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#include <algorithm>
#include <cstdlib>
#include <iostream>
#include "avatar.h"
#include "cata_catch.h"
#include "item.h"
#include "melee.h"
#include "monster.h"
#include "player_helpers.h"
#include "sounds.h"
#include "ret_val.h"
#include "test_data.h"
#include "type_id.h"
static const mtype_id debug_mon( "debug_mon" );
static const mtype_id mon_zombie_smoker( "mon_zombie_smoker" );
static const mtype_id mon_zombie_soldier_no_weakpoints( "mon_zombie_soldier_no_weakpoints" );
static const mtype_id mon_zombie_survivor_no_weakpoints( "mon_zombie_survivor_no_weakpoints" );
static const skill_id skill_bashing( "bashing" );
static const skill_id skill_cutting( "cutting" );
static const skill_id skill_melee( "melee" );
static const skill_id skill_stabbing( "stabbing" );
static const skill_id skill_unarmed( "unarmed" );
struct itype;
// Run a large number of trials of a player attacking a monster with a given weapon,
// and return the average damage done per second.
static double weapon_dps_trials( avatar &attacker, monster &defender, item &weapon )
{
constexpr int trials = 1000;
int total_damage = 0;
int total_moves = 0;
clear_character( attacker );
REQUIRE( attacker.can_wield( weapon ).success() );
melee::clear_stats();
melee_statistic_data melee_stats = melee::get_stats();
// rerun the trials in groups of 1000 until 100 crits occur
for( int i = 0; i < 10 && melee_stats.actual_crit_count < 100;
i++, melee_stats = melee::get_stats() ) {
for( int j = 0; j < trials; j++ ) {
// Reset and re-wield weapon before each attack to prevent skill-up during trials
clear_character( attacker );
attacker.wield( weapon );
// Verify that wielding worked (and not e.g. using martial arts instead)
REQUIRE( !!attacker.used_weapon() );
REQUIRE( attacker.used_weapon()->type == weapon.type );
int before_moves = attacker.get_moves();
// Keep the defender at maximum health
const int starting_hp = defender.get_hp_max();
defender.set_hp( starting_hp );
// Attack once
attacker.melee_attack_abstract( defender, false, matec_id( "" ) );
// Tally total damage and moves
total_damage += std::max( 0, starting_hp - defender.get_hp() );
total_moves += std::abs( attacker.get_moves() - before_moves );
// Every hit or miss enqueues a new sound
// Ideally, we'd have sound vector get cleared after every test, but it's not easy
sounds::reset_sounds();
}
}
// Scale damage-per-move to damage-per-second
// 1 second == 100 moves
return 100.0f * total_damage / total_moves;
}
// Compare actual DPS with estimated effective DPS for an attacker/defender/weapon combo.
static void check_actual_dps( avatar &attacker, monster &defender, item &weapon )
{
clear_character( attacker );
double expect_dps = weapon.effective_dps( attacker, defender );
double actual_dps = weapon_dps_trials( attacker, defender, weapon );
CHECK( actual_dps == Approx( expect_dps ).epsilon( 0.2f ) );
}
static void check_accuracy_dps( avatar &attacker, monster &defender, item &wpn1, item &wpn2,
item &wpn3 )
{
clear_character( attacker );
melee::clear_stats();
double dps_wpn1 = weapon_dps_trials( attacker, defender, wpn1 );
const melee_statistic_data wpn1_stats = melee::get_stats();
melee::clear_stats();
double dps_wpn2 = weapon_dps_trials( attacker, defender, wpn2 );
const melee_statistic_data wpn2_stats = melee::get_stats();
melee::clear_stats();
double dps_wpn3 = weapon_dps_trials( attacker, defender, wpn3 );
const melee_statistic_data wpn3_stats = melee::get_stats();
REQUIRE( wpn1_stats.hit_count > 0 );
REQUIRE( wpn2_stats.hit_count > 0 );
REQUIRE( wpn3_stats.hit_count > 0 );
CAPTURE( wpn1_stats.attack_count );
CAPTURE( wpn2_stats.attack_count );
CAPTURE( wpn3_stats.attack_count );
double wpn1_hit_rate = static_cast<double>( wpn1_stats.hit_count ) / wpn1_stats.attack_count;
double wpn2_hit_rate = static_cast<double>( wpn2_stats.hit_count ) / wpn2_stats.attack_count;
double wpn3_hit_rate = static_cast<double>( wpn3_stats.hit_count ) / wpn3_stats.attack_count;
CHECK( wpn2_hit_rate > wpn1_hit_rate );
CHECK( wpn3_hit_rate > wpn2_hit_rate );
CHECK( dps_wpn2 > dps_wpn1 );
CHECK( dps_wpn3 > dps_wpn2 );
}
TEST_CASE( "effective_damage_per_second", "[effective][dps]" )
{
avatar &dummy = get_avatar();
clear_character( dummy );
item clumsy_sword( "test_clumsy_sword" );
item normal_sword( "test_normal_sword" );
item good_sword( "test_balanced_sword" );
SECTION( "against a debug monster with no armor or dodge" ) {
monster mummy( debug_mon );
CHECK( clumsy_sword.effective_dps( dummy, mummy ) == Approx( 25.0f ).epsilon( 0.15f ) );
CHECK( good_sword.effective_dps( dummy, mummy ) == Approx( 38.0f ).epsilon( 0.15f ) );
}
SECTION( "against an agile target" ) {
monster smoker( mon_zombie_smoker );
REQUIRE( smoker.get_dodge() >= 4 );
CHECK( clumsy_sword.effective_dps( dummy, smoker ) == Approx( 11.0f ).epsilon( 0.15f ) );
CHECK( good_sword.effective_dps( dummy, smoker ) == Approx( 25.0f ).epsilon( 0.15f ) );
}
SECTION( "against an armored target" ) {
monster soldier( mon_zombie_soldier_no_weakpoints );
CHECK( clumsy_sword.effective_dps( dummy, soldier ) == Approx( 8.0f ).epsilon( 0.15f ) );
CHECK( good_sword.effective_dps( dummy, soldier ) == Approx( 15.0f ).epsilon( 0.15f ) );
}
SECTION( "effect of STR and DEX on damage per second" ) {
monster mummy( debug_mon );
SECTION( "STR 6, DEX 6" ) {
dummy.str_max = 6;
dummy.dex_max = 6;
CHECK( clumsy_sword.effective_dps( dummy, mummy ) == Approx( 20.0f ).epsilon( 0.15f ) );
CHECK( normal_sword.effective_dps( dummy, mummy ) == Approx( 26.0f ).epsilon( 0.15f ) );
CHECK( good_sword.effective_dps( dummy, mummy ) == Approx( 33.0f ).epsilon( 0.15f ) );
}
SECTION( "STR 8, DEX 10" ) {
dummy.str_max = 8;
dummy.dex_max = 10;
CHECK( clumsy_sword.effective_dps( dummy, mummy ) == Approx( 25.0f ).epsilon( 0.15f ) );
CHECK( normal_sword.effective_dps( dummy, mummy ) == Approx( 32.0f ).epsilon( 0.15f ) );
CHECK( good_sword.effective_dps( dummy, mummy ) == Approx( 38.0f ).epsilon( 0.15f ) );
}
SECTION( "STR 10, DEX 10" ) {
dummy.str_max = 10;
dummy.dex_max = 10;
CHECK( clumsy_sword.effective_dps( dummy, mummy ) == Approx( 27.0f ).epsilon( 0.15f ) );
CHECK( normal_sword.effective_dps( dummy, mummy ) == Approx( 34.0f ).epsilon( 0.15f ) );
CHECK( good_sword.effective_dps( dummy, mummy ) == Approx( 41.0f ).epsilon( 0.15f ) );
}
}
}
TEST_CASE( "effective_vs_actual_damage_per_second", "[actual][dps][!mayfail]" )
{
avatar &dummy = get_avatar();
clear_character( dummy );
monster soldier( mon_zombie_soldier_no_weakpoints );
monster smoker( mon_zombie_smoker );
monster survivor( mon_zombie_survivor_no_weakpoints );
item clumsy_sword( "test_clumsy_sword" );
item normal_sword( "test_normal_sword" );
item good_sword( "test_balanced_sword" );
SECTION( "soldier zombie" ) {
check_actual_dps( dummy, soldier, clumsy_sword );
check_actual_dps( dummy, soldier, normal_sword );
check_actual_dps( dummy, soldier, good_sword );
}
SECTION( "smoker zombie" ) {
check_actual_dps( dummy, smoker, clumsy_sword );
check_actual_dps( dummy, smoker, normal_sword );
check_actual_dps( dummy, smoker, good_sword );
}
SECTION( "survivor zombie" ) {
check_actual_dps( dummy, survivor, clumsy_sword );
check_actual_dps( dummy, survivor, normal_sword );
check_actual_dps( dummy, survivor, good_sword );
}
}
TEST_CASE( "accuracy_increases_success", "[accuracy][dps]" )
{
avatar &dummy = get_avatar();
clear_character( dummy );
monster soldier( mon_zombie_soldier_no_weakpoints );
monster smoker( mon_zombie_smoker );
monster survivor( mon_zombie_survivor_no_weakpoints );
item clumsy_sword( "test_clumsy_sword" );
item normal_sword( "test_normal_sword" );
item good_sword( "test_balanced_sword" );
SECTION( "soldier zombie" ) {
check_accuracy_dps( dummy, soldier, clumsy_sword, normal_sword, good_sword );
}
SECTION( "smoker zombie" ) {
check_accuracy_dps( dummy, smoker, clumsy_sword, normal_sword, good_sword );
}
SECTION( "survivor zombie" ) {
check_accuracy_dps( dummy, survivor, clumsy_sword, normal_sword, good_sword );
}
}
static void make_experienced_tester( avatar &test_guy )
{
clear_character( test_guy );
test_guy.str_max = 10;
test_guy.dex_max = 10;
test_guy.int_max = 10;
test_guy.per_max = 10;
test_guy.set_str_bonus( 0 );
test_guy.set_dex_bonus( 0 );
test_guy.set_int_bonus( 0 );
test_guy.set_per_bonus( 0 );
test_guy.reset_bonuses();
test_guy.set_speed_base( 100 );
test_guy.set_speed_bonus( 0 );
test_guy.set_body();
test_guy.set_all_parts_hp_to_max();
test_guy.set_skill_level( skill_bashing, 4 );
test_guy.set_skill_level( skill_cutting, 4 );
test_guy.set_skill_level( skill_stabbing, 4 );
test_guy.set_skill_level( skill_unarmed, 4 );
test_guy.set_skill_level( skill_melee, 4 );
REQUIRE( test_guy.get_str() == 10 );
REQUIRE( test_guy.get_dex() == 10 );
REQUIRE( test_guy.get_per() == 10 );
REQUIRE( static_cast<int>( test_guy.get_skill_level( skill_bashing ) ) == 4 );
REQUIRE( static_cast<int>( test_guy.get_skill_level( skill_cutting ) ) == 4 );
REQUIRE( static_cast<int>( test_guy.get_skill_level( skill_stabbing ) ) == 4 );
REQUIRE( static_cast<int>( test_guy.get_skill_level( skill_unarmed ) ) == 4 );
REQUIRE( static_cast<int>( test_guy.get_skill_level( skill_melee ) ) == 4 );
}
/*
* A super tedious set of test cases to make sure that weapon values do not drift too far out
* of range without anyone noticing them and adjusting them.
* Used expected_dps(), which should make actual dps because of the calculations above.
*/
TEST_CASE( "expected_weapon_dps", "[expected][dps]" )
{
avatar &test_guy = get_avatar();
make_experienced_tester( test_guy );
REQUIRE_FALSE( test_data::expected_dps.empty() );
const auto calc_expected_dps = [&test_guy]( const itype_id & weapon_id ) {
item weapon( weapon_id );
return Approx( test_guy.melee_value( weapon ) ).margin( 0.5 );
};
for( std::pair<const itype_id, double> &weap : test_data::expected_dps ) {
INFO( string_format( "%s's dps changed, if it's intended replace the value in the respective file in data/mods/TEST_DATA/expected_dps_data.",
weap.first.str() ) );
CHECK( calc_expected_dps( weap.first ) == weap.second );
}
}
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