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#include <array>
#include <iosfwd>
#include "cached_options.h"
#include "calendar.h"
#include "cata_catch.h"
#include "cata_scope_helpers.h"
#include "character.h"
#include "character_martial_arts.h"
#include "creature.h"
#include "line.h"
#include "map.h"
#include "map_helpers.h"
#include "martialarts.h"
#include "mattack_actors.h"
#include "mattack_common.h"
#include "messages.h"
#include "monattack.h"
#include "monster.h"
#include "mtype.h"
#include "options_helpers.h"
#include "player_helpers.h"
#include "point.h"
#include "test_statistics.h"
#include "type_id.h"
#include "weather.h"
#include "weather_type.h"
#include "game.h"
#include "type_id.h"
#include "units.h"
static const efftype_id effect_bleed( "bleed" );
static const efftype_id effect_grabbed( "grabbed" );
static const efftype_id effect_took_flumed( "took_flumed" );
static const itype_id itype_rock( "rock" );
static const json_character_flag json_flag_GRAB( "GRAB" );
static const json_character_flag json_flag_TOUGH_FEET( "TOUGH_FEET" );
static const matype_id style_brawling( "style_brawling" );
static const skill_id skill_unarmed( "unarmed" );
static const trait_id trait_TOUGH_FEET( "TOUGH_FEET" );
static constexpr tripoint attacker_location{ 65, 65, 0 };
static void reset_caches( int a_zlev, int t_zlev )
{
Character &you = get_player_character();
map &here = get_map();
g->reset_light_level();
// Why twice? See vision_test.cpp
here.invalidate_visibility_cache();
here.update_visibility_cache( a_zlev );
here.invalidate_map_cache( a_zlev );
here.build_map_cache( a_zlev );
here.invalidate_visibility_cache();
here.update_visibility_cache( a_zlev );
here.invalidate_map_cache( a_zlev );
here.build_map_cache( a_zlev );
if( a_zlev != t_zlev ) {
here.invalidate_visibility_cache();
here.update_visibility_cache( t_zlev );
here.invalidate_map_cache( t_zlev );
here.build_map_cache( t_zlev );
here.invalidate_visibility_cache();
here.update_visibility_cache( t_zlev );
here.invalidate_map_cache( t_zlev );
here.build_map_cache( t_zlev );
}
you.recalc_sight_limits();
}
static void test_monster_attack( const tripoint &target_offset, bool expect_attack,
bool expect_vision, bool( *special_attack )( monster *x ) = nullptr )
{
int day_hour = hour_of_day<int>( calendar::turn );
CAPTURE( day_hour );
REQUIRE( is_day( calendar::turn ) );
clear_creatures();
// Monster adjacent to target.
const std::string monster_type = "mon_zombie";
const tripoint target_location = attacker_location + target_offset;
int distance = rl_dist( attacker_location, target_location );
CAPTURE( distance );
int a_zlev = attacker_location.z;
int t_zlev = target_location.z;
Character &you = get_player_character();
clear_avatar();
you.setpos( target_location );
monster &test_monster = spawn_test_monster( monster_type, attacker_location );
test_monster.set_dest( you.get_location() );
reset_caches( a_zlev, t_zlev );
// Trigger basic attack.
CAPTURE( attacker_location );
CAPTURE( target_location );
CAPTURE( fov_3d );
CHECK( test_monster.sees( target_location ) == expect_vision );
if( special_attack == nullptr ) {
CHECK( test_monster.attack_at( target_location ) == expect_attack );
} else {
CHECK( special_attack( &test_monster ) == expect_attack );
}
// Then test the reverse.
clear_creatures();
clear_avatar();
you.setpos( attacker_location );
monster &target_monster = spawn_test_monster( monster_type, target_location );
reset_caches( a_zlev, t_zlev );
CHECK( you.sees( target_monster ) == expect_vision );
if( special_attack == nullptr ) {
CHECK( you.melee_attack( target_monster, false ) == expect_attack );
}
}
static void monster_attack_zlevel( const std::string &title, const tripoint &offset,
const std::string &monster_ter, const std::string &target_ter,
bool expected )
{
clear_map();
map &here = get_map();
restore_on_out_of_scope<bool> restore_fov_3d( fov_3d );
fov_3d = GENERATE( false, true );
override_option opt( "FOV_3D", fov_3d ? "true" : "false" );
std::stringstream section_name;
section_name << title;
section_name << " " << ( fov_3d ? "3d" : "2d" );
SECTION( section_name.str() ) {
here.ter_set( attacker_location, ter_id( monster_ter ) );
here.ter_set( attacker_location + offset, ter_id( target_ter ) );
test_monster_attack( offset, expected && fov_3d, fov_3d );
for( const tripoint &more_offset : eight_horizontal_neighbors ) {
here.ter_set( attacker_location + offset + more_offset, ter_id( "t_floor" ) );
test_monster_attack( offset + more_offset, false, expected && fov_3d );
}
}
}
TEST_CASE( "monster_attack", "[vision][reachability]" )
{
clear_map();
restore_on_out_of_scope<time_point> restore_calendar_turn( calendar::turn );
calendar::turn = daylight_time( calendar::turn ) + 2_hours;
scoped_weather_override weather_clear( WEATHER_CLEAR );
SECTION( "attacking on open ground" ) {
// Adjacent can attack of course.
for( const tripoint &offset : eight_horizontal_neighbors ) {
test_monster_attack( offset, true, true );
}
clear_map();
// Too far away cannot.
test_monster_attack( { 2, 2, 0 }, false, true );
test_monster_attack( { 2, 1, 0 }, false, true );
test_monster_attack( { 2, 0, 0 }, false, true );
test_monster_attack( { 2, -1, 0 }, false, true );
test_monster_attack( { 2, -2, 0 }, false, true );
test_monster_attack( { 1, 2, 0 }, false, true );
test_monster_attack( { 1, -2, 0 }, false, true );
test_monster_attack( { 0, 2, 0 }, false, true );
test_monster_attack( { 0, -2, 0 }, false, true );
test_monster_attack( { -1, 2, 0 }, false, true );
test_monster_attack( { -1, -2, 0 }, false, true );
test_monster_attack( { -2, 2, 0 }, false, true );
test_monster_attack( { -2, 1, 0 }, false, true );
test_monster_attack( { -2, 0, 0 }, false, true );
test_monster_attack( { -2, -1, 0 }, false, true );
test_monster_attack( { -2, -2, 0 }, false, true );
}
monster_attack_zlevel( "attack_up_stairs", tripoint_above, "t_stairs_up", "t_stairs_down", true );
monster_attack_zlevel( "attack_down_stairs", tripoint_below, "t_stairs_down", "t_stairs_up", true );
monster_attack_zlevel( "attack through ceiling", tripoint_above, "t_floor", "t_floor", false );
monster_attack_zlevel( "attack through floor", tripoint_below, "t_floor", "t_floor", false );
monster_attack_zlevel( "attack up ledge", tripoint_above, "t_floor", "t_floor", false );
monster_attack_zlevel( "attack down ledge", tripoint_below, "t_floor", "t_floor", false );
}
TEST_CASE( "monster_special_attack", "[vision][reachability]" )
{
clear_map();
restore_on_out_of_scope<time_point> restore_calendar_turn( calendar::turn );
calendar::turn = daylight_time( calendar::turn ) + 2_hours;
scoped_weather_override weather_clear( WEATHER_CLEAR );
restore_on_out_of_scope<bool> restore_fov_3d( fov_3d );
fov_3d = GENERATE( false, true );
override_option opt( "FOV_3D", fov_3d ? "true" : "false" );
get_map().ter_set( attacker_location + tripoint{ 2, 0, 0 }, ter_id( "t_wall" ) );
get_map().ter_set( attacker_location + tripoint{ 2, 0, 1 }, ter_id( "t_floor" ) );
get_map().ter_set( attacker_location + tripoint_east, ter_id( "t_wall" ) );
get_map().ter_set( attacker_location + tripoint{ 1, 0, 1 }, ter_id( "t_floor" ) );
// Adjacent should be visible if 3d vision is on, but it's too close to attack.
//test_monster_attack( { 1, 0, 1 }, false, fov_3d, mattack::stretch_attack );
// At a distance of 2, the ledge should block los and line of attack.
test_monster_attack( { 2, 0, 1 }, false, false, mattack::stretch_attack );
}
TEST_CASE( "monster_throwing_sanity_test", "[throwing],[balance]" )
{
std::array<float, 6> expected_average_damage_at_range = { 0, 0, 8.5, 6.5, 5, 3.25 };
clear_map();
map &here = get_map();
restore_on_out_of_scope<time_point> restore_calendar_turn( calendar::turn );
calendar::turn = sunrise( calendar::turn );
scoped_weather_override weather_clear( WEATHER_CLEAR );
const tripoint target_location = { 65, 65, 0 };
// You got a player
Character &you = get_player_character();
clear_avatar();
you.set_dodges_left( 1 ) ;
REQUIRE( Approx( you.get_dodge() ) == 4.0 );
you.setpos( target_location );
const tripoint_abs_ms abs_target_location = you.get_location();
reset_caches( target_location.z, target_location.z );
REQUIRE( g->natural_light_level( 0 ) > 50.0 );
CHECK( here.ambient_light_at( target_location ) > 50.0 );
const std::string monster_type = "mon_feral_human_pipe";
for( int distance = 2; distance <= 5; ++distance ) {
float expected_damage = expected_average_damage_at_range[ distance ];
// and you got a monster
const tripoint attacker_location = target_location + tripoint_east * distance;
monster &test_monster = spawn_test_monster( monster_type, attacker_location );
test_monster.set_dest( you.get_location() );
const mtype_special_attack &attack = test_monster.type->special_attacks.at( "gun" );
REQUIRE( test_monster.get_dest() == abs_target_location );
REQUIRE( test_monster.sees( target_location ) );
Creature *target = test_monster.attack_target();
REQUIRE( target );
REQUIRE( test_monster.sees( *target ) );
REQUIRE( rl_dist( test_monster.pos(), target->pos() ) <= 5 );
statistics<int> damage_dealt;
statistics<bool> hits;
epsilon_threshold threshold{ expected_damage, 2.5 };
do {
you.set_all_parts_hp_to_max();
you.set_stamina( you.get_stamina_max() ); // Resets stamina so dummy can keep dodging
// Remove stagger/winded effects
you.clear_effects();
you.set_dodges_left( 1 );
int prev_hp = you.get_hp();
// monster shoots the player
REQUIRE( attack->call( test_monster ) == true );
// how much damage did it do?
// Player-centric test in throwing_test.cpp ranges from 2 - 8 damage at point-blank range.
int current_hp = you.get_hp();
hits.add( current_hp < prev_hp );
damage_dealt.add( prev_hp - current_hp );
test_monster.ammo[ itype_rock ]++;
} while( damage_dealt.n() < 100 || damage_dealt.uncertain_about( threshold ) );
clear_creatures();
CAPTURE( expected_damage );
CAPTURE( distance );
INFO( "Num hits: " << damage_dealt.n() );
INFO( "Hit rate: " << hits.avg() );
INFO( "Avg total damage: " << damage_dealt.avg() );
INFO( "Dmg Lower: " << damage_dealt.lower() << " Dmg Upper: " << damage_dealt.upper() );
CHECK( damage_dealt.test_threshold( threshold ) );
}
}
TEST_CASE( "Mattack_dialog_condition_test", "[mattack]" )
{
clear_map();
clear_creatures();
const tripoint target_location = attacker_location + tripoint_east;
Character &you = get_player_character();
clear_avatar();
you.setpos( target_location );
const std::string monster_type = "mon_test_mattack_dialog";
monster &test_monster = spawn_test_monster( monster_type, attacker_location );
test_monster.set_dest( you.get_location() );
const mtype_special_attack &attack = test_monster.type->special_attacks.at( "test_conditions_1" );
// Fail at first
CHECK( !attack->call( test_monster ) );
// Check the easier arm of the OR
test_monster.add_effect( effect_took_flumed, 1_days );
REQUIRE( test_monster.has_effect( effect_took_flumed ) );
CHECK( attack->call( test_monster ) );
// Reset the test, attack fails again
test_monster.remove_effect( effect_took_flumed );
REQUIRE( !attack->call( test_monster ) );
// Check the nested AND arm
REQUIRE( is_creature_outside( test_monster ) );
you.set_mutation( trait_TOUGH_FEET );
REQUIRE( you.has_flag( json_flag_TOUGH_FEET ) );
CHECK( !attack->call( test_monster ) );
test_monster.add_effect( effect_bleed, 1_days );
REQUIRE( test_monster.has_effect( effect_bleed ) );
// We now have all conditions specified in the attack
CHECK( attack->call( test_monster ) );
// Add disqualifying condition to target
you.add_effect( effect_took_flumed, 1_days );
REQUIRE( you.has_effect( effect_took_flumed ) );
// Attack fails
CHECK( !attack->call( test_monster ) );
}
TEST_CASE( "Targeted_grab_removal_test", "[mattack][grab]" )
{
const std::string grabber_left = "mon_debug_grabber_left";
const std::string grabber_right = "mon_debug_grabber_right";
const tripoint target_location = attacker_location + tripoint_east;
const tripoint attacker_location_e = target_location + tripoint_east;
clear_map();
clear_creatures();
Character &you = get_player_character();
clear_avatar();
you.setpos( target_location );
monster &test_monster_left = spawn_test_monster( grabber_left, attacker_location_e );
monster &test_monster_right = spawn_test_monster( grabber_right, attacker_location );
test_monster_left.set_dest( you.get_location() );
test_monster_right.set_dest( you.get_location() );
const mattack_actor &attack_left = test_monster_left.type->special_attacks.at( "grab" ).operator
* ();
const mattack_actor &attack_right = test_monster_right.type->special_attacks.at( "grab" ).operator
* ();
// Grabbed by both
REQUIRE( attack_left.call( test_monster_left ) );
REQUIRE( attack_right.call( test_monster_right ) );
//Have two grabs, the monsters have the right filter effects
REQUIRE( you.has_effect( effect_grabbed, body_part_arm_r ) );
REQUIRE( you.has_effect( effect_grabbed, body_part_arm_l ) );
REQUIRE( test_monster_right.is_grabbing( body_part_arm_r ) );
REQUIRE( test_monster_left.is_grabbing( body_part_arm_l ) );
// Kill the left grabber
test_monster_left.die( nullptr );
// Now we only have the one
REQUIRE( you.has_effect( effect_grabbed, body_part_arm_r ) );
REQUIRE( !you.has_effect( effect_grabbed, body_part_arm_l ) );
}
TEST_CASE( "Ranged_pull_tests", "[mattack][grab]" )
{
// Set up further from the target
const tripoint target_location = attacker_location + tripoint{ 4, 0, 0 };
clear_map();
restore_on_out_of_scope<time_point> restore_calendar_turn( calendar::turn );
calendar::turn = daylight_time( calendar::turn ) + 2_hours;
scoped_weather_override weather_clear( WEATHER_CLEAR );
clear_creatures();
Character &you = get_player_character();
clear_avatar();
you.setpos( target_location );
REQUIRE( units::to_gram<int>( you.get_weight() ) > 50000 );
SECTION( "Weak puller" ) {
const std::string monster_type = "mon_debug_puller_weak";
monster &test_monster = spawn_test_monster( monster_type, attacker_location );
test_monster.set_dest( you.get_location() );
REQUIRE( test_monster.sees( you ) );
const mattack_actor &attack = test_monster.type->special_attacks.at( "ranged_pull" ).operator * ();
REQUIRE( units::to_gram<int>( test_monster.get_weight() ) == 100000 );
// Fail to pull our too-chonky survivor
// Pull fails loudly so we can't count on it returning false
REQUIRE( attack.call( test_monster ) );
REQUIRE( you.pos() == target_location );
// Reduce weight
you.set_stored_kcal( 5000 );
REQUIRE( units::to_gram<int>( you.get_weight() ) < 50000 );
// Attack succeeds
REQUIRE( attack.call( test_monster ) );
REQUIRE( you.pos() == attacker_location + tripoint_east );
}
SECTION( "Strong puller" ) {
const std::string monster_type = "mon_debug_puller_strong";
monster &test_monster = spawn_test_monster( monster_type, attacker_location );
test_monster.set_dest( you.get_location() );
REQUIRE( test_monster.sees( you ) );
const mattack_actor &attack = test_monster.type->special_attacks.at( "ranged_pull" ).operator * ();
REQUIRE( units::to_gram<int>( test_monster.get_weight() ) == 100000 );
// Pull on the first try
REQUIRE( attack.call( test_monster ) );
REQUIRE( you.pos() == attacker_location + tripoint_east );
}
SECTION( "Incompetent puller" ) {
const std::string monster_type = "mon_debug_puller_incompetent";
monster &test_monster = spawn_test_monster( monster_type, attacker_location );
test_monster.set_dest( you.get_location() );
REQUIRE( test_monster.sees( you ) );
const mattack_actor &attack = test_monster.type->special_attacks.at( "ranged_pull" ).operator * ();
// Can't pull, fail silently
REQUIRE( !attack.call( test_monster ) );
REQUIRE( you.pos() == target_location );
}
SECTION( "Pulls vs existing grabs" ) {
const std::string monster_type = "mon_debug_puller_strong";
const std::string grabber_type = "mon_debug_grabber_strong";
monster &test_monster = spawn_test_monster( monster_type, attacker_location );
monster &test_grabber = spawn_test_monster( grabber_type, target_location + tripoint_south );
const mattack_actor &pull = test_monster.type->special_attacks.at( "ranged_pull" ).operator * ();
const mattack_actor &grab = test_grabber.type->special_attacks.at( "grab" ).operator * ();
test_monster.set_dest( you.get_location() );
test_grabber.set_dest( you.get_location() );
REQUIRE( test_monster.sees( you ) );
REQUIRE( grab.call( test_grabber ) );
int counter = 0;
// Pull until the grabber lets go, it should eventually do so
while( you.pos() == target_location && counter < 101 ) {
REQUIRE( pull.call( test_monster ) );
counter++;
}
REQUIRE( counter < 100 );
}
}
TEST_CASE( "Grab_drag_tests", "[mattack][grab][drag]" )
{
const tripoint target_location = attacker_location + tripoint_east;
clear_map();
clear_creatures();
Character &you = get_player_character();
clear_avatar();
you.setpos( target_location );
const std::string monster_type = "mon_debug_dragger";
monster &test_monster = spawn_test_monster( monster_type, attacker_location );
test_monster.set_dest( you.get_location() );
const mattack_actor &attack_1 = test_monster.type->special_attacks.at( "grab_drag" ).operator * ();
const mattack_actor &attack_2 = test_monster.type->special_attacks.at( "drag_followup" ).operator
* ();
REQUIRE( test_monster.sees( you ) );
// We're not too chonk
REQUIRE( test_monster.get_weight() * 1.5f > you.get_weight() );
// We fail to get dragged by the followup
REQUIRE( !attack_2.call( test_monster ) );
//But we do get dragged by the normal drag
REQUIRE( attack_1.call( test_monster ) );
CHECK( you.pos() == target_location - tripoint{ 3, 0, 0 } );
test_monster.set_dest( you.get_location() );
// And then we get followup-dragged (also testing movecost mod)
REQUIRE( !attack_1.call( test_monster ) );
REQUIRE( attack_2.call( test_monster ) );
CHECK( you.pos() == target_location - tripoint{ 6, 0, 0 } );
// We're now out of moves, so we can't attack
CHECK( test_monster.get_moves() < 0 );
}
TEST_CASE( "Unified_grab_break_test", "[mattack][grab]" )
{
const tripoint target_location = attacker_location + tripoint_east;
const tripoint attacker_location_2 = target_location + tripoint_north;
const tripoint attacker_location_3 = target_location + tripoint_east;
std::string monster_type;
std::string message = "You should not see this.";
int expected_grab_strength;
bool multigrab = false;
bool lategame = false;
int expected_success;
clear_map();
clear_creatures();
Character &you = get_player_character();
clear_avatar();
you.setpos( target_location );
SECTION( "Fresh character against 1 weak grab" ) {
monster_type = "mon_debug_grabber";
expected_grab_strength = 20;
expected_success = 3800;
message = "38% chance to break a weak grab every turn as a starting character";
}
SECTION( "Fresh character against 3 weak grabs" ) {
monster_type = "mon_debug_grabber";
expected_grab_strength = 20;
message = "3,5% chance to break three weak grabs on a single turn as a starting character";
expected_success = 350;
multigrab = true;
}
SECTION( "Fresh character against 1 mid grab" ) {
monster_type = "mon_debug_grabber_mid";
expected_grab_strength = 50;
message = "14,5% chance to break a mid-range grab as a starting character";
expected_success = 1450;
}
SECTION( "Fresh character against 3 mid grabs" ) {
monster_type = "mon_debug_grabber_mid";
expected_grab_strength = 50;
message = "No chance to break three mid-range grabs on a single turn as a starting character" ;
expected_success = 0;
multigrab = true;
}
SECTION( "Fresh character against 1 strong grab" ) {
monster_type = "mon_debug_grabber_strong";
expected_grab_strength = 100;
message = "7% chance to break a strong grab as a starting character" ;//628
expected_success = 700;
}
SECTION( "Fresh character against 3 strong grabs" ) {
monster_type = "mon_debug_grabber_strong";
expected_grab_strength = 100;
message = "No chance to break three max-strength grabs on a single turn as a starting character" ;
expected_success = 0;
multigrab = true;
}
SECTION( "Lategame character against 1 weak grab" ) {
lategame = true;
monster_type = "mon_debug_grabber";
expected_grab_strength = 20;
expected_success = 10000;
message = "100% chance to break a weak grab as a lategame character with grab breaks";
}
SECTION( "Lategame character against 3 weak grabs" ) {
lategame = true;
multigrab = true;
monster_type = "mon_debug_grabber";
expected_grab_strength = 20;
expected_success = 9600;
message = "96% chance to break three weak grabs as a lategame character with grab breaks";
}
SECTION( "Lategame character against 1 mid-range grab" ) {
lategame = true;
monster_type = "mon_debug_grabber_mid";
expected_grab_strength = 50;
expected_success = 7400;
message = "74% chance to break a midline grab as a lategame character with grab breaks";
}
SECTION( "Lategame character against 3 mid-range grabs" ) {
lategame = true;
multigrab = true;
monster_type = "mon_debug_grabber_mid";
expected_grab_strength = 50;
expected_success = 2450;
message = "24,5% chance to break three midline grabs as a lategame character with grab breaks";
}
SECTION( "Lategame character against 1 strong grab" ) {
lategame = true;
monster_type = "mon_debug_grabber_strong";
expected_grab_strength = 100;
expected_success = 4050;
message = "40,5% chance to break a max-strength grab as a lategame character with grab breaks";
}
SECTION( "Lategame character against 3 strong grabs" ) {
lategame = true;
multigrab = true;
monster_type = "mon_debug_grabber_strong";
expected_grab_strength = 100;
expected_success = 400;
message = "4% chance to break three max-strength grabs as a lategame character with grab breaks";
}
// Common test
int success = 0;
REQUIRE( you.get_str() == 8 );
if( lategame ) {
you.set_skill_level( skill_unarmed, 8 );
you.martial_arts_data->set_style( style_brawling, true );
REQUIRE( you.get_skill_level( skill_unarmed ) == 8 );
REQUIRE( you.has_grab_break_tec() );
} else {
REQUIRE( you.get_skill_level( skill_unarmed ) == 0 );
REQUIRE( !you.has_grab_break_tec() );
}
if( !multigrab ) {
monster &test_monster_1 = spawn_test_monster( monster_type, attacker_location );
test_monster_1.set_dest( you.get_location() );
const mattack_actor &attack_1 = test_monster_1.type->special_attacks.at( "grab" ).operator * ();
REQUIRE( attack_1.call( test_monster_1 ) );
// Safety check to ensure grab strength is read and applied correctly
for( const effect &grab : you.get_effects_with_flag( json_flag_GRAB ) ) {
CHECK( grab.get_intensity() == expected_grab_strength );
}
for( int i = 0; i < 10000; i++ ) {
if( you.try_remove_grab() ) {
// Record success and reapply grab
success++;
you.clear_effects();
you.set_stamina( you.get_stamina_max() );
test_monster_1.clear_effects();
REQUIRE( attack_1.call( test_monster_1 ) );
}
}
} else {
monster &test_monster_1 = spawn_test_monster( monster_type, attacker_location );
monster &test_monster_2 = spawn_test_monster( monster_type, attacker_location_2 );
monster &test_monster_3 = spawn_test_monster( monster_type, attacker_location_3 );
test_monster_1.set_dest( you.get_location() );
test_monster_2.set_dest( you.get_location() );
test_monster_3.set_dest( you.get_location() );
const mattack_actor &attack_1 = test_monster_1.type->special_attacks.at( "grab" ).operator * ();
const mattack_actor &attack_2 = test_monster_2.type->special_attacks.at( "grab" ).operator * ();
const mattack_actor &attack_3 = test_monster_3.type->special_attacks.at( "grab" ).operator * ();
REQUIRE( attack_1.call( test_monster_1 ) );
REQUIRE( attack_2.call( test_monster_2 ) );
REQUIRE( attack_3.call( test_monster_3 ) );
for( int i = 0; i < 10000; i++ ) {
REQUIRE( you.get_effects_with_flag( json_flag_GRAB ).size() == 3 );
if( you.try_remove_grab() ) {
// Record success if all grabs are broken
success++;
}
// Reapply grabs
you.clear_effects();
test_monster_1.clear_effects();
test_monster_2.clear_effects();
test_monster_3.clear_effects();
you.set_stamina( you.get_stamina_max() );
REQUIRE( attack_1.call( test_monster_1 ) );
REQUIRE( attack_2.call( test_monster_2 ) );
REQUIRE( attack_3.call( test_monster_3 ) );
}
}
Messages::clear_messages();
INFO( message );
// 2,5% margin
CHECK( success == Approx( expected_success ).margin( 250 ) );
}
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