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#include "cata_catch.h"
#include "creature.h"
#include "item.h"
#include "mondefense.h"
#include "monster.h"
#include "npc.h"
#include "projectile.h"
#include "type_id.h"
#include "units.h"
static const bionic_id bio_faraday( "bio_faraday" );
static const bionic_id bio_power_storage( "bio_power_storage" );
static const gun_mode_id gun_mode_MELEE( "MELEE" );
static const mtype_id mon_zombie_electric( "mon_zombie_electric" );
static const mtype_id mon_zomborg( "mon_zomborg" );
static void test_zapback( Creature &attacker, const bool expect_damage,
const dealt_projectile_attack *proj = nullptr )
{
monster defender( mon_zombie_electric );
int prev_hp = attacker.get_hp();
mdefense::zapback( defender, &attacker, proj );
if( expect_damage ) {
CHECK( attacker.get_hp() < prev_hp );
} else {
CHECK( attacker.get_hp() == prev_hp );
}
}
TEST_CASE( "zapback_npc_unarmed", "[mondefense]" )
{
standard_npc attacker( "Attacker" );
test_zapback( attacker, true );
}
TEST_CASE( "zapback_npc_nonconductive_weapon", "[mondefense]" )
{
standard_npc attacker( "Attacker" );
item rock( "rock" );
attacker.wield( rock );
test_zapback( attacker, false );
}
TEST_CASE( "zapback_npc_nonconductive_unarmed_weapon", "[mondefense]" )
{
standard_npc attacker( "Attacker" );
// AFAICT this is the only nonconductive unarmed weapon.
item knuckle_nail( "knuckle_nail" );
attacker.wield( knuckle_nail );
test_zapback( attacker, false );
}
TEST_CASE( "zapback_npc_reach_weapon", "[mondefense]" )
{
standard_npc attacker( "Attacker" );
item pike( "pike" );
attacker.wield( pike );
test_zapback( attacker, false );
}
TEST_CASE( "zapback_npc_ranged_weapon", "[mondefense]" )
{
standard_npc attacker( "Attacker" );
item gun( "glock_19" );
attacker.wield( gun );
dealt_projectile_attack attack;
test_zapback( attacker, false, &attack );
}
TEST_CASE( "zapback_npc_thrown_weapon", "[mondefense]" )
{
standard_npc attacker( "Attacker" );
dealt_projectile_attack attack;
test_zapback( attacker, false, &attack );
}
TEST_CASE( "zapback_npc_firing_ranged_reach_weapon", "[mondefense]" )
{
standard_npc attacker( "Attacker" );
item ranged_reach_weapon( "reach_bow" );
attacker.wield( ranged_reach_weapon );
dealt_projectile_attack attack;
test_zapback( attacker, false, &attack );
}
TEST_CASE( "zapback_npc_meleeattack_ranged_reach_weapon", "[mondefense]" )
{
standard_npc attacker( "Attacker" );
item ranged_reach_weapon( "reach_bow" );
REQUIRE( ranged_reach_weapon.gun_set_mode( gun_mode_MELEE ) );
attacker.wield( ranged_reach_weapon );
test_zapback( attacker, true );
}
TEST_CASE( "zapback_npc_electricity_immune", "[mondefense]" )
{
standard_npc attacker( "Attacker" );
attacker.add_bionic( bio_power_storage );
attacker.set_power_level( attacker.get_max_power_level() );
attacker.add_bionic( bio_faraday );
// Don't forget to turn it on...
test_zapback( attacker, true );
// Wow this is a raw index?
attacker.activate_bionic( attacker.bionic_at_index( attacker.num_bionics() - 1 ) );
test_zapback( attacker, false );
}
TEST_CASE( "zapback_monster", "[mondefense]" )
{
monster attacker( mon_zomborg );
test_zapback( attacker, true );
}
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