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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344
|
#include <iosfwd>
#include <list>
#include <memory>
#include "avatar.h"
#include "calendar.h"
#include "cata_catch.h"
#include "creature.h"
#include "creature_tracker.h"
#include "flag.h"
#include "game.h"
#include "item.h"
#include "map_helpers.h"
#include "monattack.h"
#include "monster.h"
#include "mtype.h"
#include "player_helpers.h"
#include "point.h"
#include "type_id.h"
static const mtype_id mon_zombie( "mon_zombie" );
static const mtype_id mon_zombie_smoker( "mon_zombie_smoker" );
static const skill_id skill_dodge( "dodge" );
static const trait_id trait_PROF_SKATER( "PROF_SKATER" );
// The test cases below cover polymorphic functions related to melee hit and dodge rates
// for the Character, player, and monster classes, including:
//
// - Character::get_hit_base, monster::get_hit_base
// - Character::get_dodge_base, monster::get_dodge_base
// - player::get_dodge, monster::get_dodge
// Return the avatar's `get_hit_base` with a given DEX stat.
static float hit_base_with_dex( avatar &dummy, int dexterity )
{
clear_character( dummy );
dummy.dex_max = dexterity;
return dummy.get_hit_base();
}
// Return the avatar's `get_dodge_base` with the given DEX stat and dodge skill.
static float dodge_base_with_dex_and_skill( avatar &dummy, int dexterity, int dodge_skill )
{
clear_character( dummy );
dummy.dex_max = dexterity;
dummy.set_skill_level( skill_dodge, dodge_skill );
return dummy.get_dodge_base();
}
// Return the Creature's `get_dodge` with the given effect.
static float dodge_with_effect( Creature &critter, const std::string &effect_name )
{
// Set one effect and leave other attributes alone
critter.clear_effects();
critter.add_effect( efftype_id( effect_name ), 1_hours );
return critter.get_dodge();
}
// Return the avatar's `get_dodge` while wearing a single item of clothing.
static float dodge_wearing_item( avatar &dummy, item &clothing )
{
// Get nekkid and wear just this one item
std::list<item> temp;
while( true ) {
item &it = dummy.i_at( -2 );
if( it.is_null() ) {
break;
}
if( !dummy.takeoff( item_location( *dummy.as_character(), &it ), &temp ) ) {
break;
}
}
dummy.wear_item( clothing );
return dummy.get_dodge();
}
TEST_CASE( "monster_get_hit_base", "[monster][melee][hit]" )
{
clear_map();
SECTION( "monster get_hit_base is equal to melee skill level" ) {
monster zed( mon_zombie );
CHECK( zed.get_hit_base() == zed.type->melee_skill );
}
}
TEST_CASE( "Character_get_hit_base", "[character][melee][hit][dex]" )
{
clear_map();
avatar &dummy = get_avatar();
clear_character( dummy );
dummy.set_dodges_left( 1 );
SECTION( "character get_hit_base increases by 1/4 for each point of DEX" ) {
CHECK( hit_base_with_dex( dummy, 1 ) == 0.25f );
CHECK( hit_base_with_dex( dummy, 2 ) == 0.5f );
CHECK( hit_base_with_dex( dummy, 4 ) == 1.0f );
CHECK( hit_base_with_dex( dummy, 6 ) == 1.5f );
CHECK( hit_base_with_dex( dummy, 8 ) == 2.0f );
CHECK( hit_base_with_dex( dummy, 10 ) == 2.5f );
CHECK( hit_base_with_dex( dummy, 12 ) == 3.0f );
}
}
TEST_CASE( "monster_get_dodge_base", "[monster][melee][dodge]" )
{
clear_map();
SECTION( "monster get_dodge_base is equal to dodge skill level" ) {
monster smoker( mon_zombie_smoker );
CHECK( smoker.get_dodge_base() == smoker.type->sk_dodge );
}
}
TEST_CASE( "Character_get_dodge_base", "[character][melee][dodge][dex][skill]" )
{
clear_map();
avatar &dummy = get_avatar();
clear_character( dummy );
// Character::get_dodge_base is simply DEXTERITY / 2 + DODGE_SKILL
// Even with average dexterity, you can become really good at dodging
GIVEN( "character has 8 DEX and no dodge skill" ) {
THEN( "base dodge is 4" ) {
CHECK( dodge_base_with_dex_and_skill( dummy, 8, 0 ) == 4.0f );
}
WHEN( "their dodge skill increases to 2" ) {
THEN( "base dodge is 6" ) {
CHECK( dodge_base_with_dex_and_skill( dummy, 8, 2 ) == 6.0f );
}
}
AND_WHEN( "their dodge skill increases to 8" ) {
THEN( "base dodge is 12" ) {
CHECK( dodge_base_with_dex_and_skill( dummy, 8, 8 ) == 12.0f );
}
}
}
// More generally
SECTION( "character get_dodge_base increases by 1/2 for each point of DEX" ) {
CHECK( dodge_base_with_dex_and_skill( dummy, 1, 0 ) == 0.5f );
CHECK( dodge_base_with_dex_and_skill( dummy, 2, 0 ) == 1.0f );
CHECK( dodge_base_with_dex_and_skill( dummy, 3, 0 ) == 1.5f );
CHECK( dodge_base_with_dex_and_skill( dummy, 4, 0 ) == 2.0f );
CHECK( dodge_base_with_dex_and_skill( dummy, 5, 0 ) == 2.5f );
CHECK( dodge_base_with_dex_and_skill( dummy, 6, 0 ) == 3.0f );
CHECK( dodge_base_with_dex_and_skill( dummy, 7, 0 ) == 3.5f );
CHECK( dodge_base_with_dex_and_skill( dummy, 8, 0 ) == 4.0f );
CHECK( dodge_base_with_dex_and_skill( dummy, 9, 0 ) == 4.5f );
CHECK( dodge_base_with_dex_and_skill( dummy, 10, 0 ) == 5.0f );
}
SECTION( "character get_dodge_base increases by 1 for each level of dodge skill" ) {
CHECK( dodge_base_with_dex_and_skill( dummy, 8, 0 ) == 4.0f );
CHECK( dodge_base_with_dex_and_skill( dummy, 8, 1 ) == 5.0f );
CHECK( dodge_base_with_dex_and_skill( dummy, 8, 2 ) == 6.0f );
CHECK( dodge_base_with_dex_and_skill( dummy, 8, 3 ) == 7.0f );
CHECK( dodge_base_with_dex_and_skill( dummy, 8, 4 ) == 8.0f );
CHECK( dodge_base_with_dex_and_skill( dummy, 6, 2 ) == 5.0f );
CHECK( dodge_base_with_dex_and_skill( dummy, 6, 4 ) == 7.0f );
CHECK( dodge_base_with_dex_and_skill( dummy, 6, 6 ) == 9.0f );
CHECK( dodge_base_with_dex_and_skill( dummy, 6, 8 ) == 11.0f );
CHECK( dodge_base_with_dex_and_skill( dummy, 10, 7 ) == 12.0f );
CHECK( dodge_base_with_dex_and_skill( dummy, 10, 8 ) == 13.0f );
CHECK( dodge_base_with_dex_and_skill( dummy, 10, 9 ) == 14.0f );
CHECK( dodge_base_with_dex_and_skill( dummy, 10, 10 ) == 15.0f );
}
}
TEST_CASE( "monster_get_dodge_with_effects", "[monster][melee][dodge][effect]" )
{
clear_map();
monster zombie( mon_zombie_smoker );
const float base_dodge = zombie.get_dodge_base();
REQUIRE( base_dodge > 0 );
// Monsters don't have all the status effects of characters and can't be grabbed,
// but a few things may affect their ability to dodge.
SECTION( "no effects or bonuses: base dodge" ) {
zombie.clear_effects();
CHECK( zombie.get_dodge() == base_dodge );
}
SECTION( "downed: cannot dodge" ) {
CHECK( dodge_with_effect( zombie, "downed" ) == 0.0f );
}
SECTION( "trapped or tied: 1/2 dodge" ) {
CHECK( dodge_with_effect( zombie, "beartrap" ) == base_dodge / 2 );
CHECK( dodge_with_effect( zombie, "tied" ) == base_dodge / 2 );
}
SECTION( "unstable footing: 1/4 dodge" ) {
CHECK( dodge_with_effect( zombie, "bouldering" ) == base_dodge / 4 );
}
}
TEST_CASE( "player_get_dodge", "[player][melee][dodge]" )
{
clear_map();
avatar &dummy = get_avatar();
clear_character( dummy );
const float base_dodge = dummy.get_dodge_base();
SECTION( "speed below 100 linearly decreases dodge" ) {
dummy.set_speed_base( 90 );
CHECK( dummy.get_dodge() == Approx( 0.9 * base_dodge ) );
dummy.set_speed_base( 75 );
CHECK( dummy.get_dodge() == Approx( 0.75 * base_dodge ) );
dummy.set_speed_base( 50 );
CHECK( dummy.get_dodge() == Approx( 0.5 * base_dodge ) );
dummy.set_speed_base( 25 );
CHECK( dummy.get_dodge() == Approx( 0.25 * base_dodge ) );
}
}
TEST_CASE( "player_get_dodge_with_effects", "[player][melee][dodge][effect]" )
{
clear_map();
avatar &dummy = get_avatar();
clear_character( dummy );
// Compare all effects against base dodge ability
const float base_dodge = dummy.get_dodge_base();
SECTION( "no effects or bonuses: base dodge" ) {
dummy.clear_effects();
CHECK( dummy.get_dodge() == base_dodge );
}
SECTION( "unconscious or winded: cannot dodge" ) {
CHECK( dodge_with_effect( dummy, "sleep" ) == 0.0f );
CHECK( dodge_with_effect( dummy, "lying_down" ) == 0.0f );
CHECK( dodge_with_effect( dummy, "npc_suspend" ) == 0.0f );
CHECK( dodge_with_effect( dummy, "narcosis" ) == 0.0f );
CHECK( dodge_with_effect( dummy, "winded" ) == 0.0f );
}
SECTION( "trapped: 1/2 dodge" ) {
CHECK( dodge_with_effect( dummy, "beartrap" ) == base_dodge / 2 );
}
SECTION( "unstable footing: 1/4 dodge" ) {
CHECK( dodge_with_effect( dummy, "bouldering" ) == Approx( base_dodge / 4 ).margin( 0.1f ) );
}
SECTION( "skating: amateur or pro?" ) {
item skates( "test_rollerskates" );
item blades( "test_roller_blades" );
item heelys( "roller_shoes_on" );
REQUIRE( skates.has_flag( flag_ROLLER_QUAD ) );
REQUIRE( blades.has_flag( flag_ROLLER_INLINE ) );
REQUIRE( heelys.has_flag( flag_ROLLER_ONE ) );
SECTION( "amateur skater: 1/5 dodge" ) {
REQUIRE_FALSE( dummy.has_trait( trait_PROF_SKATER ) );
CHECK( dodge_wearing_item( dummy, skates ) == base_dodge / 5 );
CHECK( dodge_wearing_item( dummy, blades ) == base_dodge / 5 );
CHECK( dodge_wearing_item( dummy, heelys ) == base_dodge / 5 );
}
SECTION( "professional skater: 1/2 dodge" ) {
dummy.toggle_trait( trait_PROF_SKATER );
REQUIRE( dummy.has_trait( trait_PROF_SKATER ) );
CHECK( dodge_wearing_item( dummy, skates ) == base_dodge / 2 );
CHECK( dodge_wearing_item( dummy, blades ) == base_dodge / 2 );
CHECK( dodge_wearing_item( dummy, heelys ) == base_dodge / 2 );
}
}
}
TEST_CASE( "player_get_dodge_stamina_effects", "[player][melee][dodge][stamina]" )
{
avatar &dummy = get_avatar();
clear_character( dummy );
SECTION( "8/8/8/8, no skills, unencumbered" ) {
const int stamina_max = dummy.get_stamina_max();
SECTION( "100% stamina" ) {
CHECK( dummy.get_dodge() == Approx( 4.0f ).margin( 0.001 ) );
}
SECTION( "75% stamina" ) {
dummy.set_stamina( .75 * stamina_max );
CHECK( dummy.get_dodge() == Approx( 3.8f ).margin( 0.1 ) );
}
SECTION( "50% stamina" ) {
dummy.set_stamina( .5 * stamina_max );
CHECK( dummy.get_dodge() == Approx( 2.0f ).margin( 0.1 ) );
}
SECTION( "40% stamina" ) {
dummy.set_stamina( .4 * stamina_max );
CHECK( dummy.get_dodge() == Approx( 1.0f ).margin( 0.1 ) );
}
SECTION( "30% stamina" ) {
dummy.set_stamina( .3 * stamina_max );
CHECK( dummy.get_dodge() == Approx( 0.0f ).margin( 0.1 ) );
}
SECTION( "20% stamina" ) {
dummy.set_stamina( .2 * stamina_max );
CHECK( dummy.get_dodge() == Approx( 0.0f ).margin( 0.1 ) );
}
SECTION( "10% stamina" ) {
dummy.set_stamina( .1 * stamina_max );
CHECK( dummy.get_dodge() == Approx( 0.0f ).margin( 0.1 ) );
}
SECTION( "0% stamina" ) {
dummy.set_stamina( 0 );
CHECK( dummy.get_dodge() == Approx( 0.0f ).margin( 0.1 ) );
}
}
}
|