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#include <string>
#include "fire.h"
#include "item.h"
#include "cata_catch.h"
#include "map_helpers.h"
#include "npc.h"
#include "projectile.h"
static const damage_type_id damage_acid( "acid" );
static const damage_type_id damage_bash( "bash" );
static const damage_type_id damage_bullet( "bullet" );
static const damage_type_id damage_cut( "cut" );
static const damage_type_id damage_heat( "heat" );
static const damage_type_id damage_stab( "stab" );
static const material_id material_glass( "glass" );
static const material_id material_lycra( "lycra" );
static const material_id material_lycra_resist_override_stab( "lycra_resist_override_stab" );
static const material_id material_plastic( "plastic" );
static const material_id material_steel( "steel" );
static const material_id material_wood( "wood" );
static constexpr int num_iters = 1000;
static constexpr tripoint dude_pos( HALF_MAPSIZE_X, HALF_MAPSIZE_Y, 0 );
static constexpr tripoint target_pos( HALF_MAPSIZE_X - 10, HALF_MAPSIZE_Y, 0 );
static void check_near( const std::string &subject, float prob, const float expected,
const float tolerance )
{
const float low = expected - tolerance;
const float high = expected + tolerance;
THEN( string_format( "%s is between %.1f and %.1f", subject, low, high ) ) {
REQUIRE( prob > low );
REQUIRE( prob < high );
}
}
TEST_CASE( "Resistance_vs_material_portions", "[material]" )
{
const item mostly_steel( "test_shears_mostly_steel" );
const item mostly_plastic( "test_shears_mostly_plastic" );
REQUIRE( mostly_steel.get_base_material().id == material_steel );
REQUIRE( mostly_plastic.get_base_material().id == material_plastic );
CHECK( mostly_steel.resist( damage_cut ) > mostly_plastic.resist( damage_cut ) );
CHECK( mostly_steel.resist( damage_acid ) == mostly_plastic.resist( damage_acid ) );
CHECK( mostly_steel.resist( damage_bash ) > mostly_plastic.resist( damage_bash ) );
CHECK( mostly_steel.resist( damage_heat ) == mostly_plastic.resist( damage_heat ) );
CHECK( mostly_steel.resist( damage_stab ) > mostly_plastic.resist( damage_stab ) );
CHECK( mostly_steel.resist( damage_bullet ) > mostly_plastic.resist( damage_bullet ) );
CHECK( mostly_steel.chip_resistance() > mostly_plastic.chip_resistance() );
}
TEST_CASE( "Portioned_material_flammability", "[material]" )
{
const item mostly_steel( "test_fire_ax_mostly_steel" );
const item mostly_wood( "test_fire_ax_mostly_wood" );
REQUIRE( mostly_steel.get_base_material().id == material_steel );
REQUIRE( mostly_wood.get_base_material().id == material_wood );
fire_data frd;
frd.contained = true;
const float steel_burn = mostly_steel.simulate_burn( frd );
frd = fire_data();
frd.contained = true;
const float wood_burn = mostly_wood.simulate_burn( frd );
CHECK( steel_burn < wood_burn );
}
TEST_CASE( "Glass_portion_breakability", "[material] [slow]" )
{
clear_creatures();
standard_npc dude( "TestCharacter", dude_pos, {}, 0, 8, 8, 8, 8 );
item mostly_glass( "test_glass_pipe_mostly_glass" );
item mostly_steel( "test_glass_pipe_mostly_steel" );
REQUIRE( mostly_glass.get_base_material().id == material_glass );
REQUIRE( mostly_steel.get_base_material().id == material_steel );
SECTION( "Throwing pipe made mostly of glass, 8 STR" ) {
REQUIRE( dude.wield( mostly_glass ) );
int shatter_count = 0;
for( int i = 0; i < num_iters; i++ ) {
dealt_projectile_attack atk = dude.throw_item( target_pos, *dude.get_wielded_item() );
if( atk.proj.proj_effects.find( "SHATTER_SELF" ) != atk.proj.proj_effects.end() ) {
shatter_count++;
}
}
check_near( "Chance of glass breaking", static_cast<float>( shatter_count ) / num_iters, 0.72f,
0.08f );
}
SECTION( "Throwing pipe made mostly of steel, 8 STR" ) {
REQUIRE( dude.wield( mostly_steel ) );
int shatter_count = 0;
for( int i = 0; i < num_iters; i++ ) {
dealt_projectile_attack atk = dude.throw_item( target_pos, *dude.get_wielded_item() );
if( atk.proj.proj_effects.find( "SHATTER_SELF" ) != atk.proj.proj_effects.end() ) {
shatter_count++;
}
}
check_near( "Chance of glass breaking", static_cast<float>( shatter_count ) / num_iters, 0.42f,
0.08f );
}
}
TEST_CASE( "Override_derived_resistance", "[material]" )
{
// Materials don't store derived resistances, instead they're derived at the item level.
// Just check that this is still the case.
REQUIRE( damage_stab->derived_from.first == damage_cut );
CHECK( material_lycra->resist( damage_cut ) == 1.f );
CHECK( material_lycra->resist( damage_stab ) == 0.f );
CHECK( material_lycra_resist_override_stab->resist( damage_cut ) == 2.f );
CHECK( material_lycra_resist_override_stab->resist( damage_stab ) == 50.f );
}
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