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#include <iosfwd>
#include <vector>
#include "avatar.h"
#include "calendar.h"
#include "cata_catch.h"
#include "effect.h"
#include "field.h"
#include "field_type.h"
#include "item.h"
#include "map.h"
#include "map_helpers.h"
#include "map_iterator.h"
#include "mapdata.h"
#include "options_helpers.h"
#include "player_helpers.h"
#include "point.h"
#include "type_id.h"
#include "weather.h"
static const efftype_id effect_test_rash( "test_rash" );
static const field_type_str_id field_fd_acid( "fd_acid" );
static const field_type_str_id field_fd_test( "fd_test" );
static const ter_str_id ter_t_tree_walnut( "t_tree_walnut" );
static int count_fields( const field_type_str_id &field_type )
{
map &m = get_map();
int live_fields = 0;
for( const tripoint &cursor : m.points_on_zlevel() ) {
field_entry *entry = m.get_field( cursor, field_type );
if( entry && entry->is_field_alive() ) {
live_fields++;
}
}
return live_fields;
}
// This is a large scale integration test, it gets prohibitively expensive if it uses
// a long-lived field, and it isn't capable of handling fields that trigger spread/join mechanics
// or dynamically update their own lifetimes.
TEST_CASE( "acid_field_expiry_on_map", "[field]" )
{
clear_map();
map &m = get_map();
// place a smoke field
for( const tripoint &cursor : m.points_on_zlevel() ) {
m.add_field( cursor, field_fd_acid, 1 );
}
REQUIRE( count_fields( field_fd_acid ) == 17424 );
const time_point before_time = calendar::turn;
// run time forward until it goes away
while( calendar::turn - before_time < field_fd_acid.obj().half_life ) {
m.process_fields();
calendar::turn += 1_seconds;
}
CHECK( count_fields( field_fd_acid ) == Approx( 8712 ).margin( 300 ) );
}
static void test_field_expiry( const std::string &field_type_str )
{
const field_type_str_id field_type( field_type_str );
std::vector<field_entry> test_fields;
for( int i = 0; i < 10000; ++i ) {
test_fields.emplace_back( field_type, 1, 0_seconds );
test_fields[i].initialize_decay();
}
// Reduce time advancement by 2 seconds because age gets incremented by do_decay()
calendar::turn += field_type.obj().half_life - 1_seconds;
float decayed = 0.0f;
float alive = 0.0f;
for( field_entry &test_field : test_fields ) {
test_field.do_decay();
if( test_field.is_field_alive() ) {
alive += 1.0f;
} else {
decayed += 1.0f;
}
}
CAPTURE( field_type_str );
CHECK( alive == Approx( decayed ).epsilon( 0.1f ) );
}
TEST_CASE( "field_expiry", "[field]" )
{
// Test fields with a wide range of half lives.
test_field_expiry( "fd_acid" );
test_field_expiry( "fd_smoke" );
test_field_expiry( "fd_blood" );
test_field_expiry( "fd_sludge" );
test_field_expiry( "fd_extinguisher" );
test_field_expiry( "fd_electricity" );
test_field_expiry( "fd_short_halflife" );
}
static void fire_duration( const std::string &terrain_type, const time_duration minimum,
const time_duration maximum )
{
CAPTURE( terrain_type );
CAPTURE( to_string( minimum ) );
CAPTURE( to_string( maximum ) );
clear_map();
const tripoint fire_loc{ 33, 33, 0 };
map &m = get_map();
m.ter_set( fire_loc, ter_id( terrain_type ) );
m.add_field( fire_loc, fd_fire, 1, 10_minutes );
REQUIRE( m.get_field( fire_loc, fd_fire ) );
CHECK( m.get_field( fire_loc, fd_fire )->is_field_alive() );
const time_point before_time = calendar::turn;
bool field_alive = true;
while( field_alive && calendar::turn - before_time < minimum ) {
m.process_fields();
calendar::turn += 1_seconds;
const int effective_age = to_turns<int>( calendar::turn - before_time );
INFO( effective_age << " seconds" );
field_entry *this_field = m.get_field( fire_loc, fd_fire );
field_alive = this_field && this_field->is_field_alive();
}
{
INFO( "Fire duration: " << to_string( calendar::turn - before_time ) );
CHECK( field_alive );
}
while( field_alive && calendar::turn - before_time < maximum ) {
m.process_fields();
calendar::turn += 1_seconds;
const int effective_age = to_turns<int>( calendar::turn - before_time );
INFO( effective_age << " seconds" );
field_entry *this_field = m.get_field( fire_loc, fd_fire );
field_alive = this_field && this_field->is_field_alive();
}
CHECK( !field_alive );
}
TEST_CASE( "firebugs", "[field]" )
{
fire_duration( "t_grass", 5_minutes, 30_minutes );
fire_duration( "t_shrub_raspberry", 60_minutes, 120_minutes );
}
// helper method that stores a global variable used to remember calendar::turn value before the test
static time_point &fields_test_time_before()
{
static time_point time_before;
return time_before;
}
static int fields_test_turns()
{
return to_turns<int>( calendar::turn - fields_test_time_before() );
}
static void fields_test_setup()
{
fields_test_time_before() = calendar::turn;
clear_map();
}
static void fields_test_cleanup()
{
calendar::turn = fields_test_time_before();
clear_map();
}
TEST_CASE( "fd_acid_falls_down", "[field]" )
{
fields_test_setup();
const tripoint p{ 33, 33, 0 };
map &m = get_map();
m.add_field( p, fd_acid, 3 );
REQUIRE_FALSE( m.valid_move( p, p + tripoint_below ) );
REQUIRE( m.get_field( p, fd_acid ) );
REQUIRE_FALSE( m.get_field( p + tripoint_below, fd_acid ) );
calendar::turn += 1_turns;
m.process_fields();
calendar::turn += 1_turns;
m.process_fields();
// remove floor under the acid field
m.ter_set( p, t_open_air );
m.build_floor_cache( 0 );
REQUIRE( m.valid_move( p, p + tripoint_below ) );
calendar::turn += 1_turns;
m.process_fields();
calendar::turn += 1_turns;
m.process_fields();
{
INFO( "acid field is dropped by exactly one point" );
field_entry *acid_here = m.get_field( p, fd_acid );
CHECK( ( !acid_here || !acid_here->is_field_alive() ) );
CHECK( m.get_field( p + tripoint_below, fd_acid ) );
}
fields_test_cleanup();
}
TEST_CASE( "fire_spreading", "[field][!mayfail]" )
{
fields_test_setup();
scoped_weather_override weather_clear( WEATHER_CLEAR );
weather_clear.with_windspeed( 0 );
const tripoint p{ 33, 33, 0 };
const tripoint far_p = p + tripoint_east * 3;
map &m = get_map();
m.add_field( p, fd_fire, 3 );
const auto check_spreading = [&m, &p, &far_p]( const time_duration time_limit ) {
const int time_limit_turns = to_turns<int>( time_limit );
REQUIRE( fields_test_turns() == 0 );
while( !m.get_field( far_p, fd_fire ) && fields_test_turns() < time_limit_turns ) {
calendar::turn += 1_turns;
m.process_fields();
REQUIRE( m.get_field( p, fd_fire ) );
}
{
INFO( string_format( "Fire should've spread to the far point in under %d turns",
time_limit_turns ) );
CHECK( fields_test_turns() < time_limit_turns );
}
};
SECTION( "fire spreads on fd_web" ) {
for( tripoint p0 = p; p0 != far_p + tripoint_east; p0 += tripoint_east ) {
m.add_field( p0, fd_web, 1 );
}
// note: time limit here was chosen arbitrarily. It could be too low or too high.
check_spreading( 5_minutes );
}
SECTION( "fire spreads on flammable items" ) {
for( tripoint p0 = p; p0 != far_p + tripoint_east; p0 += tripoint_east ) {
m.add_item( p0, item( "test_2x4" ) );
}
// note: time limit here was chosen arbitrarily. It could be too low or too high.
check_spreading( 30_minutes );
}
SECTION( "fire spreads on flammable terrain" ) {
for( tripoint p0 = p; p0 != far_p + tripoint_east; p0 += tripoint_east ) {
REQUIRE( ter_t_tree_walnut->has_flag( ter_furn_flag::TFLAG_FLAMMABLE_ASH ) );
m.ter_set( p0, ter_t_tree_walnut );
}
// note: time limit here was chosen arbitrarily. It could be too low or too high.
check_spreading( 30_minutes );
}
fields_test_cleanup();
}
// tests fd_fire_vent <-> fd_flame_burst cycle
TEST_CASE( "fd_fire_and_fd_fire_vent_test", "[field]" )
{
fields_test_setup();
const tripoint p{ 33, 33, 0 };
map &m = get_map();
m.add_field( p, fd_fire_vent, 3 );
CHECK( m.get_field( p, fd_fire_vent ) );
CHECK_FALSE( m.get_field( p, fd_flame_burst ) );
const int time_limit_turns = to_turns<int>( 2_minutes );
while( !m.get_field( p, fd_flame_burst ) && fields_test_turns() < time_limit_turns ) {
calendar::turn += 1_turns;
m.process_fields();
}
{
INFO( string_format( "Should've converted to flame burst in under %d turns", time_limit_turns ) );
CHECK( fields_test_turns() < time_limit_turns );
}
{
field_entry *fire_vent = m.get_field( p, fd_fire_vent );
field_entry *flame_burst = m.get_field( p, fd_flame_burst );
INFO( "Flame burst should replace fire vent" );
CAPTURE( fire_vent ? fire_vent->get_field_intensity() : 0 );
CHECK( ( !fire_vent || !fire_vent->is_field_alive() ) );
REQUIRE( flame_burst );
CHECK( flame_burst->get_field_intensity() >= 2 );
}
// With the current implementation `fd_flame_burst` can be processed once in the same turn it is created.
// This could be a bug.
const int flame_burst_intensity = m.get_field( p, fd_flame_burst )->get_field_intensity();
for( int i = flame_burst_intensity - 1; i >= 0; i-- ) {
calendar::turn += 1_turns;
m.process_fields();
field_entry *flame_burst = m.get_field( p, fd_flame_burst );
INFO( "Flame burst intensity should drop" );
CAPTURE( i );
CHECK( ( flame_burst &&
flame_burst->is_field_alive() ? flame_burst->get_field_intensity() : 0 ) == i );
}
{
INFO( "Flame burst should convert back to fire vent" );
field_entry *fire_vent = m.get_field( p, fd_fire_vent );
field_entry *flame_burst = m.get_field( p, fd_flame_burst );
REQUIRE( fire_vent );
CHECK( fire_vent->get_field_intensity() >= 2 );
CHECK( ( !flame_burst || !flame_burst->is_field_alive() ) );
}
fields_test_cleanup();
}
// tests wandering_field property fd_smoke_vent
TEST_CASE( "wandering_field_test", "[field]" )
{
fields_test_setup();
const tripoint p{ 33, 33, 0 };
map &m = get_map();
REQUIRE( fd_smoke_vent->wandering_field == fd_smoke );
// 1 second old, so gets processed right away
m.add_field( p, fd_smoke_vent, 3, 1_seconds );
REQUIRE( m.get_field( p, fd_smoke_vent ) );
REQUIRE( count_fields( fd_smoke ) == 0 );
calendar::turn += 1_turns;
m.process_fields();
{
INFO( "fd_smoke should've spawned around the vent in a 5x5 area" )
CHECK( count_fields( fd_smoke ) == 25 );
}
for( const tripoint &pnt : points_in_radius( p, 2 ) ) {
CHECK( m.get_field( pnt, fd_smoke ) );
}
fields_test_cleanup();
}
TEST_CASE( "radioactive_field", "[field]" )
{
fields_test_setup();
clear_radiation();
const tripoint p{ 33, 33, 0 };
map &m = get_map();
REQUIRE( fd_nuke_gas->get_intensity_level().extra_radiation_max > 0 );
REQUIRE( m.get_radiation( p ) == 0 );
m.add_field( p, fd_nuke_gas, 1 );
const int time_limit_turns = to_turns<int>( 5_minutes );
while( m.get_radiation( p ) == 0 && fields_test_turns() < time_limit_turns ) {
calendar::turn += 1_turns;
m.process_fields();
}
{
INFO( string_format( "Terrain should be irradiated in no more than %d turns", time_limit_turns ) );
CHECK( fields_test_turns() <= time_limit_turns );
}
// cleanup
clear_radiation();
fields_test_cleanup();
}
TEST_CASE( "fungal_haze_test", "[field]" )
{
fields_test_setup();
const tripoint p{ 33, 33, 0 };
map &m = get_map();
REQUIRE_FALSE( m.has_flag( "FUNGUS", p ) );
m.add_field( p, fd_fungal_haze, 3 );
// note: time limit was chosen arbitrary. It could be too low.
const int time_limit_turns = to_turns<int>( 1_hours );
while( !m.has_flag( "FUNGUS", p ) && fields_test_turns() < time_limit_turns ) {
calendar::turn += 1_turns;
m.process_fields();
// maintain fungal field up to the time limit
if( !m.get_field( p, fd_fungal_haze ) ) {
m.add_field( p, fd_fungal_haze, 3 );
}
}
{
INFO( string_format( "Terrain should be fungalized in below %d turns", time_limit_turns ) );
CHECK( fields_test_turns() < time_limit_turns );
}
fields_test_cleanup();
}
TEST_CASE( "player_in_field_test", "[field][player]" )
{
fields_test_setup();
clear_avatar();
const tripoint p{ 33, 33, 0 };
Character &dummy = get_avatar();
const tripoint prev_char_pos = dummy.pos();
dummy.setpos( p );
map &m = get_map();
m.add_field( p, fd_sap, 3 );
// Also add bunch of unrelated fields
m.add_field( p, fd_blood, 3 );
m.add_field( p, fd_blood_insect, 3 );
m.add_field( p, fd_blood_veggy, 3 );
m.add_field( p, fd_blood_invertebrate, 3 );
const int time_limit_turns = to_turns<int>( 5_minutes );
bool is_field_alive = true;
while( is_field_alive && fields_test_turns() < time_limit_turns ) {
calendar::turn += 1_turns;
m.creature_in_field( dummy );
const field_entry *sap_field = m.get_field( p, fd_sap );
is_field_alive = sap_field && sap_field->is_field_alive();
}
{
INFO( string_format( "Sap should disappear in under %d turns", time_limit_turns ) );
CHECK( fields_test_turns() < time_limit_turns );
}
clear_avatar();
dummy.setpos( prev_char_pos );
fields_test_cleanup();
}
TEST_CASE( "field_API_test", "[field]" )
{
fields_test_setup();
const tripoint p{ 33, 33, 0 };
map &m = get_map();
field &f = m.field_at( p );
REQUIRE_FALSE( f.find_field( fd_fire ) );
CHECK( m.add_field( p, fd_fire, 1 ) );
CHECK( f.find_field( fd_fire ) );
CHECK( f.find_field( fd_fire, /*alive_only*/ false ) );
CHECK( m.get_field( p, fd_fire ) );
CHECK( m.get_field_intensity( p, fd_fire ) == 1 );
m.remove_field( p, fd_fire );
CHECK_FALSE( f.find_field( fd_fire ) );
{
INFO( "Field is still there, actually removed only by process_fields" );
CHECK( f.find_field( fd_fire, /*alive_only*/ false ) );
}
CHECK_FALSE( m.get_field( p, fd_fire ) );
CHECK( m.get_field_intensity( p, fd_fire ) == 0 );
CHECK( m.set_field_intensity( p, fd_fire, 1 ) == 1 );
CHECK( f.find_field( fd_fire ) );
fields_test_cleanup();
}
TEST_CASE( "player_double_effect_field_test", "[field][player]" )
{
fields_test_setup();
clear_avatar();
const tripoint p{ 33, 33, 0 };
Character &dummy = get_avatar();
map &m = get_map();
dummy.setpos( p );
m.add_field( p, field_fd_test, 1 );
m.creature_in_field( dummy );
CHECK( dummy.has_effect( effect_test_rash, body_part_torso ) );
CHECK( dummy.has_effect( effect_test_rash, body_part_head ) );
clear_avatar();
fields_test_cleanup();
}
TEST_CASE( "player_single_effect_field_test_head", "[field][player]" )
{
fields_test_setup();
clear_avatar();
const tripoint p{ 33, 33, 0 };
Character &dummy = get_avatar();
map &m = get_map();
item head_armor( "test_hazmat_hat" );
dummy.wear_item( head_armor );
dummy.setpos( p );
m.add_field( p, field_fd_test, 1 );
m.creature_in_field( dummy );
CHECK( dummy.has_effect( effect_test_rash, body_part_torso ) );
CHECK_FALSE( dummy.has_effect( effect_test_rash, body_part_head ) );
clear_avatar();
fields_test_cleanup();
}
TEST_CASE( "player_single_effect_field_test_torso", "[field][player]" )
{
fields_test_setup();
clear_avatar();
const tripoint p{ 33, 33, 0 };
Character &dummy = get_avatar();
map &m = get_map();
item torso_armor( "test_hazmat_shirt" );
dummy.wear_item( torso_armor );
dummy.setpos( p );
m.add_field( p, field_fd_test, 1 );
m.creature_in_field( dummy );
CHECK_FALSE( dummy.has_effect( effect_test_rash, body_part_torso ) );
CHECK( dummy.has_effect( effect_test_rash, body_part_head ) );
clear_avatar();
fields_test_cleanup();
}
TEST_CASE( "player_single_effect_field_test_all", "[field][player]" )
{
fields_test_setup();
clear_avatar();
const tripoint p{ 33, 33, 0 };
Character &dummy = get_avatar();
map &m = get_map();
item torso_armor( "test_hazmat_shirt" );
dummy.wear_item( torso_armor );
item head_armor( "test_hazmat_hat" );
dummy.wear_item( head_armor );
dummy.setpos( p );
m.add_field( p, field_fd_test, 1 );
m.creature_in_field( dummy );
CHECK_FALSE( dummy.has_effect( effect_test_rash, body_part_torso ) );
CHECK_FALSE( dummy.has_effect( effect_test_rash, body_part_head ) );
clear_avatar();
fields_test_cleanup();
}
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