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#include "avatar.h"
#include "cata_catch.h"
#include "character.h"
#include "game.h"
#include "player_helpers.h"
#include "map_helpers.h"
#include "mission.h"
#include "morale_types.h"
#include "npc.h"
static const itype_id itype_test_rock( "test_rock" );
static const mission_type_id mission_TEST_MISSION_GOAL_CONDITION1( "TEST_MISSION_GOAL_CONDITION1" );
static const mission_type_id mission_TEST_MISSION_GOAL_CONDITION2( "TEST_MISSION_GOAL_CONDITION2" );
static const npc_template_id npc_template_test_talker( "test_talker" );
TEST_CASE( "mission_goal_condition_test", "[mission]" )
{
avatar &u = get_avatar();
clear_character( u, true );
clear_npcs();
u.reset_all_missions();
mission::clear_all();
GIVEN( "no_npc" ) {
WHEN( "mission_origin_start" ) {
mission *m = mission::reserve_new( mission_TEST_MISSION_GOAL_CONDITION1, character_id() );
if( m->get_assigned_player_id() == u.getID() ) {
// Due to some bizarre optimization, test binaries compiled with
// RELEASE=1 and LTO=1 result in u.getID() == character_id( -1 ).
// So set the mission's initial player_id to something else.
m->set_assigned_player_id( character_id( -2 ) );
}
m->assign( u );
WHEN( "condition_not_met" ) {
REQUIRE( !u.has_item_with( []( const item & it ) {
return it.typeId() == itype_test_rock;
} ) );
THEN( "mission_not_complete" ) {
CHECK( u.has_morale( MORALE_FEELING_GOOD ) == 0 );
CHECK( u.get_completed_missions().empty() == true );
u.get_active_mission()->process();
CHECK( u.get_completed_missions().empty() == true );
CHECK( u.has_morale( MORALE_FEELING_GOOD ) == 0 );
}
}
WHEN( "condition_met" ) {
item rock( itype_test_rock );
u.wield( rock );
REQUIRE( u.has_item_with( []( const item & it ) {
return it.typeId() == itype_test_rock;
} ) );
THEN( "mission_complete" ) {
CHECK( u.has_morale( MORALE_FEELING_GOOD ) == 0 );
CHECK( u.get_completed_missions().empty() == true );
u.get_active_mission()->process();
CHECK( u.get_completed_missions().empty() == false );
CHECK( u.get_completed_missions().front()->mission_id() == mission_TEST_MISSION_GOAL_CONDITION1 );
CHECK( u.has_morale( MORALE_FEELING_GOOD ) == 10 );
}
}
}
WHEN( "mission_no_origin" ) {
mission *m = mission::reserve_new( mission_TEST_MISSION_GOAL_CONDITION2, character_id() );
if( m->get_assigned_player_id() == u.getID() ) {
m->set_assigned_player_id( character_id( -2 ) );
}
m->assign( u );
WHEN( "condition_not_met" ) {
REQUIRE( !u.has_item_with( []( const item & it ) {
return it.typeId() == itype_test_rock;
} ) );
THEN( "mission_not_complete" ) {
CHECK( u.has_morale( MORALE_FEELING_GOOD ) == 0 );
CHECK( u.get_completed_missions().empty() == true );
u.get_active_mission()->process();
CHECK( u.get_completed_missions().empty() == true );
CHECK( u.has_morale( MORALE_FEELING_GOOD ) == 0 );
}
}
WHEN( "condition_met" ) {
item rock( itype_test_rock );
u.wield( rock );
REQUIRE( u.has_item_with( []( const item & it ) {
return it.typeId() == itype_test_rock;
} ) );
THEN( "mission_not_complete" ) {
CHECK( u.has_morale( MORALE_FEELING_GOOD ) == 0 );
CHECK( u.get_completed_missions().empty() == true );
u.get_active_mission()->process();
CHECK( u.get_completed_missions().empty() == true );
CHECK( u.has_morale( MORALE_FEELING_GOOD ) == 0 );
}
}
}
}
GIVEN( "with_npc" ) {
const character_id guy_id = get_map().place_npc( point( 25, 25 ), npc_template_test_talker );
g->load_npcs();
WHEN( "mission_origin_start" ) {
mission *m = mission::reserve_new( mission_TEST_MISSION_GOAL_CONDITION1, guy_id );
if( m->get_assigned_player_id() == u.getID() ) {
m->set_assigned_player_id( character_id( -2 ) );
}
m->assign( u );
WHEN( "condition_not_met" ) {
REQUIRE( !u.has_item_with( []( const item & it ) {
return it.typeId() == itype_test_rock;
} ) );
THEN( "mission_not_complete" ) {
CHECK( u.has_morale( MORALE_FEELING_GOOD ) == 0 );
CHECK( u.get_completed_missions().empty() == true );
u.get_active_mission()->process();
CHECK( u.get_completed_missions().empty() == true );
CHECK( u.has_morale( MORALE_FEELING_GOOD ) == 0 );
CHECK( !u.get_active_mission()->is_complete( guy_id ) );
CHECK( u.has_morale( MORALE_FEELING_GOOD ) == 0 );
}
}
WHEN( "condition_met" ) {
item rock( itype_test_rock );
u.wield( rock );
REQUIRE( u.has_item_with( []( const item & it ) {
return it.typeId() == itype_test_rock;
} ) );
THEN( "mission_complete" ) {
CHECK( u.has_morale( MORALE_FEELING_GOOD ) == 0 );
CHECK( u.get_completed_missions().empty() == true );
u.get_active_mission()->process();
CHECK( u.get_completed_missions().empty() == true );
CHECK( u.has_morale( MORALE_FEELING_GOOD ) == 0 );
CHECK( u.get_active_mission()->is_complete( guy_id ) );
u.get_active_mission()->wrap_up();
CHECK( u.get_completed_missions().empty() == false );
CHECK( u.get_completed_missions().front()->mission_id() == mission_TEST_MISSION_GOAL_CONDITION1 );
CHECK( u.has_morale( MORALE_FEELING_GOOD ) == 10 );
}
}
}
WHEN( "mission_no_origin" ) {
mission *m = mission::reserve_new( mission_TEST_MISSION_GOAL_CONDITION2, guy_id );
if( m->get_assigned_player_id() == u.getID() ) {
m->set_assigned_player_id( character_id( -2 ) );
}
m->assign( u );
WHEN( "condition_not_met" ) {
REQUIRE( !u.has_item_with( []( const item & it ) {
return it.typeId() == itype_test_rock;
} ) );
THEN( "mission_not_complete" ) {
CHECK( u.has_morale( MORALE_FEELING_GOOD ) == 0 );
CHECK( u.get_completed_missions().empty() == true );
u.get_active_mission()->process();
CHECK( u.get_completed_missions().empty() == true );
CHECK( u.has_morale( MORALE_FEELING_GOOD ) == 0 );
CHECK( !u.get_active_mission()->is_complete( guy_id ) );
CHECK( u.has_morale( MORALE_FEELING_GOOD ) == 0 );
}
}
WHEN( "condition_met" ) {
item rock( itype_test_rock );
u.wield( rock );
REQUIRE( u.has_item_with( []( const item & it ) {
return it.typeId() == itype_test_rock;
} ) );
THEN( "mission_complete" ) {
CHECK( u.has_morale( MORALE_FEELING_GOOD ) == 0 );
CHECK( u.get_completed_missions().empty() == true );
u.get_active_mission()->process();
CHECK( u.get_completed_missions().empty() == true );
CHECK( u.has_morale( MORALE_FEELING_GOOD ) == 0 );
CHECK( u.get_active_mission()->is_complete( guy_id ) );
u.get_active_mission()->wrap_up();
CHECK( u.get_completed_missions().empty() == false );
CHECK( u.get_completed_missions().front()->mission_id() == mission_TEST_MISSION_GOAL_CONDITION2 );
CHECK( u.has_morale( MORALE_FEELING_GOOD ) == 10 );
}
}
}
}
}
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