1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206
|
#include <algorithm>
#include <functional>
#include <iosfwd>
#include <memory>
#include <new>
#include <optional>
#include <string>
#include <vector>
#include "avatar.h"
#include "calendar.h"
#include "cata_catch.h"
#include "colony.h"
#include "creature_tracker.h"
#include "game.h"
#include "item.h"
#include "item_location.h"
#include "itype.h"
#include "iuse.h"
#include "iuse_actor.h"
#include "map.h"
#include "map_helpers.h"
#include "map_selector.h"
#include "material.h"
#include "monster.h"
#include "mtype.h"
#include "player_helpers.h"
#include "pocket_type.h"
#include "point.h"
#include "ret_val.h"
#include "type_id.h"
#include "units.h"
static const ammotype ammo_battery( "battery" );
static const itype_id itype_bot_manhack( "bot_manhack" );
static const itype_id itype_light_battery_cell( "light_battery_cell" );
static const mtype_id mon_manhack( "mon_manhack" );
static monster *find_adjacent_monster( const tripoint &pos )
{
tripoint target = pos;
creature_tracker &creatures = get_creature_tracker();
for( target.x = pos.x - 1; target.x <= pos.x + 1; target.x++ ) {
for( target.y = pos.y - 1; target.y <= pos.y + 1; target.y++ ) {
if( target == pos ) {
continue;
}
if( monster *const candidate = creatures.creature_at<monster>( target ) ) {
return candidate;
}
}
}
return nullptr;
}
TEST_CASE( "manhack", "[iuse_actor][manhack]" )
{
clear_avatar();
Character &player_character = get_avatar();
clear_map();
g->clear_zombies();
item_location test_item = player_character.i_add( item( "bot_manhack", calendar::turn_zero,
item::default_charges_tag{} ) );
REQUIRE( player_character.has_item( *test_item ) );
monster *new_manhack = find_adjacent_monster( player_character.pos() );
REQUIRE( new_manhack == nullptr );
player_character.invoke_item( &*test_item );
REQUIRE( !player_character.has_item_with( []( const item & it ) {
return it.typeId() == itype_bot_manhack;
} ) );
new_manhack = find_adjacent_monster( player_character.pos() );
REQUIRE( new_manhack != nullptr );
REQUIRE( new_manhack->type->id == mon_manhack );
g->clear_zombies();
}
TEST_CASE( "tool_transform_when_activated", "[iuse][tool][transform]" )
{
Character *dummy = &get_avatar();
clear_avatar();
GIVEN( "flashlight with a charged battery installed" ) {
item flashlight( "flashlight" );
item bat_cell( "light_battery_cell" );
REQUIRE( flashlight.can_reload_with( item( itype_light_battery_cell ), true ) );
// Charge the battery
const int bat_charges = bat_cell.ammo_capacity( ammo_battery );
bat_cell.ammo_set( bat_cell.ammo_default(), bat_charges );
REQUIRE( bat_cell.ammo_remaining() == bat_charges );
// Put battery in flashlight
REQUIRE( flashlight.has_pocket_type( pocket_type::MAGAZINE_WELL ) );
ret_val<void> result = flashlight.put_in( bat_cell, pocket_type::MAGAZINE_WELL );
REQUIRE( result.success() );
REQUIRE( flashlight.magazine_current() );
WHEN( "flashlight is turned on" ) {
// Activation occurs via the iuse_transform actor
const use_function *use = flashlight.type->get_use( "transform" );
REQUIRE( use != nullptr );
const iuse_transform *actor = dynamic_cast<const iuse_transform *>( use->get_actor_ptr() );
actor->use( dummy, flashlight, dummy->pos() );
THEN( "it becomes active" ) {
CHECK( flashlight.active );
}
THEN( "the battery remains installed" ) {
CHECK( flashlight.magazine_current() );
}
THEN( "name indicates (on) status" ) {
CHECK( flashlight.tname() == "flashlight (on)" );
}
}
}
}
static void cut_up_yields( const std::string &target )
{
map &here = get_map();
Character &guy = get_avatar();
clear_avatar();
// Nominal dex to avoid yield penalty.
guy.dex_cur = 12;
//guy.set_skill_level( skill_id( "fabrication" ), 10 );
here.i_at( guy.pos() ).clear();
CAPTURE( target );
salvage_actor test_actor;
item cut_up_target{ target };
item tool{ "knife_butcher" };
const std::map<material_id, int> &target_materials = cut_up_target.made_of();
const float mat_total = cut_up_target.type->mat_portion_total == 0 ? 1 :
cut_up_target.type->mat_portion_total;
units::mass smallest_yield_mass = units::mass_max;
for( const auto &mater : target_materials ) {
if( const std::optional<itype_id> item_id = mater.first->salvaged_into() ) {
units::mass portioned_weight = item_id->obj().weight * ( mater.second / mat_total );
smallest_yield_mass = std::min( smallest_yield_mass, portioned_weight );
}
}
REQUIRE( smallest_yield_mass != units::mass_max );
units::mass cut_up_target_mass = cut_up_target.weight();
item &spawned_item = here.add_item_or_charges( guy.pos(), cut_up_target );
item_location item_loc( map_cursor( guy.pos() ), &spawned_item );
REQUIRE( smallest_yield_mass <= cut_up_target_mass );
test_actor.try_to_cut_up( guy, tool, item_loc );
map_stack salvaged_items = here.i_at( guy.pos() );
units::mass salvaged_mass = 0_gram;
for( const item &salvage : salvaged_items ) {
salvaged_mass += salvage.weight();
}
CHECK( salvaged_mass <= cut_up_target_mass );
}
TEST_CASE( "cut_up_yields" )
{
cut_up_yields( "blanket" );
cut_up_yields( "backpack_hiking" );
cut_up_yields( "boxpack" );
cut_up_yields( "case_violin" );
cut_up_yields( "down_mattress" );
cut_up_yields( "plastic_boat_hull" );
cut_up_yields( "bunker_coat" );
cut_up_yields( "bunker_pants" );
cut_up_yields( "kevlar_harness" );
cut_up_yields( "touring_suit" );
cut_up_yields( "dress_wedding" );
cut_up_yields( "wetsuit" );
cut_up_yields( "wetsuit_booties" );
cut_up_yields( "wetsuit_hood" );
cut_up_yields( "wetsuit_spring" );
cut_up_yields( "wetsuit_gloves" );
cut_up_yields( "peacoat" );
cut_up_yields( "log" );
cut_up_yields( "stick" );
cut_up_yields( "stick_long" );
cut_up_yields( "tazer" );
cut_up_yields( "laptop" );
cut_up_yields( "voltmeter" );
cut_up_yields( "burette" );
cut_up_yields( "eink_tablet_pc" );
cut_up_yields( "camera" );
cut_up_yields( "cell_phone" );
cut_up_yields( "laptop" );
cut_up_yields( "radio" );
cut_up_yields( "under_armor" );
cut_up_yields( "acidchitin_harness_dog" );
cut_up_yields( "chitin_harness_dog" );
cut_up_yields( "leather_harness_dog" );
cut_up_yields( "leatherbone_harness_dog" );
cut_up_yields( "kevlar_harness" );
cut_up_yields( "rubber_harness_dog" );
}
|