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#include <map>
#include <sstream>
#include <string>
#include <utility>
#include <vector>
#include "cata_catch.h"
#include "character.h"
#include "effect_on_condition.h"
#include "mutation.h"
#include "npc.h"
#include "player_helpers.h"
#include "type_id.h"
static const effect_on_condition_id effect_on_condition_changing_mutate2( "changing_mutate2" );
static const morale_type morale_perm_debug( "morale_perm_debug" );
static const mutation_category_id mutation_category_ALPHA( "ALPHA" );
static const mutation_category_id mutation_category_CHIMERA( "CHIMERA" );
static const mutation_category_id mutation_category_FELINE( "FELINE" );
static const mutation_category_id mutation_category_HUMAN( "HUMAN" );
static const mutation_category_id mutation_category_LUPINE( "LUPINE" );
static const mutation_category_id mutation_category_MOUSE( "MOUSE" );
static const mutation_category_id mutation_category_RAPTOR( "RAPTOR" );
static const mutation_category_id mutation_category_REMOVAL_TEST( "REMOVAL_TEST" );
static const trait_id trait_EAGLEEYED( "EAGLEEYED" );
static const trait_id trait_GOURMAND( "GOURMAND" );
static const trait_id trait_SMELLY( "SMELLY" );
static const trait_id trait_TEST_REMOVAL_0( "TEST_REMOVAL_0" );
static const trait_id trait_TEST_REMOVAL_1( "TEST_REMOVAL_1" );
static const trait_id trait_TEST_TRIGGER( "TEST_TRIGGER" );
static const trait_id trait_TEST_TRIGGER_2( "TEST_TRIGGER_2" );
static const trait_id trait_TEST_TRIGGER_2_active( "TEST_TRIGGER_2_active" );
static const trait_id trait_TEST_TRIGGER_active( "TEST_TRIGGER_active" );
static const trait_id trait_UGLY( "UGLY" );
static const trait_id trait_UNOBSERVANT( "UNOBSERVANT" );
static const vitamin_id vitamin_instability( "instability" );
static const vitamin_id vitamin_mutagen( "mutagen" );
static const vitamin_id vitamin_mutagen_human( "mutagen_human" );
static const vitamin_id vitamin_mutagen_test( "mutagen_test" );
static const vitamin_id vitamin_mutagen_test_removal( "mutagen_test_removal" );
static std::string get_mutations_as_string( const Character &you );
static void verify_mutation_flag( Character &you, const std::string &trait_name,
const std::string &flag_name )
{
clear_avatar();
set_single_trait( you, trait_name );
GIVEN( "trait: " + trait_name + ", flag: " + flag_name ) {
CHECK( you.has_flag( flag_id( flag_name ) ) );
}
}
static mutation_category_id get_highest_category( const Character &you )
{
int iLevel = 0;
mutation_category_id sMaxCat;
for( const std::pair<const mutation_category_id, int> &elem : you.mutation_category_level ) {
if( elem.second > iLevel ) {
sMaxCat = elem.first;
iLevel = elem.second;
} else if( elem.second == iLevel ) {
sMaxCat = mutation_category_id(); // no category on ties
}
}
return sMaxCat;
}
// Returns the list of mutations a player has as a string, for debugging
std::string get_mutations_as_string( const Character &you )
{
std::ostringstream s;
for( trait_id &m : you.get_mutations() ) {
s << static_cast<std::string>( m ) << " ";
}
return s.str();
}
// Mutation categories may share common mutations. As a character accumulates mutations within a
// category, the chance of breaching threshold for that category increases.
//
// For example the SMELLY mutation is common to FELINE / LUPINE / MOUSE. A character with only the
// SMELLY mutation would be equally strong in all three categories, with an equal chance to breach
// any of them.
//
// The UGLY mutation is common to the FELINE / LUPINE / RAPTOR categories. A character having both
// SMELLY and UGLY would have their FELINE and LUPINE categories strengthened (since they have two
// mutations in those categories), relative to the MOUSE and RAPTOR categories.
//
// Adding GOURMAND, which is shared by LUPINE / MOUSE, should strengthen the character's LUPINE
// category further, and increase the chance to breach that category. If our character has all three
// mutations, their relative category strengths will look like this:
//
// RAPTOR: 1 (ugly)
// MOUSE: 2 (smelly. gourmand)
// FELINE: 2 (smelly, ugly)
// LUPINE: 3 (smelly, ugly, gourmand)
//
// This test illustrates and verifies the above scenario, using the same categories and mutations.
//
TEST_CASE( "mutation_category_strength_based_on_current_mutations", "[mutations][category]" )
{
npc dummy;
// With no mutations, no category is the highest
CHECK( get_highest_category( dummy ).str().empty() );
// All categories are at level 0
CHECK( dummy.mutation_category_level[mutation_category_LUPINE] == 0 );
CHECK( dummy.mutation_category_level[mutation_category_FELINE] == 0 );
CHECK( dummy.mutation_category_level[mutation_category_RAPTOR] == 0 );
CHECK( dummy.mutation_category_level[mutation_category_MOUSE] == 0 );
// SMELLY mutation: Common to LUPINE, FELINE, and MOUSE
REQUIRE( dummy.mutate_towards( trait_SMELLY ) );
// No category should be highest
CHECK( get_highest_category( dummy ).str().empty() );
// All levels should be equal
CHECK( dummy.mutation_category_level[mutation_category_LUPINE] ==
dummy.mutation_category_level[mutation_category_FELINE] );
CHECK( dummy.mutation_category_level[mutation_category_LUPINE] ==
dummy.mutation_category_level[mutation_category_MOUSE] );
// UGLY mutation: Common to LUPINE, FELINE, and RAPTOR
REQUIRE( dummy.mutate_towards( trait_UGLY ) );
// Still no highest, since LUPINE and FELINE should be tied
CHECK( get_highest_category( dummy ).str().empty() );
// LUPINE and FELINE should be equal level, and both stronger than MOUSE or RAPTOR
CHECK( dummy.mutation_category_level[mutation_category_LUPINE] ==
dummy.mutation_category_level[mutation_category_FELINE] );
CHECK( dummy.mutation_category_level[mutation_category_LUPINE] >
dummy.mutation_category_level[mutation_category_MOUSE] );
CHECK( dummy.mutation_category_level[mutation_category_LUPINE] >
dummy.mutation_category_level[mutation_category_RAPTOR] );
// GROWL mutation: Common to LUPINE and MOUSE
REQUIRE( dummy.mutate_towards( trait_GOURMAND ) );
// LUPINE has the most mutations now, and should now be the strongest category
CHECK( get_highest_category( dummy ).str() == "LUPINE" );
// LUPINE category level should be strictly higher than any other
CHECK( dummy.mutation_category_level[mutation_category_LUPINE] >
dummy.mutation_category_level[mutation_category_FELINE] );
CHECK( dummy.mutation_category_level[mutation_category_LUPINE] >
dummy.mutation_category_level[mutation_category_MOUSE] );
CHECK( dummy.mutation_category_level[mutation_category_LUPINE] >
dummy.mutation_category_level[mutation_category_RAPTOR] );
}
// If character has all available mutations in a category (pre- or post-threshold), that should be
// their strongest/highest category. This test verifies that expectation for every category.
TEST_CASE( "Having_all_mutations_give_correct_highest_category", "[mutations][strongest]" )
{
for( const std::pair<const mutation_category_id, mutation_category_trait> &cat :
mutation_category_trait::get_all() ) {
const mutation_category_trait &cur_cat = cat.second;
const std::string cat_str = cur_cat.id.str();
if( cat_str == "ANY" ) {
continue;
}
// Unfinished mutation category.
if( cur_cat.skip_test || cur_cat.wip ) {
continue;
}
GIVEN( "The player has all pre-threshold mutations for " + cat_str ) {
npc dummy;
dummy.set_body();
dummy.give_all_mutations( cur_cat, false );
THEN( cat_str + " is the strongest category" ) {
INFO( "MUTATIONS: " << get_mutations_as_string( dummy ) );
CHECK( get_highest_category( dummy ).str() == cat_str );
}
}
GIVEN( "The player has all mutations for " + cat_str ) {
npc dummy;
dummy.set_body();
dummy.give_all_mutations( cur_cat, true );
THEN( cat_str + " is the strongest category" ) {
INFO( "MUTATIONS: " << get_mutations_as_string( dummy ) );
CHECK( get_highest_category( dummy ).str() == cat_str );
}
}
}
}
// If character has all the pre-threshold mutations for a category, they should have a chance of
// breaching the threshold on mutation. The chance of breach is expected to be above 55%
// given that the breach power is rolled out of 100. In addition, a power below 30 is ignored.
//
// If a category breach power falls below 55, it suggests that category lacks enough pre-threshold mutations
// to comfortably cross the Threshold
//
// Alpha threshold is intentionally meant to be harder to breach, so the permitted range is 35-60
//
// When creating or editing a category, remember that 55 is a limit, not suggestion
// 65+ is the suggested range
//
// This test verifies the breach-power expectation for all mutation categories.
TEST_CASE( "Having_all_pre-threshold_mutations_gives_a_sensible_threshold_breach_power",
"[mutations][breach]" )
{
const int BREACH_POWER_MIN = 55;
for( const std::pair<const mutation_category_id, mutation_category_trait> &cat :
mutation_category_trait::get_all() ) {
const mutation_category_trait &cur_cat = cat.second;
const mutation_category_id &cat_id = cur_cat.id;
if( cur_cat.threshold_mut.is_empty() ) {
continue;
}
// Unfinished mutation category.
if( cur_cat.skip_test || cur_cat.wip ) {
continue;
}
GIVEN( "The player has all pre-threshold mutations for " + cat_id.str() ) {
npc dummy;
dummy.set_body();
dummy.give_all_mutations( cur_cat, false );
const int breach_chance = dummy.mutation_category_level[cat_id];
if( cat_id == mutation_category_ALPHA ) {
THEN( "Alpha Threshold breach power is between 35 and 60" ) {
INFO( "MUTATIONS: " << get_mutations_as_string( dummy ) );
CHECK( breach_chance >= 35 );
CHECK( breach_chance <= 60 );
}
continue;
} else if( cat_id == mutation_category_CHIMERA ) {
THEN( "Chimera Threshold breach power is 100+" ) {
INFO( "MUTATIONS: " << get_mutations_as_string( dummy ) );
CHECK( breach_chance >= 100 );
}
continue;
}
THEN( "Threshold breach power is 55+" ) {
INFO( "MUTATIONS: " << get_mutations_as_string( dummy ) );
CHECK( breach_chance >= BREACH_POWER_MIN );
}
}
}
}
TEST_CASE( "Mutation/starting_trait_interactions", "[mutations]" )
{
Character &dummy = get_player_character();
clear_avatar();
SECTION( "Removal via purifier" ) {
// Set up for purifier test
dummy.my_traits.insert( trait_TEST_REMOVAL_0 );
dummy.set_mutation( trait_TEST_REMOVAL_0 );
dummy.my_traits.insert( trait_TEST_REMOVAL_1 );
dummy.set_mutation( trait_TEST_REMOVAL_1 );
dummy.vitamin_set( vitamin_mutagen_human, 1500 );
dummy.vitamin_set( vitamin_mutagen, 1500 );
// Check that everything works as it should
CHECK( mutation_category_trait::get_category( mutation_category_HUMAN ).base_removal_chance == 0 );
CHECK( dummy.has_trait( trait_TEST_REMOVAL_0 ) );
CHECK( dummy.has_base_trait( trait_TEST_REMOVAL_0 ) );
CHECK( dummy.has_trait( trait_TEST_REMOVAL_1 ) );
CHECK( dummy.has_base_trait( trait_TEST_REMOVAL_1 ) );
CHECK( dummy.vitamin_get( vitamin_mutagen_human ) == 1500 );
CHECK( dummy.vitamin_get( vitamin_mutagen ) == 1500 );
// Trigger a mutation
dialogue newDialog( get_talker_for( dummy ), nullptr );
effect_on_condition_changing_mutate2->activate( newDialog );
// Mutation triggered as expected, traits not removed
CHECK( dummy.vitamin_get( vitamin_mutagen ) < 1500 );
CHECK( dummy.has_trait( trait_TEST_REMOVAL_0 ) );
CHECK( dummy.has_base_trait( trait_TEST_REMOVAL_0 ) );
CHECK( dummy.has_trait( trait_TEST_REMOVAL_1 ) );
CHECK( dummy.has_base_trait( trait_TEST_REMOVAL_1 ) );
}
SECTION( "Removal via mutation" ) {
clear_avatar();
dummy.my_traits.insert( trait_TEST_REMOVAL_1 );
dummy.set_mutation( trait_TEST_REMOVAL_1 );
dummy.vitamin_set( vitamin_mutagen, 1500 );
dummy.vitamin_set( vitamin_mutagen_test_removal, 1500 );
CHECK( mutation_category_trait::get_category( mutation_category_REMOVAL_TEST ).base_removal_chance
==
100 );
CHECK( mutation_category_trait::get_category( mutation_category_REMOVAL_TEST ).base_removal_cost_mul
==
2.0 );
CHECK( dummy.has_trait( trait_TEST_REMOVAL_1 ) );
CHECK( dummy.has_base_trait( trait_TEST_REMOVAL_1 ) );
CHECK( dummy.vitamin_get( vitamin_mutagen_test_removal ) == 1500 );
CHECK( dummy.vitamin_get( vitamin_mutagen ) == 1500 );
// Trigger a mutation
dialogue newDialog( get_talker_for( dummy ), nullptr );
effect_on_condition_changing_mutate2->activate( newDialog );
// Mutation triggered as expected, purifiable trait removed at the specified cost multiplier
CHECK( dummy.vitamin_get( vitamin_mutagen ) < 1500 );
CHECK( !dummy.has_trait( trait_TEST_REMOVAL_1 ) );
CHECK( !dummy.has_base_trait( trait_TEST_REMOVAL_1 ) );
CHECK( dummy.vitamin_get( vitamin_mutagen_test_removal ) == 1300 );
}
SECTION( "Non-purifiable traits are still protected" ) {
clear_avatar();
dummy.my_traits.insert( trait_TEST_REMOVAL_0 );
dummy.set_mutation( trait_TEST_REMOVAL_0 );
dummy.vitamin_set( vitamin_mutagen, 1500 );
dummy.vitamin_set( vitamin_mutagen_test_removal, 1500 );
CHECK( dummy.has_trait( trait_TEST_REMOVAL_0 ) );
CHECK( dummy.has_base_trait( trait_TEST_REMOVAL_0 ) );
CHECK( dummy.vitamin_get( vitamin_mutagen_test_removal ) == 1500 );
CHECK( dummy.vitamin_get( vitamin_mutagen ) == 1500 );
dialogue newDialog( get_talker_for( dummy ), nullptr );
effect_on_condition_changing_mutate2->activate( newDialog );
// Mutagen decremented but no trait gain, category vitamin level unchanged
CHECK( dummy.vitamin_get( vitamin_mutagen ) < 1500 );
CHECK( dummy.has_trait( trait_TEST_REMOVAL_0 ) );
CHECK( dummy.has_base_trait( trait_TEST_REMOVAL_0 ) );
CHECK( dummy.vitamin_get( vitamin_mutagen_test_removal ) == 1500 );
}
}
TEST_CASE( "Scout_and_Topographagnosia_traits_affect_overmap_sight_range", "[mutations][overmap]" )
{
Character &dummy = get_player_character();
clear_avatar();
WHEN( "character has Scout trait" ) {
dummy.toggle_trait( trait_EAGLEEYED );
THEN( "they have increased overmap sight range" ) {
CHECK( dummy.mutation_value( "overmap_sight" ) == 5 );
}
// Regression test for #42853
THEN( "having another trait does not cancel the Scout trait" ) {
dummy.toggle_trait( trait_SMELLY );
CHECK( dummy.mutation_value( "overmap_sight" ) == 5 );
}
}
WHEN( "character has Topographagnosia trait" ) {
dummy.toggle_trait( trait_UNOBSERVANT );
THEN( "they have reduced overmap sight range" ) {
CHECK( dummy.mutation_value( "overmap_sight" ) == -10 );
}
// Regression test for #42853
THEN( "having another trait does not cancel the Topographagnosia trait" ) {
dummy.toggle_trait( trait_SMELLY );
CHECK( dummy.mutation_value( "overmap_sight" ) == -10 );
}
}
}
static void check_test_mutation_is_triggered( const Character &dummy, bool trigger_on )
{
if( trigger_on ) {
THEN( "the mutation turns on" ) {
CHECK( dummy.has_trait( trait_TEST_TRIGGER_active ) );
CHECK( !dummy.has_trait( trait_TEST_TRIGGER ) );
}
} else {
THEN( "the mutation turns off" ) {
CHECK( !dummy.has_trait( trait_TEST_TRIGGER_active ) );
CHECK( dummy.has_trait( trait_TEST_TRIGGER ) );
}
}
}
TEST_CASE( "The_various_type_of_triggers_work", "[mutations]" )
{
Character &dummy = get_player_character();
clear_avatar();
WHEN( "character has OR test trigger mutation" ) {
dummy.toggle_trait( trait_TEST_TRIGGER );
WHEN( "character is happy" ) {
dummy.add_morale( morale_perm_debug, 21 );
dummy.apply_persistent_morale();
dummy.process_turn();
check_test_mutation_is_triggered( dummy, true );
}
WHEN( "character is no longer happy" ) {
dummy.clear_morale();
dummy.process_turn();
check_test_mutation_is_triggered( dummy, false );
}
WHEN( "it is the full moon" ) {
static const time_point full_moon = calendar::turn_zero + calendar::season_length() / 6;
calendar::turn = full_moon;
INFO( "MOON PHASE : " << io::enum_to_string<moon_phase>( get_moon_phase( calendar::turn ) ) );
dummy.process_turn();
check_test_mutation_is_triggered( dummy, true );
}
WHEN( "it's no longer the full moon" ) {
calendar::turn = calendar::turn_zero;
INFO( "MOON PHASE : " << io::enum_to_string<moon_phase>( get_moon_phase( calendar::turn ) ) );
dummy.process_turn();
check_test_mutation_is_triggered( dummy, false );
}
WHEN( "character is very hungry" ) {
dummy.set_hunger( 120 );
dummy.process_turn();
check_test_mutation_is_triggered( dummy, true );
}
WHEN( "character is no longer very hungry" ) {
dummy.set_hunger( 0 );
dummy.process_turn();
check_test_mutation_is_triggered( dummy, false );
}
WHEN( "character is in pain" ) {
dummy.set_pain( 120 );
dummy.process_turn();
check_test_mutation_is_triggered( dummy, true );
}
WHEN( "character is no longer in pain" ) {
dummy.set_pain( 0 );
dummy.process_turn();
check_test_mutation_is_triggered( dummy, false );
}
WHEN( "character is thirsty" ) {
dummy.set_thirst( 120 );
dummy.process_turn();
check_test_mutation_is_triggered( dummy, true );
}
WHEN( "character is no longer thirsty" ) {
dummy.set_thirst( 0 );
dummy.process_turn();
check_test_mutation_is_triggered( dummy, false );
}
WHEN( "character is low on stamina" ) {
dummy.set_stamina( 0 );
dummy.process_turn();
check_test_mutation_is_triggered( dummy, true );
}
WHEN( "character is no longer low on stamina " ) {
dummy.set_stamina( dummy.get_stamina_max() );
dummy.process_turn();
check_test_mutation_is_triggered( dummy, false );
}
WHEN( "it's 2 am" ) {
calendar::turn = calendar::turn_zero + 2_hours;
INFO( "TIME OF DAY : " << to_string_time_of_day( calendar::turn ) );
dummy.process_turn();
check_test_mutation_is_triggered( dummy, true );
}
WHEN( "it's no longer 2 am" ) {
calendar::turn = calendar::turn_zero;
INFO( "TIME OF DAY : " << to_string_time_of_day( calendar::turn ) );
dummy.process_turn();
check_test_mutation_is_triggered( dummy, false );
}
}
clear_avatar();
WHEN( "character has AND test trigger mutation" ) {
dummy.toggle_trait( trait_TEST_TRIGGER_2 );
WHEN( "it is the full moon but character is not in pain" ) {
static const time_point full_moon = calendar::turn_zero + calendar::season_length() / 6;
calendar::turn = full_moon;
INFO( "MOON PHASE : " << io::enum_to_string<moon_phase>( get_moon_phase( calendar::turn ) ) );
dummy.process_turn();
THEN( "the mutation stays turned off" ) {
CHECK( !dummy.has_trait( trait_TEST_TRIGGER_2_active ) );
CHECK( dummy.has_trait( trait_TEST_TRIGGER_2 ) );
}
}
WHEN( "character is in pain and it's the full moon" ) {
dummy.set_pain( 120 );
dummy.process_turn();
THEN( "the mutation turns on" ) {
CHECK( dummy.has_trait( trait_TEST_TRIGGER_2_active ) );
CHECK( !dummy.has_trait( trait_TEST_TRIGGER_2 ) );
}
}
WHEN( "character is no longer in pain" ) {
dummy.set_pain( 0 );
dummy.process_turn();
THEN( "the mutation turns off" ) {
CHECK( !dummy.has_trait( trait_TEST_TRIGGER_2_active ) );
CHECK( dummy.has_trait( trait_TEST_TRIGGER_2 ) );
}
}
}
}
TEST_CASE( "All_valid_mutations_can_be_purified", "[mutations][purifier]" )
{
std::vector<trait_id> dummies;
std::vector<trait_id> valid_traits;
for( const mutation_branch &mbra : mutation_branch::get_all() ) {
if( mbra.dummy ) {
dummies.push_back( mbra.id );
} else if( !mbra.debug && mbra.valid && mbra.purifiable && !mbra.category.empty() ) {
valid_traits.push_back( mbra.id );
}
}
REQUIRE( !dummies.empty() );
for( const trait_id &checked : valid_traits ) {
bool is_removable = false;
GIVEN( "mutation of ID " + checked.str() + " is valid and removable" ) {
THEN( "a dummy mutation should cancel it or have the same type" ) {
for( const trait_id &dummy : dummies ) {
// First, check if the dummy mutation directly cancels us out
if( std::find( dummy->cancels.begin(), dummy->cancels.end(), checked ) != dummy->cancels.end() ) {
is_removable = true;
break;
}
// If it doesn't, then check to see if we have a conflicting type
for( const std::string &type : dummy->types ) {
if( checked->types.count( type ) != 0 ) {
is_removable = true;
break;
}
}
}
CHECK( is_removable );
}
}
}
}
//The chance of a mutation being bad is a function of instability, see
//Character::roll_bad_mutation. This can't be easily tested on in-game
//mutations, because exceptions exist - e.g., you can roll a good mutation, but
//end up mutating a bad one, because the bad mutation is a prerequisite for the one
//you actually rolled.
//For this reason, this tests on an artificial category that doesn't
//mix good and bad mutations within trees. Additionally, it doesn't contain
//neutral mutations, because those are always allowed.
//This also incidentally tests that, given available mutations and enough mutagen,
//Character::mutate always succeeds to give exactly one mutation.
TEST_CASE( "Chance_of_bad_mutations_vs_instability", "[mutations][instability]" )
{
Character &dummy = get_player_character();
static const std::vector<std::pair<int, float>> bad_chance_by_inst = {
{0, 0.0f},
{500, 0.0f},
{1000, 0.062f},
{1500, 0.268f},
{2000, 0.386f},
{2500, 0.464f},
{3000, 0.521f},
{4000, 0.598f},
{5000, 0.649f},
{6000, 0.686f},
{8000, 0.737f}
};
const int tries = 1000;
const int muts_per_try = 5;
const float margin = 0.05f;
for( const std::pair<int, float> &ilevel : bad_chance_by_inst ) {
int bad = 0;
for( int i = 0; i < tries; i++ ) {
clear_avatar();
dummy.vitamin_set( vitamin_mutagen_test, 10000 );
for( int ii = 0; ii < muts_per_try; ii++ ) {
dummy.vitamin_set( vitamin_instability, ilevel.first );
dummy.mutate( 0, true );
}
std::vector<trait_id> muts = dummy.get_mutations();
REQUIRE( muts.size() == static_cast<size_t>( muts_per_try ) );
for( const trait_id &m : muts ) {
REQUIRE( m.obj().points != 0 );
if( m.obj().points < 0 ) {
bad += 1;
}
}
}
INFO( "Current instability: " << ilevel.first );
if( ilevel.second == 0.0f ) {
CHECK( bad == 0 );
} else {
float lower = ilevel.second - margin;
float upper = ilevel.second + margin;
float frac_bad = static_cast<float>( bad ) / ( tries * muts_per_try );
CHECK( frac_bad > lower );
CHECK( frac_bad < upper );
}
}
}
// Verify that flags linked to core mutations are still there.
// If has_trait( trait_XXX )-checks for a certain trait have been 'flagified' to check for
// has_flag( json_flag_XXX ) instead the check should be added here and it's recommended to
// reference to the PR that changes it.
TEST_CASE( "The_mutation_flags_are_associated_to_the_corresponding_base_mutations",
"[mutations][flags]" )
{
Character &dummy = get_player_character();
// From Allow size flags for custom size changing mutations - PR #48850
verify_mutation_flag( dummy, "LARGE", "LARGE" );
verify_mutation_flag( dummy, "LARGE_OK", "LARGE" );
verify_mutation_flag( dummy, "HUGE", "HUGE" );
verify_mutation_flag( dummy, "HUGE_OK", "HUGE" );
verify_mutation_flag( dummy, "SMALL", "SMALL" );
verify_mutation_flag( dummy, "SMALL2", "TINY" );
verify_mutation_flag( dummy, "SMALL_OK", "TINY" );
// From Finetuning batrachian mutation (with intended sideeffects) - PR #59458
verify_mutation_flag( dummy, "WEBBED", "WEBBED_HANDS" );
verify_mutation_flag( dummy, "WEBBED_FEET", "WEBBED_FEET" );
verify_mutation_flag( dummy, "SEESLEEP", "SEESLEEP" );
// From Flagify COLDBLOOD mutations - PR #60052
verify_mutation_flag( dummy, "COLDBLOOD", "COLDBLOOD" );
verify_mutation_flag( dummy, "COLDBLOOD2", "COLDBLOOD2" );
verify_mutation_flag( dummy, "COLDBLOOD3", "COLDBLOOD3" );
verify_mutation_flag( dummy, "COLDBLOOD4", "ECTOTHERM" );
}
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