" );
plastic_bottle.put_in(
item( "water", calendar::turn_zero, 2 ), pocket_type::CONTAINER );
tools.push_back( plastic_bottle );
tools.emplace_back( "pot" );
tools.front().set_flag( json_flag_ITEM_BROKEN );
REQUIRE( tools.front().is_broken() );
prep_craft( recipe_water_clean, tools, false );
}
}
TEST_CASE( "broken_component", "[crafting][component]" )
{
GIVEN( "a recipe with its required components" ) {
recipe_id test_recipe( "flashlight" );
std::vector<item> tools;
tools.emplace_back( "amplifier" );
tools.emplace_back( "bottle_glass" );
tools.emplace_back( "light_bulb" );
tools.insert( tools.end(), 10, item( "cable" ) );
WHEN( "one of its components is broken" ) {
tools.front().set_flag( json_flag_ITEM_BROKEN );
REQUIRE( tools.front().is_broken() );
THEN( "it should not be able to craft it" ) {
prep_craft( test_recipe, tools, false );
}
}
}
}
// Resume the first in progress craft found in the player's inventory
static int resume_craft()
{
avatar &player_character = get_avatar();
std::vector<item *> crafts = player_character.items_with( []( const item & itm ) {
return itm.is_craft();
} );
REQUIRE( crafts.size() == 1 );
item *craft = crafts.front();
set_time( midday ); // Ensure light for crafting
REQUIRE( player_character.crafting_speed_multiplier( *craft, std::nullopt ) == 1.0 );
REQUIRE( !player_character.activity );
player_character.use( player_character.get_item_position( craft ) );
REQUIRE( player_character.activity );
REQUIRE( player_character.activity.id() == ACT_CRAFT );
int turns = 0;
while( player_character.activity.id() == ACT_CRAFT ) {
++turns;
player_character.moves = 100;
player_character.activity.do_turn( player_character );
if( turns % 60 == 0 ) {
player_character.update_mental_focus();
}
}
return turns;
}
static void verify_inventory( const std::vector<std::string> &has,
const std::vector<std::string> &hasnt )
{
std::ostringstream os;
os << "Inventory:\n";
Character &player_character = get_player_character();
for( const item *i : player_character.inv_dump() ) {
os << " " << i->typeId().str() << " (" << i->charges << ")\n";
}
os << "Wielded:\n" << player_character.get_wielded_item()->tname() << "\n";
INFO( os.str() );
for( const std::string &i : has ) {
INFO( "expecting " << i );
const bool has_item =
player_has_item_of_type( i ) ||
player_character.get_wielded_item()->type->get_id() == itype_id( i );
REQUIRE( has_item );
}
for( const std::string &i : hasnt ) {
INFO( "not expecting " << i );
const bool hasnt_item =
!player_has_item_of_type( i ) &&
!( player_character.get_wielded_item()->type->get_id() == itype_id( i ) );
REQUIRE( hasnt_item );
}
}
TEST_CASE( "total_crafting_time_with_or_without_interruption", "[crafting][time][resume]" )
{
GIVEN( "a recipe and all the required tools and materials to craft it" ) {
recipe_id test_recipe( "razor_shaving" );
int expected_time_taken = test_recipe->batch_time( get_player_character(), 1, 1, 0 );
int expected_turns_taken = divide_round_up( expected_time_taken, 100 );
std::vector<item> tools;
tools.emplace_back( "pockknife" );
// Will interrupt after 2 turns, so craft needs to take at least that long
REQUIRE( expected_turns_taken > 2 );
int actual_turns_taken;
WHEN( "crafting begins, and continues until the craft is completed" ) {
tools.emplace_back( "razor_blade", calendar::turn_zero, 1 );
tools.emplace_back( "plastic_chunk", calendar::turn_zero, 1 );
prep_craft( test_recipe, tools, true );
actual_turns_taken = actually_test_craft( test_recipe, INT_MAX );
THEN( "it should take the expected number of turns" ) {
CHECK( actual_turns_taken == expected_turns_taken );
AND_THEN( "the finished item should be in the inventory" ) {
verify_inventory( { "razor_shaving" }, { "razor_blade" } );
}
}
}
WHEN( "crafting begins, but is interrupted after 2 turns" ) {
tools.emplace_back( "razor_blade", calendar::turn_zero, 1 );
tools.emplace_back( "plastic_chunk", calendar::turn_zero, 1 );
prep_craft( test_recipe, tools, true );
actual_turns_taken = actually_test_craft( test_recipe, 2 );
REQUIRE( actual_turns_taken == 3 );
THEN( "the in-progress craft should be in the inventory" ) {
verify_inventory( { "craft" }, { "razor_shaving" } );
AND_WHEN( "crafting resumes until the craft is finished" ) {
actual_turns_taken = resume_craft();
THEN( "it should take the remaining number of turns" ) {
CHECK( actual_turns_taken == expected_turns_taken - 2 );
AND_THEN( "the finished item should be in the inventory" ) {
verify_inventory( { "razor_shaving" }, { "craft" } );
}
}
}
}
}
}
}
static std::map<quality_id, itype_id> quality_to_tool = {{
{ qual_CUT, itype_pockknife }, { qual_SEW, itype_sewing_kit }, { qual_LEATHER_AWL, itype_awl_bone }, { qual_ANVIL, itype_fake_anvil }, { qual_HAMMER, itype_hammer }, { qual_SAW_M, itype_hacksaw }, { qual_CHISEL, itype_chisel }, { qual_FABRIC_CUT, itype_kevlar_shears }
}
};
static void grant_proficiencies_to_character( Character &you, const recipe &r,
bool grant_optional_proficiencies )
{
if( grant_optional_proficiencies ) {
for( const proficiency_id &prof : r.used_proficiencies() ) {
you.add_proficiency( prof, true );
}
} else {
REQUIRE( you.known_proficiencies().empty() );
}
for( const proficiency_id &prof : r.required_proficiencies() ) {
you.add_proficiency( prof, true );
}
}
static void test_skill_progression( const recipe_id &test_recipe, int expected_turns_taken,
int morale_level, bool grant_optional_proficiencies )
{
Character &you = get_player_character();
int actual_turns_taken = 0;
const recipe &r = *test_recipe;
const skill_id skill_used = r.skill_used;
// Do we need to check required skills too?
const int starting_skill_level = r.difficulty;
std::vector<item> tools;
const requirement_data &req = r.simple_requirements();
for( const std::vector<tool_comp> &tool_list : req.get_tools() ) {
for( const tool_comp &tool : tool_list ) {
tools.push_back( tool_with_ammo( tool.type.str(), tool.count ) );
break;
}
}
for( const std::vector<quality_requirement> &qualities : req.get_qualities() ) {
for( const quality_requirement &quality : qualities ) {
const auto &tool_id = quality_to_tool.find( quality.type );
CAPTURE( quality.type.str() );
REQUIRE( tool_id != quality_to_tool.end() );
tools.emplace_back( tool_id->second );
break;
}
}
for( const std::vector<item_comp> &components : req.get_components() ) {
for( const item_comp &component : components ) {
for( int i = 0; i < component.count * 2; ++i ) {
tools.emplace_back( component.type );
}
break;
}
}
prep_craft( test_recipe, tools, true );
grant_proficiencies_to_character( you, r, grant_optional_proficiencies );
you.set_focus( 100 );
if( morale_level != 0 ) {
you.add_morale( morale_food_good, morale_level );
REQUIRE( you.get_morale_level() == morale_level );
}
SkillLevel &level = you.get_skill_level_object( skill_used );
int previous_exercise = level.exercise( true );
int previous_knowledge = level.knowledgeExperience( true );
do {
actual_turns_taken += actually_test_craft( test_recipe, INT_MAX, starting_skill_level );
if( static_cast<int>( you.get_skill_level( skill_used ) ) == starting_skill_level ) {
int new_exercise = level.exercise( true );
REQUIRE( previous_exercise < new_exercise );
previous_exercise = new_exercise;
}
if( you.get_knowledge_level( skill_used ) == starting_skill_level ) {
int new_knowledge = level.knowledgeExperience( true );
REQUIRE( previous_knowledge < new_knowledge );
previous_knowledge = new_knowledge;
}
give_tools( tools, true );
} while( static_cast<int>( you.get_skill_level( skill_used ) ) == starting_skill_level );
CAPTURE( test_recipe.str() );
CAPTURE( expected_turns_taken );
CAPTURE( grant_optional_proficiencies );
CHECK( static_cast<int>( you.get_skill_level( skill_used ) ) == starting_skill_level + 1 );
// since your knowledge and skill were the same to start, your theory should come out the same as skill in the end.
CHECK( you.get_knowledge_level( skill_used ) == static_cast<int>( you.get_skill_level(
skill_used ) ) );
CHECK( actual_turns_taken == expected_turns_taken );
}
TEST_CASE( "crafting_skill_gain", "[skill],[crafting],[slow]" )
{
SECTION( "lvl 0 -> 1" ) {
GIVEN( "nominal morale" ) {
test_skill_progression( recipe_blanket, 174, 0, true );
}
GIVEN( "high morale" ) {
test_skill_progression( recipe_blanket, 173, 50, true );
}
GIVEN( "very high morale" ) {
test_skill_progression( recipe_blanket, 172, 100, true );
}
}
SECTION( "lvl 1 -> 2" ) {
GIVEN( "nominal morale" ) {
test_skill_progression( recipe_2byarm_guard, 2140, 0, true );
}
GIVEN( "high morale" ) {
test_skill_progression( recipe_2byarm_guard, 1843, 50, true );
}
GIVEN( "very high morale" ) {
test_skill_progression( recipe_2byarm_guard, 1737, 100, true );
}
}
SECTION( "lvl 2 -> lvl 3" ) {
GIVEN( "nominal morale" ) {
test_skill_progression( recipe_vambrace_larmor, 6299, 0, true );
}
GIVEN( "high morale" ) {
test_skill_progression( recipe_vambrace_larmor, 5237, 50, true );
}
GIVEN( "very high morale" ) {
test_skill_progression( recipe_vambrace_larmor, 4841, 100, true );
}
}
SECTION( "lvl 3 -> lvl 4" ) {
GIVEN( "nominal morale" ) {
test_skill_progression( recipe_armguard_larmor, 12112, 0, true );
}
GIVEN( "high morale" ) {
test_skill_progression( recipe_armguard_larmor, 9982, 50, true );
}
GIVEN( "very high morale" ) {
test_skill_progression( recipe_armguard_larmor, 9184, 100, true );
}
}
SECTION( "lvl 4 -> 5" ) {
GIVEN( "nominal morale" ) {
test_skill_progression( recipe_armguard_metal, 19638, 0, true );
}
GIVEN( "high morale" ) {
test_skill_progression( recipe_armguard_metal, 16126, 50, true );
}
GIVEN( "very high morale" ) {
test_skill_progression( recipe_armguard_metal, 14805, 100, true );
}
}
SECTION( "lvl 5 -> 6" ) {
GIVEN( "nominal morale" ) {
test_skill_progression( recipe_armguard_chitin, 28818, 0, true );
}
GIVEN( "high morale" ) {
test_skill_progression( recipe_armguard_chitin, 23613, 50, true );
}
GIVEN( "very high morale" ) {
test_skill_progression( recipe_armguard_chitin, 21651, 100, true );
}
}
SECTION( "lvl 6 -> 7" ) {
GIVEN( "nominal morale" ) {
test_skill_progression( recipe_armguard_acidchitin, 39651, 0, true );
}
GIVEN( "high morale" ) {
test_skill_progression( recipe_armguard_acidchitin, 32471, 50, true );
}
GIVEN( "very high morale" ) {
test_skill_progression( recipe_armguard_acidchitin, 29755, 100, true );
}
}
SECTION( "lvl 7 -> 8" ) {
GIVEN( "nominal morale" ) {
test_skill_progression( recipe_armguard_lightplate, 52138, 0, true );
}
GIVEN( "high morale" ) {
test_skill_progression( recipe_armguard_lightplate, 42657, 50, true );
}
GIVEN( "very high morale" ) {
test_skill_progression( recipe_armguard_lightplate, 39079, 100, true );
}
}
SECTION( "lvl 8 -> 9" ) {
GIVEN( "nominal morale" ) {
test_skill_progression( recipe_helmet_scavenger, 66244, 0, true );
}
GIVEN( "high morale" ) {
test_skill_progression( recipe_helmet_scavenger, 54171, 50, true );
}
GIVEN( "very high morale" ) {
test_skill_progression( recipe_helmet_scavenger, 49610, 100, true );
}
}
SECTION( "lvl 9 -> 10" ) {
GIVEN( "nominal morale" ) {
test_skill_progression( recipe_helmet_kabuto, 82490, 0, true );
}
GIVEN( "high morale" ) {
test_skill_progression( recipe_helmet_kabuto, 67365, 50, true );
}
GIVEN( "very high morale" ) {
test_skill_progression( recipe_helmet_kabuto, 61584, 100, true );
}
}
SECTION( "long craft with proficiency delays" ) {
GIVEN( "nominal morale" ) {
test_skill_progression( recipe_longbow, 71192, 0, false );
test_skill_progression( recipe_longbow, 28805, 0, true );
}
GIVEN( "high morale" ) {
test_skill_progression( recipe_longbow, 56945, 50, false );
test_skill_progression( recipe_longbow, 23609, 50, true );
}
GIVEN( "very high morale" ) {
test_skill_progression( recipe_longbow, 52211, 100, false );
test_skill_progression( recipe_longbow, 21651, 100, true );
}
}
SECTION( "extremely short craft" ) {
GIVEN( "nominal morale" ) {
test_skill_progression( recipe_fishing_hook_basic, 174, 0, true );
}
GIVEN( "high morale" ) {
test_skill_progression( recipe_fishing_hook_basic, 173, 50, true );
}
GIVEN( "very high morale" ) {
test_skill_progression( recipe_fishing_hook_basic, 172, 100, true );
}
}
}
TEST_CASE( "book_proficiency_mitigation", "[crafting][proficiency]" )
{
GIVEN( "a recipe with required proficiencies" ) {
clear_avatar();
clear_map();
const recipe &test_recipe = *recipe_leather_belt;
grant_skills_to_character( get_player_character(), test_recipe, 0 );
int unmitigated_time_taken = test_recipe.batch_time( get_player_character(), 1, 1, 0 );
WHEN( "player has a book mitigating lack of proficiency" ) {
std::vector<item> books;
books.emplace_back( "manual_tailor" );
give_tools( books, true );
get_player_character().invalidate_crafting_inventory();
int mitigated_time_taken = test_recipe.batch_time( get_player_character(), 1, 1, 0 );
THEN( "it takes less time to craft the recipe" ) {
CHECK( mitigated_time_taken < unmitigated_time_taken );
}
AND_WHEN( "player acquires missing proficiencies" ) {
grant_proficiencies_to_character( get_player_character(), test_recipe, true );
int proficient_time_taken = test_recipe.batch_time( get_player_character(), 1, 1, 0 );
THEN( "it takes even less time to craft the recipe" ) {
CHECK( proficient_time_taken < mitigated_time_taken );
}
}
}
}
}
TEST_CASE( "partial_proficiency_mitigation", "[crafting][proficiency]" )
{
GIVEN( "a recipe with required proficiencies" ) {
clear_avatar();
clear_map();
Character &tester = get_player_character();
const recipe &test_recipe = *recipe_leather_belt;
grant_skills_to_character( tester, test_recipe, 0 );
int unmitigated_time_taken = test_recipe.batch_time( tester, 1, 1, 0 );
WHEN( "player acquires partial proficiency" ) {
for( const proficiency_id &prof : test_recipe.used_proficiencies() ) {
tester.set_proficiency_practice( prof, tester.proficiency_training_needed( prof ) / 2 );
}
int mitigated_time_taken = test_recipe.batch_time( tester, 1, 1, 0 );
THEN( "it takes less time to craft the recipe" ) {
CHECK( mitigated_time_taken < unmitigated_time_taken );
}
AND_WHEN( "player acquires missing proficiencies" ) {
grant_proficiencies_to_character( tester, test_recipe, true );
int proficient_time_taken = test_recipe.batch_time( tester, 1, 1, 0 );
THEN( "it takes even less time to craft the recipe" ) {
CHECK( proficient_time_taken < mitigated_time_taken );
}
}
}
}
}
static void clear_and_setup( Character &c, map &m, item &tool )
{
clear_character( c );
c.get_learned_recipes(); // cache auto-learned recipes
c.set_skill_level( skill_fabrication, 10 );
c.wield( tool );
m.i_clear( c.pos() );
}
TEST_CASE( "prompt_for_liquid_containers_-_crafting_1_makeshift_funnel", "[crafting]" )
{
map &m = get_map();
item pocketknife( itype_pockknife );
const item backpack( "debug_backpack" );
GIVEN( "crafting 1 makeshift funnel" ) {
WHEN( "3 empty plastic bottles on the ground" ) {
item plastic_bottle( "bottle_plastic" );
REQUIRE( plastic_bottle.is_watertight_container() );
REQUIRE( plastic_bottle.empty_container() );
Character &c = get_player_character();
clear_and_setup( c, m, pocketknife );
REQUIRE( m.i_at( c.pos() ).empty() );
c.i_add_or_drop( plastic_bottle, 3 );
THEN( "no prompt" ) {
craft_command cmd( &*recipe_makeshift_funnel, 1, false, &c, c.pos() );
cmd.execute( true );
item_filter filter = recipe_makeshift_funnel->get_component_filter();
CHECK( cmd.continue_prompt_liquids( filter, true ) == true );
const map_stack &items = m.i_at( c.pos() );
CHECK( items.size() == 3 );
auto iter = items.begin();
CHECK( iter->typeId() == plastic_bottle.typeId() );
iter++;
CHECK( iter->typeId() == plastic_bottle.typeId() );
iter++;
CHECK( iter->typeId() == plastic_bottle.typeId() );
}
}
WHEN( "3 empty plastic bottles in inventory" ) {
item plastic_bottle( "bottle_plastic" );
REQUIRE( plastic_bottle.is_watertight_container() );
REQUIRE( plastic_bottle.empty_container() );
Character &c = get_player_character();
clear_and_setup( c, m, pocketknife );
REQUIRE( m.i_at( c.pos() ).empty() );
c.worn.wear_item( c, backpack, false, false );
c.i_add( plastic_bottle );
c.i_add( plastic_bottle );
c.i_add( plastic_bottle );
THEN( "no prompt" ) {
craft_command cmd( &*recipe_makeshift_funnel, 1, false, &c, c.pos() );
cmd.execute( true );
item_filter filter = recipe_makeshift_funnel->get_component_filter();
CHECK( cmd.continue_prompt_liquids( filter, true ) == true );
CHECK( m.i_at( c.pos() ).empty() );
CHECK( c.crafting_inventory().count_item( plastic_bottle.typeId() ) == 3 );
}
}
WHEN( "3 full plastic bottles on the ground" ) {
item plastic_bottle( "bottle_plastic" );
plastic_bottle.put_in( item( "water", calendar::turn_zero, 2 ),
pocket_type::CONTAINER );
REQUIRE( plastic_bottle.is_watertight_container() );
REQUIRE( !plastic_bottle.empty_container() );
Character &c = get_player_character();
clear_and_setup( c, m, pocketknife );
REQUIRE( m.i_at( c.pos() ).empty() );
c.i_add_or_drop( plastic_bottle, 3 );
REQUIRE( !m.i_at( c.pos() ).begin()->empty_container() );
THEN( "player is prompted" ) {
REQUIRE( c.crafting_inventory().count_item( plastic_bottle.typeId() ) == 3 );
craft_command cmd( &*recipe_makeshift_funnel, 1, false, &c, c.pos() );
cmd.execute( true );
item_filter filter = recipe_makeshift_funnel->get_component_filter();
CHECK( cmd.continue_prompt_liquids( filter, true ) == false );
const map_stack &items = m.i_at( c.pos() );
CHECK( items.size() == 3 );
auto iter = items.begin();
CHECK( iter->typeId() == plastic_bottle.typeId() );
iter++;
CHECK( iter->typeId() == plastic_bottle.typeId() );
iter++;
CHECK( iter->typeId() == plastic_bottle.typeId() );
}
}
WHEN( "3 full plastic bottles in inventory" ) {
item plastic_bottle( "bottle_plastic" );
plastic_bottle.put_in( item( "water", calendar::turn_zero, 2 ),
pocket_type::CONTAINER );
REQUIRE( plastic_bottle.is_watertight_container() );
REQUIRE( !plastic_bottle.empty_container() );
Character &c = get_player_character();
clear_and_setup( c, m, pocketknife );
REQUIRE( m.i_at( c.pos() ).empty() );
c.worn.wear_item( c, backpack, false, false );
c.i_add( plastic_bottle );
c.i_add( plastic_bottle );
c.i_add( plastic_bottle );
REQUIRE( !( *c.worn.front().all_items_top().begin() )->empty_container() );
THEN( "player is prompted" ) {
craft_command cmd( &*recipe_makeshift_funnel, 1, false, &c, c.pos() );
cmd.execute( true );
item_filter filter = recipe_makeshift_funnel->get_component_filter();
CHECK( cmd.continue_prompt_liquids( filter, true ) == false );
CHECK( m.i_at( c.pos() ).empty() );
CHECK( c.crafting_inventory().count_item( plastic_bottle.typeId() ) == 3 );
}
}
WHEN( "3 empty and 3 full plastic bottles on the ground" ) {
item empty_plastic_bottle( "bottle_plastic" );
item full_plastic_bottle( "bottle_plastic" );
full_plastic_bottle.put_in( item( "water", calendar::turn_zero, 2 ),
pocket_type::CONTAINER );
REQUIRE( empty_plastic_bottle.is_watertight_container() );
REQUIRE( empty_plastic_bottle.empty_container() );
REQUIRE( !full_plastic_bottle.empty_container() );
Character &c = get_player_character();
clear_and_setup( c, m, pocketknife );
REQUIRE( m.i_at( c.pos() ).empty() );
c.i_add_or_drop( empty_plastic_bottle, 3 );
c.i_add_or_drop( full_plastic_bottle, 3 );
REQUIRE( m.i_at( c.pos() ).size() == 6 );
THEN( "no prompt" ) {
REQUIRE( c.crafting_inventory().count_item( empty_plastic_bottle.typeId() ) == 6 );
craft_command cmd( &*recipe_makeshift_funnel, 1, false, &c, c.pos() );
cmd.execute( true );
item_filter filter = recipe_makeshift_funnel->get_component_filter();
CHECK( cmd.continue_prompt_liquids( filter, true ) == true );
CHECK( m.i_at( c.pos() ).size() == 6 );
}
}
WHEN( "3 empty and 3 full plastic bottles in inventory" ) {
item empty_plastic_bottle( "bottle_plastic" );
item full_plastic_bottle( "bottle_plastic" );
full_plastic_bottle.put_in( item( "water", calendar::turn_zero, 2 ),
pocket_type::CONTAINER );
REQUIRE( empty_plastic_bottle.is_watertight_container() );
REQUIRE( empty_plastic_bottle.empty_container() );
REQUIRE( !full_plastic_bottle.empty_container() );
Character &c = get_player_character();
clear_and_setup( c, m, pocketknife );
REQUIRE( m.i_at( c.pos() ).empty() );
c.worn.wear_item( c, backpack, false, false );
c.i_add( empty_plastic_bottle );
c.i_add( empty_plastic_bottle );
c.i_add( empty_plastic_bottle );
c.i_add( full_plastic_bottle );
c.i_add( full_plastic_bottle );
c.i_add( full_plastic_bottle );
REQUIRE( m.i_at( c.pos() ).empty() );
REQUIRE( c.worn.front().all_items_top().size() == 6 );
THEN( "no prompt" ) {
REQUIRE( c.crafting_inventory().count_item( empty_plastic_bottle.typeId() ) == 6 );
craft_command cmd( &*recipe_makeshift_funnel, 1, false, &c, c.pos() );
cmd.execute( true );
item_filter filter = recipe_makeshift_funnel->get_component_filter();
CHECK( cmd.continue_prompt_liquids( filter, true ) == true );
CHECK( m.i_at( c.pos() ).empty() );
CHECK( c.worn.front().all_items_top().size() == 6 );
}
}
WHEN( "2 empty and 3 full plastic bottles on the ground" ) {
item empty_plastic_bottle( "bottle_plastic" );
item full_plastic_bottle( "bottle_plastic" );
full_plastic_bottle.put_in( item( "water", calendar::turn_zero, 2 ),
pocket_type::CONTAINER );
REQUIRE( empty_plastic_bottle.is_watertight_container() );
REQUIRE( empty_plastic_bottle.empty_container() );
REQUIRE( !full_plastic_bottle.empty_container() );
Character &c = get_player_character();
clear_and_setup( c, m, pocketknife );
REQUIRE( m.i_at( c.pos() ).empty() );
c.i_add_or_drop( empty_plastic_bottle, 2 );
c.i_add_or_drop( full_plastic_bottle, 3 );
REQUIRE( m.i_at( c.pos() ).size() == 5 );
THEN( "player is prompted" ) {
REQUIRE( c.crafting_inventory().count_item( empty_plastic_bottle.typeId() ) == 5 );
craft_command cmd( &*recipe_makeshift_funnel, 1, false, &c, c.pos() );
cmd.execute( true );
item_filter filter = recipe_makeshift_funnel->get_component_filter();
CHECK( cmd.continue_prompt_liquids( filter, true ) == false );
CHECK( m.i_at( c.pos() ).size() == 5 );
}
}
WHEN( "2 empty and 3 full plastic bottles in inventory" ) {
item empty_plastic_bottle( "bottle_plastic" );
item full_plastic_bottle( "bottle_plastic" );
full_plastic_bottle.put_in( item( "water", calendar::turn_zero, 2 ),
pocket_type::CONTAINER );
REQUIRE( empty_plastic_bottle.is_watertight_container() );
REQUIRE( empty_plastic_bottle.empty_container() );
REQUIRE( !full_plastic_bottle.empty_container() );
Character &c = get_player_character();
clear_and_setup( c, m, pocketknife );
REQUIRE( m.i_at( c.pos() ).empty() );
c.worn.wear_item( c, backpack, false, false );
c.i_add( empty_plastic_bottle );
c.i_add( empty_plastic_bottle );
c.i_add( full_plastic_bottle );
c.i_add( full_plastic_bottle );
c.i_add( full_plastic_bottle );
REQUIRE( m.i_at( c.pos() ).empty() );
REQUIRE( c.worn.front().all_items_top().size() == 5 );
THEN( "player is prompted" ) {
REQUIRE( c.crafting_inventory().count_item( empty_plastic_bottle.typeId() ) == 5 );
craft_command cmd( &*recipe_makeshift_funnel, 1, false, &c, c.pos() );
cmd.execute( true );
item_filter filter = recipe_makeshift_funnel->get_component_filter();
CHECK( cmd.continue_prompt_liquids( filter, true ) == false );
CHECK( m.i_at( c.pos() ).empty() );
CHECK( c.worn.front().all_items_top().size() == 5 );
}
}
}
}
TEST_CASE( "prompt_for_liquid_containers_-_batch_crafting_3_makeshift_funnels", "[crafting]" )
{
map &m = get_map();
item pocketknife( itype_pockknife );
const item backpack( "debug_backpack" );
GIVEN( "crafting batch of 3 makeshift funnels" ) {
WHEN( "10 empty plastic bottles on the ground" ) {
item plastic_bottle( "bottle_plastic" );
REQUIRE( plastic_bottle.is_watertight_container() );
REQUIRE( plastic_bottle.empty_container() );
Character &c = get_player_character();
clear_and_setup( c, m, pocketknife );
REQUIRE( m.i_at( c.pos() ).empty() );
c.i_add_or_drop( plastic_bottle, 10 );
THEN( "no prompt" ) {
craft_command cmd( &*recipe_makeshift_funnel, 3, false, &c, c.pos() );
cmd.execute( true );
item_filter filter = recipe_makeshift_funnel->get_component_filter();
CHECK( cmd.continue_prompt_liquids( filter, true ) == true );
CHECK( m.i_at( c.pos() ).size() == 10 );
}
}
WHEN( "10 empty plastic bottles in inventory" ) {
item plastic_bottle( "bottle_plastic" );
REQUIRE( plastic_bottle.is_watertight_container() );
REQUIRE( plastic_bottle.empty_container() );
Character &c = get_player_character();
clear_and_setup( c, m, pocketknife );
REQUIRE( m.i_at( c.pos() ).empty() );
c.worn.wear_item( c, backpack, false, false );
c.i_add( plastic_bottle );
c.i_add( plastic_bottle );
c.i_add( plastic_bottle );
c.i_add( plastic_bottle );
c.i_add( plastic_bottle );
c.i_add( plastic_bottle );
c.i_add( plastic_bottle );
c.i_add( plastic_bottle );
c.i_add( plastic_bottle );
c.i_add( plastic_bottle );
THEN( "no prompt" ) {
craft_command cmd( &*recipe_makeshift_funnel, 3, false, &c, c.pos() );
cmd.execute( true );
item_filter filter = recipe_makeshift_funnel->get_component_filter();
CHECK( cmd.continue_prompt_liquids( filter, true ) == true );
CHECK( m.i_at( c.pos() ).empty() );
CHECK( c.crafting_inventory().count_item( plastic_bottle.typeId() ) == 10 );
}
}
WHEN( "10 full plastic bottles on the ground" ) {
item plastic_bottle( "bottle_plastic" );
plastic_bottle.put_in( item( "water", calendar::turn_zero, 2 ),
pocket_type::CONTAINER );
REQUIRE( plastic_bottle.is_watertight_container() );
REQUIRE( !plastic_bottle.empty_container() );
Character &c = get_player_character();
clear_and_setup( c, m, pocketknife );
REQUIRE( m.i_at( c.pos() ).empty() );
c.i_add_or_drop( plastic_bottle, 10 );
REQUIRE( !m.i_at( c.pos() ).begin()->empty_container() );
THEN( "player is prompted" ) {
REQUIRE( c.crafting_inventory().count_item( plastic_bottle.typeId() ) == 10 );
craft_command cmd( &*recipe_makeshift_funnel, 3, false, &c, c.pos() );
cmd.execute( true );
item_filter filter = recipe_makeshift_funnel->get_component_filter();
CHECK( cmd.continue_prompt_liquids( filter, true ) == false );
CHECK( m.i_at( c.pos() ).size() == 10 );
}
}
WHEN( "10 full plastic bottles in inventory" ) {
item plastic_bottle( "bottle_plastic" );
plastic_bottle.put_in( item( "water", calendar::turn_zero, 2 ),
pocket_type::CONTAINER );
REQUIRE( plastic_bottle.is_watertight_container() );
REQUIRE( !plastic_bottle.empty_container() );
Character &c = get_player_character();
clear_and_setup( c, m, pocketknife );
REQUIRE( m.i_at( c.pos() ).empty() );
c.worn.wear_item( c, backpack, false, false );
c.i_add( plastic_bottle );
c.i_add( plastic_bottle );
c.i_add( plastic_bottle );
c.i_add( plastic_bottle );
c.i_add( plastic_bottle );
c.i_add( plastic_bottle );
c.i_add( plastic_bottle );
c.i_add( plastic_bottle );
c.i_add( plastic_bottle );
c.i_add( plastic_bottle );
REQUIRE( !( *c.worn.front().all_items_top().begin() )->empty_container() );
THEN( "player is prompted" ) {
craft_command cmd( &*recipe_makeshift_funnel, 3, false, &c, c.pos() );
cmd.execute( true );
item_filter filter = recipe_makeshift_funnel->get_component_filter();
CHECK( cmd.continue_prompt_liquids( filter, true ) == false );
CHECK( m.i_at( c.pos() ).empty() );
CHECK( c.crafting_inventory().count_item( plastic_bottle.typeId() ) == 10 );
}
}
WHEN( "10 empty and 3 full plastic bottles on the ground" ) {
item empty_plastic_bottle( "bottle_plastic" );
item full_plastic_bottle( "bottle_plastic" );
full_plastic_bottle.put_in( item( "water", calendar::turn_zero, 2 ),
pocket_type::CONTAINER );
REQUIRE( empty_plastic_bottle.is_watertight_container() );
REQUIRE( empty_plastic_bottle.empty_container() );
REQUIRE( !full_plastic_bottle.empty_container() );
Character &c = get_player_character();
clear_and_setup( c, m, pocketknife );
REQUIRE( m.i_at( c.pos() ).empty() );
c.i_add_or_drop( empty_plastic_bottle, 10 );
c.i_add_or_drop( full_plastic_bottle, 3 );
REQUIRE( m.i_at( c.pos() ).size() == 13 );
THEN( "no prompt" ) {
REQUIRE( c.crafting_inventory().count_item( empty_plastic_bottle.typeId() ) == 13 );
craft_command cmd( &*recipe_makeshift_funnel, 3, false, &c, c.pos() );
cmd.execute( true );
item_filter filter = recipe_makeshift_funnel->get_component_filter();
CHECK( cmd.continue_prompt_liquids( filter, true ) == true );
CHECK( m.i_at( c.pos() ).size() == 13 );
}
}
WHEN( "10 empty and 3 full plastic bottles in inventory" ) {
item empty_plastic_bottle( "bottle_plastic" );
item full_plastic_bottle( "bottle_plastic" );
full_plastic_bottle.put_in( item( "water", calendar::turn_zero, 2 ),
pocket_type::CONTAINER );
REQUIRE( empty_plastic_bottle.is_watertight_container() );
REQUIRE( empty_plastic_bottle.empty_container() );
REQUIRE( !full_plastic_bottle.empty_container() );
Character &c = get_player_character();
clear_and_setup( c, m, pocketknife );
REQUIRE( m.i_at( c.pos() ).empty() );
c.worn.wear_item( c, backpack, false, false );
c.i_add( empty_plastic_bottle );
c.i_add( empty_plastic_bottle );
c.i_add( empty_plastic_bottle );
c.i_add( empty_plastic_bottle );
c.i_add( empty_plastic_bottle );
c.i_add( empty_plastic_bottle );
c.i_add( empty_plastic_bottle );
c.i_add( empty_plastic_bottle );
c.i_add( empty_plastic_bottle );
c.i_add( empty_plastic_bottle );
c.i_add( full_plastic_bottle );
c.i_add( full_plastic_bottle );
c.i_add( full_plastic_bottle );
REQUIRE( m.i_at( c.pos() ).empty() );
REQUIRE( c.worn.front().all_items_top().size() == 13 );
THEN( "no prompt" ) {
REQUIRE( c.crafting_inventory().count_item( empty_plastic_bottle.typeId() ) == 13 );
craft_command cmd( &*recipe_makeshift_funnel, 3, false, &c, c.pos() );
cmd.execute( true );
item_filter filter = recipe_makeshift_funnel->get_component_filter();
CHECK( cmd.continue_prompt_liquids( filter, true ) == true );
CHECK( m.i_at( c.pos() ).empty() );
CHECK( c.worn.front().all_items_top().size() == 13 );
}
}
WHEN( "7 empty and 3 full plastic bottles on the ground" ) {
item empty_plastic_bottle( "bottle_plastic" );
item full_plastic_bottle( "bottle_plastic" );
full_plastic_bottle.put_in( item( "water", calendar::turn_zero, 2 ),
pocket_type::CONTAINER );
REQUIRE( empty_plastic_bottle.is_watertight_container() );
REQUIRE( empty_plastic_bottle.empty_container() );
REQUIRE( !full_plastic_bottle.empty_container() );
Character &c = get_player_character();
clear_and_setup( c, m, pocketknife );
REQUIRE( m.i_at( c.pos() ).empty() );
c.i_add_or_drop( empty_plastic_bottle, 7 );
c.i_add_or_drop( full_plastic_bottle, 3 );
REQUIRE( m.i_at( c.pos() ).size() == 10 );
THEN( "player is prompted" ) {
REQUIRE( c.crafting_inventory().count_item( empty_plastic_bottle.typeId() ) == 10 );
craft_command cmd( &*recipe_makeshift_funnel, 3, false, &c, c.pos() );
cmd.execute( true );
item_filter filter = recipe_makeshift_funnel->get_component_filter();
CHECK( cmd.continue_prompt_liquids( filter, true ) == false );
CHECK( m.i_at( c.pos() ).size() == 10 );
}
}
WHEN( "7 empty and 3 full plastic bottles in inventory" ) {
item empty_plastic_bottle( "bottle_plastic" );
item full_plastic_bottle( "bottle_plastic" );
full_plastic_bottle.put_in( item( "water", calendar::turn_zero, 2 ),
pocket_type::CONTAINER );
REQUIRE( empty_plastic_bottle.is_watertight_container() );
REQUIRE( empty_plastic_bottle.empty_container() );
REQUIRE( !full_plastic_bottle.empty_container() );
Character &c = get_player_character();
clear_and_setup( c, m, pocketknife );
REQUIRE( m.i_at( c.pos() ).empty() );
c.worn.wear_item( c, backpack, false, false );
c.i_add( empty_plastic_bottle );
c.i_add( empty_plastic_bottle );
c.i_add( empty_plastic_bottle );
c.i_add( empty_plastic_bottle );
c.i_add( empty_plastic_bottle );
c.i_add( empty_plastic_bottle );
c.i_add( empty_plastic_bottle );
c.i_add( full_plastic_bottle );
c.i_add( full_plastic_bottle );
c.i_add( full_plastic_bottle );
REQUIRE( m.i_at( c.pos() ).empty() );
REQUIRE( c.worn.front().all_items_top().size() == 10 );
THEN( "player is prompted" ) {
REQUIRE( c.crafting_inventory().count_item( empty_plastic_bottle.typeId() ) == 10 );
craft_command cmd( &*recipe_makeshift_funnel, 3, false, &c, c.pos() );
cmd.execute( true );
item_filter filter = recipe_makeshift_funnel->get_component_filter();
CHECK( cmd.continue_prompt_liquids( filter, true ) == false );
CHECK( m.i_at( c.pos() ).empty() );
CHECK( c.worn.front().all_items_top().size() == 10 );
}
}
}
}
TEST_CASE( "Unloading_non-empty_components", "[crafting]" )
{
item candle( itype_candle );
item cash_card( itype_cash_card );
item sewing_kit( itype_sewing_kit );
candle.ammo_set( candle.ammo_default(), -1 );
cash_card.ammo_set( cash_card.ammo_default(), -1 );
sewing_kit.ammo_set( sewing_kit.ammo_default(), -1 );
REQUIRE( !candle.is_container_empty() );
REQUIRE( !cash_card.is_container_empty() );
REQUIRE( !sewing_kit.is_container_empty() );
// candle -> candle wax: not ok
CHECK( craft_command::safe_to_unload_comp( candle ) == false );
// cash card -> cents: not ok
CHECK( craft_command::safe_to_unload_comp( cash_card ) == false );
// sewing kit -> thread: ok
CHECK( craft_command::safe_to_unload_comp( sewing_kit ) == true );
}
TEST_CASE( "Warn_when_using_favorited_component", "[crafting]" )
{
map &m = get_map();
clear_map();
item pocketknife( itype_pockknife );
GIVEN( "crafting 1 makeshift funnel" ) {
WHEN( "no favorited components" ) {
item plastic_bottle( "bottle_plastic" );
Character &c = get_player_character();
clear_and_setup( c, m, pocketknife );
REQUIRE( m.i_at( c.pos() ).empty() );
c.i_add_or_drop( plastic_bottle, 3 );
map_stack items = m.i_at( c.pos() );
REQUIRE( !items.empty() );
REQUIRE( !items.begin()->is_favorite );
THEN( "no warning" ) {
CHECK( c.can_start_craft( &*recipe_makeshift_funnel, recipe_filter_flags::none ) );
CHECK( c.can_start_craft( &*recipe_makeshift_funnel, recipe_filter_flags::no_favorite ) );
}
}
WHEN( "all favorited components" ) {
item plastic_bottle( "bottle_plastic" );
plastic_bottle.is_favorite = true;
Character &c = get_player_character();
clear_and_setup( c, m, pocketknife );
REQUIRE( m.i_at( c.pos() ).empty() );
c.i_add_or_drop( plastic_bottle, 3 );
map_stack items = m.i_at( c.pos() );
REQUIRE( !items.empty() );
REQUIRE( items.begin()->is_favorite );
THEN( "warning" ) {
CHECK( c.can_start_craft( &*recipe_makeshift_funnel, recipe_filter_flags::none ) );
CHECK( !c.can_start_craft( &*recipe_makeshift_funnel, recipe_filter_flags::no_favorite ) );
}
}
WHEN( "1 favorited component" ) {
item plastic_bottle( "bottle_plastic" );
Character &c = get_player_character();
clear_and_setup( c, m, pocketknife );
REQUIRE( m.i_at( c.pos() ).empty() );
c.i_add_or_drop( plastic_bottle, 3 );
map_stack items = m.i_at( c.pos() );
REQUIRE( !items.empty() );
items.begin()->is_favorite = true;
REQUIRE( items.begin()->is_favorite );
THEN( "warning" ) {
CHECK( c.can_start_craft( &*recipe_makeshift_funnel, recipe_filter_flags::none ) );
CHECK( !c.can_start_craft( &*recipe_makeshift_funnel, recipe_filter_flags::no_favorite ) );
}
}
WHEN( "1 favorited component, extra non-favorited components" ) {
item plastic_bottle( "bottle_plastic" );
Character &c = get_player_character();
clear_and_setup( c, m, pocketknife );
REQUIRE( m.i_at( c.pos() ).empty() );
c.i_add_or_drop( plastic_bottle, 4 );
map_stack items = m.i_at( c.pos() );
REQUIRE( !items.empty() );
items.begin()->is_favorite = true;
REQUIRE( items.begin()->is_favorite );
THEN( "no warning" ) {
CHECK( c.can_start_craft( &*recipe_makeshift_funnel, recipe_filter_flags::none ) );
CHECK( c.can_start_craft( &*recipe_makeshift_funnel, recipe_filter_flags::no_favorite ) );
}
}
}
}
static bool found_all_in_list( const std::vector<item> &items,
std::map<const itype_id, std::pair<std::pair<const int, const int>, int>> &expected )
{
bool ret = true;
for( const item &i : items ) {
bool expected_item = false;
for( auto &found : expected ) {
if( i.typeId() == found.first ) {
expected_item = true;
found.second.second += i.count_by_charges() ? i.charges : 1;
}
}
if( !expected_item ) {
ret = false;
}
}
for( const auto &found : expected ) {
CAPTURE( found.first.c_str() );
CHECK( found.second.second >= found.second.first.first );
CHECK( found.second.second <= found.second.first.second );
}
return ret;
}
TEST_CASE( "recipe_byproducts_and_byproduct_groups", "[recipes][crafting]" )
{
GIVEN( "recipe with byproducts, normal definition" ) {
const recipe *r = &recipe_test_tallow.obj();
REQUIRE( r->has_byproducts() );
const int count_cracklins = 4;
const int count_gum = 10;
WHEN( "crafting in batch of 1" ) {
const int batch = 1;
std::vector<item> bps = r->create_byproducts( batch );
std::map<const itype_id, std::pair<std::pair<const int, const int>, int>> found_itype_count = {
{ itype_test_cracklins, { { count_cracklins * batch, count_cracklins * batch }, 0 } },
{ itype_test_gum, { { count_gum * batch, count_gum * batch }, 0 } }
};
CHECK( found_all_in_list( bps, found_itype_count ) );
}
WHEN( "crafting in batch of 2" ) {
const int batch = 2;
std::vector<item> bps = r->create_byproducts( batch );
std::map<const itype_id, std::pair<std::pair<const int, const int>, int>> found_itype_count = {
{ itype_test_cracklins, { { count_cracklins * batch, count_cracklins * batch }, 0 } },
{ itype_test_gum, { { count_gum * batch, count_gum * batch }, 0 } }
};
CHECK( found_all_in_list( bps, found_itype_count ) );
}
WHEN( "crafting in batch of 10" ) {
const int batch = 10;
std::vector<item> bps = r->create_byproducts( batch );
std::map<const itype_id, std::pair<std::pair<const int, const int>, int>> found_itype_count = {
{ itype_test_cracklins, { { count_cracklins * batch, count_cracklins * batch }, 0 } },
{ itype_test_gum, { { count_gum * batch, count_gum * batch }, 0 } }
};
CHECK( found_all_in_list( bps, found_itype_count ) );
}
}
GIVEN( "recipe with byproducts, item group definition" ) {
const recipe *r = &recipe_test_tallow2.obj();
REQUIRE( r->has_byproducts() );
const int count_cracklins = 1; // defined "charges" doesn't produce full stack
const int count_gum = 10;
const int lo = 2;
const int hi = 3;
WHEN( "crafting in batch of 1" ) {
const int batch = 1;
std::vector<item> bps = r->create_byproducts( batch );
std::map<const itype_id, std::pair<std::pair<const int, const int>, int>> found_itype_count = {
{ itype_test_cracklins, { { count_cracklins *batch * lo, count_cracklins *batch * hi }, 0 } },
{ itype_test_gum, { { count_gum *batch * lo, count_gum *batch * hi }, 0 } }
};
CHECK( found_all_in_list( bps, found_itype_count ) );
}
WHEN( "crafting in batch of 2" ) {
const int batch = 2;
std::vector<item> bps = r->create_byproducts( batch );
std::map<const itype_id, std::pair<std::pair<const int, const int>, int>> found_itype_count = {
{ itype_test_cracklins, { { count_cracklins *batch * lo, count_cracklins *batch * hi }, 0 } },
{ itype_test_gum, { { count_gum *batch * lo, count_gum *batch * hi }, 0 } }
};
CHECK( found_all_in_list( bps, found_itype_count ) );
}
WHEN( "crafting in batch of 10" ) {
const int batch = 10;
std::vector<item> bps = r->create_byproducts( batch );
std::map<const itype_id, std::pair<std::pair<const int, const int>, int>> found_itype_count = {
{ itype_test_cracklins, { { count_cracklins *batch * lo, count_cracklins *batch * hi }, 0 } },
{ itype_test_gum, { { count_gum *batch * lo, count_gum *batch * hi }, 0 } }
};
CHECK( found_all_in_list( bps, found_itype_count ) );
}
}
}
TEST_CASE( "tools_with_charges_as_components", "[crafting]" )
{
const int cotton_sheets_in_recipe = 2;
const int threads_in_recipe = 10;
map &m = get_map();
Character &c = get_player_character();
item pocketknife( itype_pockknife );
item sew_kit( itype_sewing_kit );
item thread( "thread" );
item sheet_cotton( "sheet_cotton" );
thread.charges = 100;
sew_kit.put_in( thread, pocket_type::MAGAZINE );
REQUIRE( sew_kit.ammo_remaining() == 100 );
clear_and_setup( c, m, pocketknife );
c.learn_recipe( &*recipe_balclava );
c.set_skill_level( skill_survival, 10 );
GIVEN( "sewing kit with thread on the ground" ) {
REQUIRE( m.i_at( c.pos() ).empty() );
c.i_add_or_drop( sew_kit );
c.i_add_or_drop( thread );
c.i_add_or_drop( sheet_cotton, cotton_sheets_in_recipe );
WHEN( "crafting a balaclava" ) {
craft_command cmd( &*recipe_balclava, 1, false, &c, c.pos() );
cmd.execute( true );
item res = cmd.create_in_progress_craft();
THEN( "craft uses the free thread instead of tool ammo as component" ) {
CHECK( !res.is_null() );
CHECK( res.is_craft() );
CHECK( res.components[itype_sheet_cotton].size() == cotton_sheets_in_recipe );
// when threads aren't count by charges anymore, see line above
CHECK( res.components[itype_thread].front().count() == threads_in_recipe );
int cotton_sheets = 0;
int threads = 0;
int threads_in_tool = 0;
for( const item &i : m.i_at( c.pos() ) ) {
if( i.typeId() == itype_sheet_cotton ) {
cotton_sheets += i.count_by_charges() ? i.charges : 1;
} else if( i.typeId() == itype_thread ) {
threads += i.count_by_charges() ? i.charges : 1;
} else if( i.typeId() == itype_sewing_kit ) {
threads_in_tool += i.ammo_remaining();
}
}
CHECK( cotton_sheets == 0 );
CHECK( threads == 100 - threads_in_recipe );
CHECK( threads_in_tool == 100 );
}
}
}
GIVEN( "sewing kit with thread in inventory" ) {
const item backpack( "debug_backpack" );
item_location pack_loc( c, & **c.wear_item( backpack, false ) );
REQUIRE( !!pack_loc.get_item() );
REQUIRE( pack_loc->is_container_empty() );
c.i_add_or_drop( sew_kit );
c.i_add_or_drop( thread );
c.i_add_or_drop( sheet_cotton, cotton_sheets_in_recipe );
WHEN( "crafting a balaclava" ) {
craft_command cmd( &*recipe_balclava, 1, false, &c, c.pos() );
cmd.execute( true );
item res = cmd.create_in_progress_craft();
THEN( "craft uses the free thread instead of tool ammo as component" ) {
CHECK( !res.is_null() );
CHECK( res.is_craft() );
CHECK( res.components[itype_sheet_cotton].size() == cotton_sheets_in_recipe );
// when threads aren't count by charges anymore, see line above
CHECK( res.components[itype_thread].front().count() == threads_in_recipe );
int cotton_sheets = 0;
int threads = 0;
int threads_in_tool = 0;
for( const item *i : pack_loc->all_items_top() ) {
if( i->typeId() == itype_sheet_cotton ) {
cotton_sheets += i->count_by_charges() ? i->charges : 1;
} else if( i->typeId() == itype_thread ) {
threads += i->count_by_charges() ? i->charges : 1;
} else if( i->typeId() == itype_sewing_kit ) {
threads_in_tool += i->ammo_remaining();
}
}
CHECK( cotton_sheets == 0 );
CHECK( threads == 100 - threads_in_recipe );
CHECK( threads_in_tool == 100 );
}
}
}
}
// This test makes sure that rot is inherited properly when crafting. See the comments on
// inherit_rot_from_components for a description of what "inheritied properly" means
// using a default hotplate the macaroni uses 35x7 = 245 charges of hotplate, meat uses 35x20 = 700 charges of hotplate and 80x30 = 2400 charges of dehydrator
// looks like tool_with_ammo cannot spawn a hotplate/dehydrator with more than 500 charges, so until the default battery is changed I'm giving player 10 of each
// replaced hotplate with popcan_stove since hotplate got it's battery slot removed
TEST_CASE( "recipes_inherit_rot_of_components_properly", "[crafting][rot]" )
{
Character &player_character = get_player_character();
std::vector<item> tools;
tools.insert( tools.end(), 10, tool_with_ammo( "popcan_stove", 500 ) );
tools.insert( tools.end(), 10, tool_with_ammo( "dehydrator", 500 ) );
tools.emplace_back( "pot_canning" );
tools.emplace_back( "knife_butcher" );
GIVEN( "1 hour until rotten macaroni and fresh cheese" ) {
item macaroni( "macaroni_raw" );
item cheese( "cheese" );
item water_clean( "water_clean" );
macaroni.set_rot( macaroni.get_shelf_life() - 1_hours );
REQUIRE( cheese.get_shelf_life() - cheese.get_rot() > 1_hours );
tools.insert( tools.end(), 1, macaroni );
tools.insert( tools.end(), 1, cheese );
item &bottle = tools.emplace_back( "bottle_plastic" ); // water container
bottle.get_contents().insert_item( item( itype_water_clean ), pocket_type::CONTAINER );
WHEN( "crafting the mac and cheese" ) {
prep_craft( recipe_macaroni_cooked, tools, true );
actually_test_craft( recipe_macaroni_cooked, INT_MAX, 10 );
THEN( "it should have exactly 1 hour until it spoils" ) {
item_location mac_and_cheese = player_character.get_wielded_item();
REQUIRE( mac_and_cheese->type->get_id() == recipe_macaroni_cooked->result() );
CHECK( mac_and_cheese->get_shelf_life() - mac_and_cheese->get_rot() == 1_hours );
}
}
}
GIVEN( "fresh macaroni and fresh cheese" ) {
item macaroni( "macaroni_raw" );
item cheese( "cheese" );
item water_clean( "water_clean" );
REQUIRE( macaroni.get_rot() == 0_turns );
REQUIRE( cheese.get_rot() == 0_turns );
tools.insert( tools.end(), 1, macaroni );
tools.insert( tools.end(), 1, cheese );
item &bottle = tools.emplace_back( "bottle_plastic" ); // water container
bottle.get_contents().insert_item( item( itype_water_clean ), pocket_type::CONTAINER );
WHEN( "crafting the mac and cheese" ) {
prep_craft( recipe_macaroni_cooked, tools, true );
actually_test_craft( recipe_macaroni_cooked, INT_MAX, 10 );
THEN( "it should have no rot" ) {
item_location mac_and_cheese = player_character.get_wielded_item();
REQUIRE( mac_and_cheese->type->get_id() == recipe_macaroni_cooked->result() );
CHECK( mac_and_cheese->get_rot() == 0_turns );
}
}
}
GIVEN( "meat with 1 percent of its shelf life left" ) {
item meat( "meat" );
meat.set_relative_rot( 0.01 );
tools.insert( tools.end(), 1, meat );
WHEN( "crafting dehydrated meat" ) {
prep_craft( recipe_dry_meat, tools, true );
actually_test_craft( recipe_dry_meat, INT_MAX, 10 );
THEN( "it should have 1 percent of its shelf life left" ) {
item_location dehydrated_meat = player_character.get_wielded_item();
REQUIRE( dehydrated_meat->type->get_id() == recipe_dry_meat->result() );
CHECK( dehydrated_meat->get_relative_rot() == 0.01 );
}
}
}
}
TEST_CASE( "variant_crafting_recipes", "[crafting][slow]" )
{
constexpr int max_iters = 50;
Character &player_character = get_player_character();
SECTION( "crafting non-variant recipe" ) {
std::map<std::string, int> variant_counts;
for( int i = 0; i < max_iters; i++ ) {
std::vector<item> tools;
tools.emplace_back( itype_sewing_kit );
tools.emplace_back( "scissors" );
tools.insert( tools.end(), 10, item( "sheet_cotton" ) );
tools.insert( tools.end(), 10, item( "thread" ) );
prep_craft( recipe_test_waist_apron_long, tools, true );
actually_test_craft( recipe_test_waist_apron_long, INT_MAX, 10 );
item_location apron = player_character.get_wielded_item();
REQUIRE( apron->type->get_id() == recipe_test_waist_apron_long->result() );
REQUIRE( apron->has_itype_variant() );
if( variant_counts.count( apron->itype_variant().id ) == 0 ) {
variant_counts[apron->itype_variant().id] = 0;
}
variant_counts[apron->itype_variant().id]++;
}
int variants_captured = 0;
for( const std::pair<std::string, int> var_count : variant_counts ) {
CHECK( var_count.second < max_iters );
variants_captured++;
}
CHECK( variants_captured > 1 );
}
SECTION( "crafting variant recipe" ) {
int specific_variant_count = 0;
for( int i = 0; i < max_iters; i++ ) {
std::vector<item> tools;
tools.emplace_back( itype_sewing_kit );
tools.emplace_back( "scissors" );
tools.insert( tools.end(), 10, item( "sheet_cotton" ) );
tools.insert( tools.end(), 10, item( "thread" ) );
prep_craft( recipe_test_waist_apron_long_pink_apron_cotton, tools, true );
actually_test_craft( recipe_test_waist_apron_long_pink_apron_cotton, INT_MAX, 10 );
item_location apron = player_character.get_wielded_item();
REQUIRE( apron->type->get_id() == recipe_test_waist_apron_long_pink_apron_cotton->result() );
REQUIRE( apron->has_itype_variant() );
if( apron->itype_variant().id == "pink_apron_cotton" ) {
specific_variant_count++;
}
}
CHECK( specific_variant_count == max_iters );
}
}
TEST_CASE( "pseudo_tools_in_crafting_inventory", "[crafting][tools]" )
{
clear_map();
map &here = get_map();
clear_vehicles();
clear_avatar();
avatar &player = get_avatar();
player.setpos( tripoint( 60, 58, 0 ) );
const tripoint veh_pos( 60, 60, 0 );
const tripoint furn1_pos( 60, 57, 0 );
const tripoint furn2_pos( 60, 56, 0 );
const itype_id pseudo_tool = f_smoking_rack.obj().crafting_pseudo_item;
GIVEN( "a vehicle with a liquid tank" ) {
vehicle *veh = here.add_vehicle( vehicle_prototype_test_rv, veh_pos, 0_degrees, 0, 0 );
REQUIRE( veh != nullptr );
for( const vpart_reference &door : veh->get_avail_parts( VPFLAG_OPENABLE ) ) {
door.part().open = true;
}
WHEN( "the tank contains liquid" ) {
REQUIRE( veh->fuel_left( itype_water ) == 0 );
int charges = 50;
for( const vpart_reference &tank : veh->get_avail_parts( vpart_bitflags::VPFLAG_FLUIDTANK ) ) {
tank.part().ammo_set( itype_water, charges );
charges = 0;
}
REQUIRE( veh->fuel_left( itype_water ) == 50 );
THEN( "crafting inventory does not contain the liquid" ) {
player.invalidate_crafting_inventory();
CHECK( player.crafting_inventory().count_item( itype_water_faucet ) == 0 );
CHECK( player.crafting_inventory().charges_of( itype_water ) == 0 );
}
WHEN( "the vehicle has a water faucet part" ) {
REQUIRE( veh->install_part( point_zero, vpart_water_faucet ) >= 0 );
THEN( "crafting inventory contains the liquid" ) {
player.invalidate_crafting_inventory();
CHECK( player.crafting_inventory().count_item( itype_water_faucet ) == 1 );
CHECK( player.crafting_inventory().charges_of( itype_water ) == 50 );
}
}
WHEN( "the vehicle has two water faucets" ) {
REQUIRE( veh->install_part( point_south, vpart_water_faucet ) >= 0 );
THEN( "crafting inventory contains the liquid" ) {
player.invalidate_crafting_inventory();
CHECK( player.crafting_inventory().count_item( itype_water_faucet ) == 1 );
CHECK( player.crafting_inventory().charges_of( itype_water ) == 50 );
}
}
}
clear_vehicles();
}
GIVEN( "a smoking rack" ) {
REQUIRE( here.furn_set( furn1_pos, f_smoking_rack ) );
WHEN( "the smoking rack does not contain any charcoal" ) {
REQUIRE( here.i_at( furn1_pos ).empty() );
THEN( "crafting inventory contains pseudo tool for the smoker, but without any ammo" ) {
player.invalidate_crafting_inventory();
CHECK( player.crafting_inventory().count_item( pseudo_tool ) == 1 );
const int pos = player.crafting_inventory().position_by_type( pseudo_tool );
REQUIRE( pos >= 0 );
const item &rack = player.crafting_inventory().find_item( pos );
CHECK( rack.ammo_remaining() == 0 );
}
}
WHEN( "the smoking rack contains charcoal" ) {
here.add_item( furn1_pos, item( itype_charcoal, calendar::turn_zero, 200 ) );
THEN( "crafting inventory contains pseudo tool for the smoker, with ammo" ) {
player.invalidate_crafting_inventory();
CHECK( player.crafting_inventory().count_item( pseudo_tool ) == 1 );
const int pos = player.crafting_inventory().position_by_type( pseudo_tool );
REQUIRE( pos >= 0 );
const item &rack = player.crafting_inventory().find_item( pos );
CHECK( rack.ammo_remaining() == 200 );
}
GIVEN( "an additional smoking rack" ) {
REQUIRE( here.furn_set( furn2_pos, f_smoking_rack ) );
WHEN( "the second smoking rack does not contain any charcoal" ) {
REQUIRE( here.i_at( furn2_pos ).empty() );
THEN( "crafting inventory contains pseudo tool for smoking rack, with ammo" ) {
player.invalidate_crafting_inventory();
CHECK( player.crafting_inventory().count_item( pseudo_tool ) == 1 );
const int pos = player.crafting_inventory().position_by_type( pseudo_tool );
REQUIRE( pos >= 0 );
const item &rack = player.crafting_inventory().find_item( pos );
CHECK( rack.ammo_remaining() == 200 );
}
}
WHEN( "the second smoking rack also contains charcoal" ) {
here.add_item( furn2_pos, item( itype_charcoal, calendar::turn_zero, 100 ) );
THEN( "crafting inventory contains pseudo tool for smoking rack, with ammo" ) {
player.invalidate_crafting_inventory();
CHECK( player.crafting_inventory().count_item( pseudo_tool ) == 1 );
const int pos = player.crafting_inventory().position_by_type( pseudo_tool );
REQUIRE( pos >= 0 );
const item &rack = player.crafting_inventory().find_item( pos );
CHECK( rack.ammo_remaining() == 300 );
}
}
}
}
clear_map();
}
}
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