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#include "catch/catch.hpp"
#include "creature_tracker.h"
#include "flag.h"
#include "game.h"
#include "map.h"
#include "map_helpers.h"
#include "npc.h"
#include "npc_attack.h"
#include "npc_class.h"
#include "options_helpers.h"
#include "player_helpers.h"
static const ammotype ammo_battery( "battery" );
static const faction_id faction_your_followers( "your_followers" );
static const itype_id itype_knife_chef( "knife_chef" );
static const itype_id itype_power_armor_basic( "power_armor_basic" );
static const itype_id itype_power_armor_basic_on( "power_armor_basic_on" );
static const itype_id itype_rock( "rock" );
static const itype_id itype_wearable_light( "wearable_light" );
static const mtype_id mon_zombie( "mon_zombie" );
static const string_id<npc_template> npc_template_test_talker( "test_talker" );
static const weather_type_id weather_sunny( "sunny" );
static constexpr point main_npc_start{ 50, 50 };
static constexpr tripoint main_npc_start_tripoint{ main_npc_start, 0 };
namespace npc_attack_setup
{
static npc &spawn_main_npc()
{
creature_tracker &creatures = get_creature_tracker();
get_player_character().setpos( { main_npc_start, -1 } );
REQUIRE( creatures.creature_at<Creature>( main_npc_start_tripoint ) == nullptr );
const character_id model_id = get_map().place_npc( main_npc_start, npc_template_test_talker );
npc &model_npc = *g->find_npc( model_id );
clear_character( model_npc );
model_npc.setpos( main_npc_start_tripoint );
g->load_npcs();
REQUIRE( creatures.creature_at<npc>( main_npc_start_tripoint ) != nullptr );
return model_npc;
}
static npc &respawn_main_npc()
{
npc *guy = get_creature_tracker().creature_at<npc>( main_npc_start_tripoint );
if( guy ) {
guy->die( nullptr );
}
return spawn_main_npc();
}
static monster *spawn_zombie_at_range( const int range )
{
return g->place_critter_at( mon_zombie, main_npc_start_tripoint + tripoint( range, 0, 0 ) );
}
} // namespace npc_attack_setup
TEST_CASE( "NPC_faces_zombies", "[npc_attack]" )
{
get_player_character().setpos( main_npc_start_tripoint );
clear_map_and_put_player_underground();
clear_vehicles();
scoped_weather_override sunny_weather( weather_sunny );
npc &main_npc = npc_attack_setup::respawn_main_npc();
// Allied NPC for behavior testing purposes
main_npc.set_fac( faction_your_followers );
GIVEN( "There is a zombie 1 tile away" ) {
monster *zombie = npc_attack_setup::spawn_zombie_at_range( 1 );
WHEN( "NPC only has a chef knife" ) {
item weapon( "knife_chef" );
main_npc.set_wielded_item( weapon );
REQUIRE( main_npc.get_wielded_item()->typeId() == itype_knife_chef );
THEN( "NPC attempts to melee the enemy target" ) {
main_npc.evaluate_best_weapon( zombie );
const std::shared_ptr<npc_attack> &attack = main_npc.get_current_attack();
npc_attack_melee *melee_attack = dynamic_cast<npc_attack_melee *>( attack.get() );
CHECK( melee_attack );
const npc_attack_rating &rating = main_npc.get_current_attack_evaluation();
CHECK( rating.value() );
CHECK( *rating.value() > 0 );
CHECK( rating.target() == zombie->pos() );
}
}
WHEN( "NPC only has an m16a4" ) {
arm_shooter( main_npc, "modular_m16a4" );
WHEN( "NPC is allowed to use loud ranged weapons" ) {
main_npc.rules.set_flag( ally_rule::use_guns );
REQUIRE( main_npc.rules.has_flag( ally_rule::use_guns ) );
main_npc.rules.clear_flag( ally_rule::use_silent );
REQUIRE( !main_npc.rules.has_flag( ally_rule::use_silent ) );
THEN( "NPC tries to shoot the enemy target" ) {
main_npc.evaluate_best_weapon( zombie );
const std::shared_ptr<npc_attack> &attack = main_npc.get_current_attack();
npc_attack_gun *ranged_attack = dynamic_cast<npc_attack_gun *>( attack.get() );
CHECK( ranged_attack );
const npc_attack_rating &rating = main_npc.get_current_attack_evaluation();
CHECK( rating.value() );
CHECK( *rating.value() > 0 );
CHECK( rating.target() == zombie->pos() );
}
}
WHEN( "NPC isn't allowed to use loud weapons" ) {
main_npc.rules.set_flag( ally_rule::use_silent );
REQUIRE( main_npc.rules.has_flag( ally_rule::use_silent ) );
THEN( "NPC can't fire his weapon" ) {
main_npc.evaluate_best_weapon( zombie );
const std::shared_ptr<npc_attack> &attack = main_npc.get_current_attack();
npc_attack_gun *ranged_attack = dynamic_cast<npc_attack_gun *>( attack.get() );
CHECK( !ranged_attack );
}
}
WHEN( "NPC isn't allowed to use ranged weapons" ) {
main_npc.rules.clear_flag( ally_rule::use_guns );
REQUIRE( !main_npc.rules.has_flag( ally_rule::use_guns ) );
THEN( "NPC can't fire his weapon" ) {
main_npc.evaluate_best_weapon( zombie );
const std::shared_ptr<npc_attack> &attack = main_npc.get_current_attack();
npc_attack_gun *ranged_attack = dynamic_cast<npc_attack_gun *>( attack.get() );
CHECK( !ranged_attack );
}
}
}
WHEN( "NPC only has a bunch of rocks" ) {
item weapon( "rock" );
main_npc.set_wielded_item( weapon );
REQUIRE( main_npc.get_wielded_item()->typeId() == itype_rock );
THEN( "NPC doesn't bother throwing the rocks so close" ) {
main_npc.evaluate_best_weapon( zombie );
const std::shared_ptr<npc_attack> &attack = main_npc.get_current_attack();
npc_attack_throw *throw_attack = dynamic_cast<npc_attack_throw *>( attack.get() );
CHECK( !throw_attack );
}
}
WHEN( "NPC has power armor" ) {
main_npc.clear_worn();
item armor( "power_armor_basic" );
std::optional<std::list<item>::iterator> wear_success = main_npc.wear_item( armor );
REQUIRE( wear_success );
// If the flag gets removed from power armor, some other item with the flag will need to replace it.
REQUIRE( main_npc.worn_with_flag( flag_COMBAT_TOGGLEABLE ) );
WHEN( "NPC has a UPS for their armor" ) {
item ps( "UPS_ON" );
item battery( "heavy_plus_battery_cell" );
battery.ammo_set( battery.ammo_default(), battery.ammo_capacity( ammo_battery ) );
ps.put_in( battery, pocket_type::MAGAZINE_WELL );
item_location stored_ps = main_npc.try_add( ps );
REQUIRE( stored_ps != item_location::nowhere );
THEN( "NPC activates their power armor successfully" ) {
// target is not exposed, so regen_ai_cache is used to have the npc re-assess threat and store the target.
main_npc.regen_ai_cache();
main_npc.method_of_attack();
CHECK( main_npc.is_wearing( itype_power_armor_basic_on ) );
CHECK( !main_npc.is_wearing( itype_power_armor_basic ) );
}
}
WHEN( "NPC has no power supply for their armor" ) {
THEN( "NPC fails to activate their power armor" ) {
main_npc.regen_ai_cache();
main_npc.method_of_attack();
CHECK( main_npc.is_wearing( itype_power_armor_basic ) );
CHECK( !main_npc.is_wearing( itype_power_armor_basic_on ) );
}
}
}
WHEN( "NPC has a headlamp" ) {
main_npc.clear_worn();
item headlamp( "wearable_light" );
std::optional<std::list<item>::iterator> wear_success = main_npc.wear_item( headlamp );
REQUIRE( wear_success );
// If the flag gets added, some other item without the flag will need to replace it.
REQUIRE( !main_npc.worn_with_flag( flag_COMBAT_TOGGLEABLE ) );
// This test is to ensure NPCs do not randomly activate items in their inventory.
THEN( "NPC does not activate their headlamp" ) {
main_npc.regen_ai_cache();
main_npc.method_of_attack();
CHECK( main_npc.is_wearing( itype_wearable_light ) );
}
}
}
GIVEN( "There is a zombie 5 tiles away" ) {
monster *zombie = npc_attack_setup::spawn_zombie_at_range( 5 );
WHEN( "NPC only has a chef knife" ) {
item weapon( "knife_chef" );
main_npc.set_wielded_item( weapon );
REQUIRE( main_npc.get_wielded_item()->typeId() == itype_knife_chef );
THEN( "NPC attempts to melee the enemy target" ) {
main_npc.evaluate_best_weapon( zombie );
const std::shared_ptr<npc_attack> &attack = main_npc.get_current_attack();
npc_attack_melee *melee_attack = dynamic_cast<npc_attack_melee *>( attack.get() );
CHECK( melee_attack );
const npc_attack_rating &rating = main_npc.get_current_attack_evaluation();
CHECK( rating.value() );
CHECK( *rating.value() > 0 );
CHECK( rating.target() == zombie->pos() );
}
}
WHEN( "NPC only has a bunch of rocks" ) {
item weapon( "rock" );
main_npc.set_wielded_item( weapon );
REQUIRE( main_npc.get_wielded_item()->typeId() == itype_rock );
THEN( "NPC throws rocks at the zombie" ) {
main_npc.evaluate_best_weapon( zombie );
const std::shared_ptr<npc_attack> &attack = main_npc.get_current_attack();
npc_attack_throw *throw_attack = dynamic_cast<npc_attack_throw *>( attack.get() );
CHECK( throw_attack );
}
}
}
GIVEN( "There is a zombie 1 tile away and another 8 tiles away" ) {
monster *zombie = npc_attack_setup::spawn_zombie_at_range( 1 );
monster *zombie_far = npc_attack_setup::spawn_zombie_at_range( 8 );
WHEN( "NPC only has a chef knife" ) {
item weapon( "knife_chef" );
main_npc.set_wielded_item( weapon );
REQUIRE( main_npc.get_wielded_item()->typeId() == itype_knife_chef );
WHEN( "NPC is targetting closest zombie" ) {
main_npc.evaluate_best_weapon( zombie );
THEN( "NPC tries to attack closest zombie" ) {
const std::shared_ptr<npc_attack> &attack = main_npc.get_current_attack();
npc_attack_melee *melee_attack = dynamic_cast<npc_attack_melee *>( attack.get() );
CHECK( melee_attack );
const npc_attack_rating &rating = main_npc.get_current_attack_evaluation();
CHECK( rating.value() );
CHECK( *rating.value() > 0 );
CHECK( rating.target() == zombie->pos() );
}
}
WHEN( "NPC is targetting farthest zombie" ) {
WHEN( "Furthest zombie is at full HP" ) {
main_npc.evaluate_best_weapon( zombie_far );
THEN( "NPC tries to attack closest zombie" ) {
const std::shared_ptr<npc_attack> &attack = main_npc.get_current_attack();
npc_attack_melee *melee_attack = dynamic_cast<npc_attack_melee *>( attack.get() );
CHECK( melee_attack );
const npc_attack_rating &rating = main_npc.get_current_attack_evaluation();
CHECK( rating.value() );
CHECK( *rating.value() > 0 );
CHECK( rating.target() == zombie->pos() );
}
}
WHEN( "Furthest zombie is at low HP" ) {
zombie_far->set_hp( 1 );
main_npc.evaluate_best_weapon( zombie_far );
THEN( "NPC tries to attack furthest zombie" ) {
const std::shared_ptr<npc_attack> &attack = main_npc.get_current_attack();
npc_attack_melee *melee_attack = dynamic_cast<npc_attack_melee *>( attack.get() );
CHECK( melee_attack );
const npc_attack_rating &rating = main_npc.get_current_attack_evaluation();
CHECK( rating.value() );
CHECK( *rating.value() > 0 );
CHECK( rating.target() == zombie_far->pos() );
}
}
}
}
}
GIVEN( "There is no zombie nearby. " ) {
WHEN( "NPC is wearing active power armor. " ) {
item armor( "power_armor_basic_on" );
armor.activate();
std::optional<std::list<item>::iterator> wear_success = main_npc.wear_item( armor );
REQUIRE( wear_success );
THEN( "NPC deactivates their power armor. " ) {
// This is somewhat cheating, but going up one level is testing all of npc::move.
main_npc.cleanup_on_no_danger();
CHECK( !main_npc.is_wearing( itype_power_armor_basic_on ) );
CHECK( main_npc.is_wearing( itype_power_armor_basic ) );
}
}
}
}
// TODO: Add scenarios for:
// - NPCs carrying a mix of weapons
// - NPCs trying to shoot through allies
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