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#include <string>
#include "activity_handlers.h"
#include "cata_catch.h"
#include "item.h"
#include "itype.h"
#include "iuse_actor.h"
#include "iuse.h"
#include "map_helpers.h"
#include "map.h"
#include "player_helpers.h"
#include "vehicle.h"
#include "veh_utils.h"
#include "veh_type.h"
#include "vpart_position.h"
#include "vpart_range.h"
static const activity_id ACT_REPAIR_ITEM( "ACT_REPAIR_ITEM" );
static const itype_id itype_leather( "leather" );
static const itype_id itype_tailors_kit( "tailors_kit" );
static const itype_id itype_test_baseball( "test_baseball" );
static const itype_id itype_test_baseball_half_degradation( "test_baseball_half_degradation" );
static const itype_id itype_test_baseball_x2_degradation( "test_baseball_x2_degradation" );
static const itype_id itype_test_glock_degrade( "test_glock_degrade" );
static const itype_id itype_test_steelball( "test_steelball" );
static const itype_id itype_thread( "thread" );
static const skill_id skill_mechanics( "mechanics" );
static const skill_id skill_tailor( "tailor" );
static constexpr int max_iters = 4000;
static constexpr tripoint spawn_pos( HALF_MAPSIZE_X - 1, HALF_MAPSIZE_Y, 0 );
static float get_avg_degradation( const itype_id &it, int count, int damage )
{
if( count <= 0 ) {
return 0.f;
}
map &m = get_map();
m.spawn_item( spawn_pos, it, count, 0, calendar::turn, damage );
REQUIRE( m.i_at( spawn_pos ).size() == static_cast<unsigned>( count ) );
float deg = 0.f;
for( const item &it : m.i_at( spawn_pos ) ) {
deg += it.degradation();
}
m.i_clear( spawn_pos );
return deg / count;
}
TEST_CASE( "Damage_indicator_thresholds", "[item][damage_level]" )
{
struct damage_level_threshold {
int min_damage;
int max_damage;
std::string expect_indicator;
};
const std::vector<damage_level_threshold> thresholds {
{ 0, 0, "<color_c_green>++</color>" },
{ 1, 999, "<color_c_light_green>||</color>" },
{ 1000, 1999, "<color_c_yellow>|\\</color>" },
{ 2000, 2999, "<color_c_light_red>|.</color>" },
{ 3000, 3999, "<color_c_red>\\.</color>" },
{ 4000, 4000, "<color_c_dark_gray>XX</color>" },
};
item it( itype_test_baseball );
CHECK( it.damage() == 0 );
CHECK( it.degradation() == 0 );
for( int dmg = 0; dmg <= it.type->damage_max(); dmg++ ) {
it.set_damage( dmg );
CHECK( it.damage() == dmg );
CAPTURE( it.damage() );
CAPTURE( it.damage_indicator() );
bool matched_threshold = false;
for( size_t i = 0; i < thresholds.size(); i++ ) {
const damage_level_threshold &threshold = thresholds[i];
if( threshold.min_damage <= dmg && dmg <= threshold.max_damage ) {
CHECK( it.damage_indicator() == threshold.expect_indicator );
CHECK( it.damage_level() == static_cast<int>( i ) );
matched_threshold = true;
break;
}
}
CHECK( matched_threshold );
}
}
TEST_CASE( "only_degrade_items_with_defined_degradation", "[item][degradation]" )
{
// can be removed once all items degrade
item no_degradation_item( itype_tailors_kit );
CHECK( no_degradation_item.degradation() == 0 );
no_degradation_item.set_degradation( 1000 );
CHECK( no_degradation_item.degradation() == 0 );
no_degradation_item.rand_degradation();
CHECK( no_degradation_item.degradation() == 0 );
}
TEST_CASE( "Degradation_on_spawned_items", "[item][degradation]" )
{
clear_map();
SECTION( "Non-spawned items have no degradation" ) {
item norm( itype_test_baseball );
item half( itype_test_baseball_half_degradation );
item doub( itype_test_baseball_x2_degradation );
CHECK( norm.degradation() == 0 );
CHECK( half.degradation() == 0 );
CHECK( doub.degradation() == 0 );
}
SECTION( "Items spawned with 0 damage" ) {
float norm = get_avg_degradation( itype_test_baseball, max_iters, 0 );
float half = get_avg_degradation( itype_test_baseball_half_degradation, max_iters, 0 );
float doub = get_avg_degradation( itype_test_baseball_x2_degradation, max_iters, 0 );
CHECK( norm == Approx( 0.0 ).epsilon( 0.001 ) );
CHECK( half == Approx( 0.0 ).epsilon( 0.001 ) );
CHECK( doub == Approx( 0.0 ).epsilon( 0.001 ) );
}
SECTION( "Items spawned with 2000 damage" ) {
float norm = get_avg_degradation( itype_test_baseball, max_iters, 2000 );
float half = get_avg_degradation( itype_test_baseball_half_degradation, max_iters, 2000 );
float doub = get_avg_degradation( itype_test_baseball_x2_degradation, max_iters, 2000 );
CHECK( norm == Approx( 1000.0 ).epsilon( 0.1 ) );
CHECK( half == Approx( 500.0 ).epsilon( 0.1 ) );
CHECK( doub == Approx( 2000.0 ).epsilon( 0.1 ) );
}
SECTION( "Items spawned with 3000 damage" ) {
float norm = get_avg_degradation( itype_test_baseball, max_iters, 3000 );
float half = get_avg_degradation( itype_test_baseball_half_degradation, max_iters, 3000 );
float doub = get_avg_degradation( itype_test_baseball_x2_degradation, max_iters, 3000 );
CHECK( norm == Approx( 1500.0 ).epsilon( 0.1 ) );
CHECK( half == Approx( 750.0 ).epsilon( 0.1 ) );
// not 3000.0 as expected - as degradation calculation gets clamped to max 4000
CHECK( doub == Approx( 2750.0 ).epsilon( 0.1 ) );
}
}
static void add_x_dmg_levels( item &it, int lvls )
{
it.mod_damage( -5000 );
for( int i = 0; i < lvls; i++ ) {
it.mod_damage( 1000 );
it.mod_damage( -1000 );
}
}
TEST_CASE( "Items_that_get_damaged_gain_degradation", "[item][degradation]" )
{
GIVEN( "An item with default degradation rate" ) {
item it( itype_test_baseball );
it.mod_damage( 0 );
REQUIRE( it.type->degrade_increments() == 50 );
REQUIRE( it.degradation() == 0 );
REQUIRE( it.damage() == 0 );
REQUIRE( it.damage_level() == 0 );
WHEN( "Item loses 10 damage levels" ) {
add_x_dmg_levels( it, 10 );
THEN( "Item gains 10 percent as degradation, 2 damage level" ) {
CHECK( it.degradation() == 1040 );
CHECK( it.damage_level() == 2 );
CHECK( it.damage() == it.degradation() );
}
}
WHEN( "Item loses 20 damage levels" ) {
add_x_dmg_levels( it, 20 );
THEN( "Item gains 10 percent as degradation, 3 damage level" ) {
CHECK( it.degradation() == 2000 );
CHECK( it.damage_level() == 3 );
CHECK( it.damage() == it.degradation() );
}
}
}
GIVEN( "An item with half degradation rate" ) {
item it( itype_test_baseball_half_degradation );
it.mod_damage( 0 );
REQUIRE( it.type->degrade_increments() == 100 );
REQUIRE( it.degradation() == 0 );
REQUIRE( it.damage() == 0 );
REQUIRE( it.damage_level() == 0 );
WHEN( "Item loses 20 damage levels" ) {
add_x_dmg_levels( it, 20 );
THEN( "Item gains 5 percent as degradation, 1 damage level" ) {
CHECK( it.degradation() == 960 );
CHECK( it.damage_level() == 1 );
CHECK( it.damage() == it.degradation() );
}
}
}
GIVEN( "An item with double degradation rate" ) {
item it( itype_test_baseball_x2_degradation );
REQUIRE( it.type->degrade_increments() == 25 );
REQUIRE( it.degradation() == 0 );
REQUIRE( it.damage() == 0 );
REQUIRE( it.damage_level() == 0 );
WHEN( "Item loses 10 damage levels" ) {
add_x_dmg_levels( it, 10 );
THEN( "Item gains 20 percent as degradation, 3 damage level" ) {
CHECK( it.degradation() == 2080 );
CHECK( it.damage_level() == 3 );
CHECK( it.damage() == it.degradation() );
}
}
WHEN( "Item loses 20 damage levels" ) {
add_x_dmg_levels( it, 20 );
THEN( "Item gains 20 percent as degradation, 4 damage level" ) {
CHECK( it.degradation() == 3040 );
CHECK( it.damage_level() == 4 );
CHECK( it.damage() == it.degradation() );
}
}
}
}
static void setup_repair( item &fix, player_activity &act, Character &u )
{
map &m = get_map();
// Setup character
clear_character( u, true );
u.set_skill_level( skill_tailor, 10 );
u.wield( fix );
REQUIRE( u.get_wielded_item()->typeId() == fix.typeId() );
// Setup tool
item &thread = m.add_item_or_charges( spawn_pos, item( itype_thread ) );
item &tailor = m.add_item_or_charges( spawn_pos, item( itype_tailors_kit ) );
thread.charges = 400;
tailor.reload( u, { map_cursor( spawn_pos ), &thread }, 400 );
REQUIRE( m.i_at( spawn_pos ).begin()->typeId() == tailor.typeId() );
// Setup materials
item leather( itype_leather );
leather.charges = 10;
u.i_add_or_drop( leather, 10 );
// Setup activity
item_location fixloc( u, &fix );
item_location tailorloc( map_cursor( spawn_pos ), &tailor );
act.values.emplace_back( /* repeat_type::FULL */ 3 );
act.str_values.emplace_back( "repair_fabric" );
act.targets.emplace_back( tailorloc );
act.targets.emplace_back( fixloc );
}
// Testing activity_handlers::repair_item_finish / repair_item_actor::repair
TEST_CASE( "Repairing_degraded_items", "[item][degradation]" )
{
// Setup map
clear_map();
set_time_to_day();
REQUIRE( static_cast<int>( get_map().light_at( spawn_pos ) ) > 2 );
GIVEN( "Item with normal degradation" ) {
Character &u = get_player_character();
item fix( itype_test_baseball );
WHEN( "1000 damage / 0 degradation" ) {
fix.set_damage( 1000 );
fix.set_degradation( 0 );
REQUIRE( fix.damage() == 1000 );
REQUIRE( fix.degradation() == 0 );
THEN( "Repaired to 0 damage" ) {
player_activity act( ACT_REPAIR_ITEM, 0, 0 );
setup_repair( fix, act, u );
while( !act.is_null() ) {
::repair_item_finish( &act, &u, true );
}
CHECK( fix.damage() == 0 );
}
}
WHEN( "3999 damage / 0 degradation" ) {
fix.set_damage( 3999 );
fix.set_degradation( 0 );
REQUIRE( fix.damage() == 3999 );
REQUIRE( fix.degradation() == 0 );
THEN( "Repaired to 0 damage" ) {
player_activity act( ACT_REPAIR_ITEM, 0, 0 );
setup_repair( fix, act, u );
while( !act.is_null() ) {
::repair_item_finish( &act, &u, true );
}
CHECK( fix.damage() == 0 );
}
}
WHEN( "1000 damage / 1000 degradation" ) {
fix.set_damage( 1000 );
fix.set_degradation( 1000 );
REQUIRE( fix.damage() == 1000 );
REQUIRE( fix.degradation() == 1000 );
THEN( "Can't repair to less than 1000 damage due to degradation" ) {
player_activity act( ACT_REPAIR_ITEM, 0, 0 );
setup_repair( fix, act, u );
while( !act.is_null() ) {
::repair_item_finish( &act, &u, true );
}
CHECK( fix.damage() == 1000 );
}
}
WHEN( "3999 damage / 1000 degradation" ) {
fix.set_damage( 3999 );
fix.set_degradation( 1000 );
REQUIRE( fix.damage() == 3999 );
REQUIRE( fix.degradation() == 1000 );
THEN( "Repaired to 0 damage" ) {
player_activity act( ACT_REPAIR_ITEM, 0, 0 );
setup_repair( fix, act, u );
while( !act.is_null() ) {
::repair_item_finish( &act, &u, true );
}
CHECK( fix.damage() == 1000 );
}
}
WHEN( "2000 damage / 2000 degradation" ) {
fix.set_damage( 2000 );
fix.set_degradation( 2000 );
REQUIRE( fix.damage() == 2000 );
REQUIRE( fix.degradation() == 2000 );
THEN( "Can't repair to less than 2000 damage due to degradation" ) {
player_activity act( ACT_REPAIR_ITEM, 0, 0 );
setup_repair( fix, act, u );
while( !act.is_null() ) {
::repair_item_finish( &act, &u, true );
}
CHECK( fix.damage() == 2000 );
}
}
WHEN( "3999 damage / 2000 degradation" ) {
fix.set_damage( 3999 );
fix.set_degradation( 2000 );
REQUIRE( fix.damage() == 3999 );
REQUIRE( fix.degradation() == 2000 );
THEN( "Repaired to 2000 damage" ) {
player_activity act( ACT_REPAIR_ITEM, 0, 0 );
setup_repair( fix, act, u );
while( !act.is_null() ) {
::repair_item_finish( &act, &u, true );
}
CHECK( fix.damage() == 2000 );
}
}
WHEN( "3000 damage / 3000 degradation" ) {
fix.set_damage( 3000 );
fix.set_degradation( 3000 );
REQUIRE( fix.damage() == 3000 );
REQUIRE( fix.degradation() == 3000 );
THEN( "Can't repair to less than 3000 damage due to degradation" ) {
player_activity act( ACT_REPAIR_ITEM, 0, 0 );
setup_repair( fix, act, u );
while( !act.is_null() ) {
::repair_item_finish( &act, &u, true );
}
CHECK( fix.damage() == 3000 );
}
}
WHEN( "3999 damage / 3000 degradation" ) {
fix.set_damage( 3999 );
fix.set_degradation( 3000 );
REQUIRE( fix.damage() == 3999 );
REQUIRE( fix.degradation() == 3000 );
THEN( "Repaired to 3000 damage" ) {
player_activity act( ACT_REPAIR_ITEM, 0, 0 );
setup_repair( fix, act, u );
while( !act.is_null() ) {
::repair_item_finish( &act, &u, true );
}
CHECK( fix.damage() == 3000 );
}
}
WHEN( "4000 damage / 4000 degradation" ) {
fix.set_damage( 4000 );
fix.set_degradation( 4000 );
REQUIRE( fix.damage() == 4000 );
REQUIRE( fix.degradation() == 4000 );
THEN( "Can't repair to less than 4000 damage due to degradation" ) {
player_activity act( ACT_REPAIR_ITEM, 0, 0 );
setup_repair( fix, act, u );
while( !act.is_null() ) {
::repair_item_finish( &act, &u, true );
}
CHECK( fix.damage() == 4000 );
}
}
}
}
// Testing activity_handlers::repair_item_finish / repair_item_actor::repair
TEST_CASE( "Repairing_items_with_specific_requirements", "[item][degradation]" )
{
Character &u = get_player_character();
item fix( itype_test_steelball );
fix.set_damage( 1000 );
fix.set_degradation( 0 );
REQUIRE( fix.damage() == 1000 );
REQUIRE( fix.degradation() == 0 );
THEN( "Try repairing and fail" ) {
player_activity act( ACT_REPAIR_ITEM, 0, 0 );
setup_repair( fix, act, u );
while( !act.is_null() ) {
::repair_item_finish( &act, &u, true );
}
// shouldn't repair since the sewing kit can't repair steel ball
CHECK( fix.damage() == 1000 );
}
}
// Testing iuse::gun_repair
TEST_CASE( "Gun_repair_with_degradation", "[item][degradation]" )
{
GIVEN( "Gun with normal degradation" ) {
Character &u = get_player_character();
item gun( itype_test_glock_degrade );
clear_character( u );
u.set_skill_level( skill_mechanics, 10 );
clear_map();
set_time_to_day();
WHEN( "0 damage / 0 degradation" ) {
gun.set_damage( 0 );
gun.set_degradation( 0 );
REQUIRE( gun.damage() == 0 );
REQUIRE( gun.degradation() == 0 );
THEN( "Can't repair to less than 0 damage" ) {
u.wield( gun );
item_location gun_loc( u, &gun );
::gun_repair( &u, &gun, gun_loc );
CHECK( gun.damage() == 0 );
}
}
WHEN( "1000 damage / 0 degradation" ) {
gun.set_damage( 1000 );
gun.set_degradation( 0 );
REQUIRE( gun.damage() == 1000 );
REQUIRE( gun.degradation() == 0 );
THEN( "Repaired to 0 damage" ) {
u.wield( gun );
item_location gun_loc( u, &gun );
::gun_repair( &u, &gun, gun_loc );
CHECK( gun.damage() == 0 );
}
}
WHEN( "4000 damage / 0 degradation" ) {
gun.set_damage( 4000 );
gun.set_degradation( 0 );
REQUIRE( gun.damage() == 4000 );
REQUIRE( gun.degradation() == 0 );
THEN( "Repaired to 3000 damage" ) {
u.wield( gun );
item_location gun_loc( u, &gun );
::gun_repair( &u, &gun, gun_loc );
CHECK( gun.damage() == 3000 );
}
}
WHEN( "0 damage / 1000 degradation" ) {
gun.set_damage( 0 );
gun.set_degradation( 1000 );
REQUIRE( gun.damage() == 1000 );
REQUIRE( gun.degradation() == 1000 );
THEN( "Can't repair to less than 1000 damage due to degradation" ) {
u.wield( gun );
item_location gun_loc( u, &gun );
::gun_repair( &u, &gun, gun_loc );
CHECK( gun.damage() == 1000 );
}
}
WHEN( "1000 damage / 1000 degradation" ) {
gun.set_damage( 1000 );
gun.set_degradation( 1000 );
REQUIRE( gun.damage() == 1000 );
REQUIRE( gun.degradation() == 1000 );
THEN( "Can't repair to less than 1000 damage due to degradation" ) {
u.wield( gun );
item_location gun_loc( u, &gun );
::gun_repair( &u, &gun, gun_loc );
CHECK( gun.damage() == 1000 );
}
}
WHEN( "4000 damage / 1000 degradation" ) {
gun.set_damage( 4000 );
gun.set_degradation( 1000 );
REQUIRE( gun.damage() == 4000 );
REQUIRE( gun.degradation() == 1000 );
THEN( "Repaired to 3000 damage" ) {
u.wield( gun );
item_location gun_loc( u, &gun );
::gun_repair( &u, &gun, gun_loc );
CHECK( gun.damage() == 3000 );
}
}
WHEN( "1000 damage / 2000 degradation" ) {
gun.set_damage( 1000 );
gun.set_degradation( 2000 );
REQUIRE( gun.damage() == 2000 );
REQUIRE( gun.degradation() == 2000 );
THEN( "Can't repair to less than 2000 damage due to degradation" ) {
u.wield( gun );
item_location gun_loc( u, &gun );
::gun_repair( &u, &gun, gun_loc );
CHECK( gun.damage() == 2000 );
}
}
WHEN( "2000 damage / 2000 degradation" ) {
gun.set_damage( 2000 );
gun.set_degradation( 2000 );
REQUIRE( gun.damage() == 2000 );
REQUIRE( gun.degradation() == 2000 );
THEN( "Can't repair to less than 2000 damage due to degradation" ) {
u.wield( gun );
item_location gun_loc( u, &gun );
::gun_repair( &u, &gun, gun_loc );
CHECK( gun.damage() == 2000 );
}
}
WHEN( "4000 damage / 2000 degradation" ) {
gun.set_damage( 4000 );
gun.set_degradation( 2000 );
REQUIRE( gun.damage() == 4000 );
REQUIRE( gun.degradation() == 2000 );
THEN( "Repaired to 2000 damage" ) {
u.wield( gun );
item_location gun_loc( u, &gun );
::gun_repair( &u, &gun, gun_loc );
::gun_repair( &u, &gun, gun_loc );
CHECK( gun.damage() == 2000 );
}
}
WHEN( "2000 damage / 3000 degradation" ) {
gun.set_damage( 2000 );
gun.set_degradation( 3000 );
REQUIRE( gun.damage() == 3000 );
REQUIRE( gun.degradation() == 3000 );
THEN( "Can't repair to less than 3000 damage due to degradation" ) {
u.wield( gun );
item_location gun_loc( u, &gun );
::gun_repair( &u, &gun, gun_loc );
CHECK( gun.damage() == 3000 );
}
}
WHEN( "3000 damage / 3000 degradation" ) {
gun.set_damage( 3000 );
gun.set_degradation( 3000 );
REQUIRE( gun.damage() == 3000 );
REQUIRE( gun.degradation() == 3000 );
THEN( "Can't repair to less than 3000 damage due to degradation" ) {
u.wield( gun );
item_location gun_loc( u, &gun );
::gun_repair( &u, &gun, gun_loc );
CHECK( gun.damage() == 3000 );
}
}
WHEN( "4000 damage / 3000 degradation" ) {
gun.set_damage( 4000 );
gun.set_degradation( 3000 );
REQUIRE( gun.damage() == 4000 );
REQUIRE( gun.degradation() == 3000 );
THEN( "Repaired to 3000 damage" ) {
u.wield( gun );
item_location gun_loc( u, &gun );
::gun_repair( &u, &gun, gun_loc );
CHECK( gun.damage() == 3000 );
}
}
WHEN( "3000 damage / 4000 degradation" ) {
gun.set_damage( 3000 );
gun.set_degradation( 4000 );
REQUIRE( gun.damage() == 4000 );
REQUIRE( gun.degradation() == 4000 );
THEN( "Can't repair to less than 4000 damage due to degradation" ) {
u.wield( gun );
item_location gun_loc( u, &gun );
::gun_repair( &u, &gun, gun_loc );
CHECK( gun.damage() == 4000 );
}
}
WHEN( "4000 damage / 4000 degradation" ) {
gun.set_damage( 4000 );
gun.set_degradation( 4000 );
REQUIRE( gun.damage() == 4000 );
REQUIRE( gun.degradation() == 4000 );
THEN( "Can't repair to less than 4000 damage due to degradation" ) {
u.wield( gun );
item_location gun_loc( u, &gun );
::gun_repair( &u, &gun, gun_loc );
CHECK( gun.damage() == 4000 );
}
}
}
}
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