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#include <map>
#include <memory>
#include <optional>
#include <set>
#include <sstream>
#include <string>
#include <utility>
#include <vector>
#include "calendar.h"
#include "cata_catch.h"
#include "character.h"
#include "common_types.h"
#include "creature_tracker.h"
#include "faction.h"
#include "field.h"
#include "field_type.h"
#include "game.h"
#include "line.h"
#include "map.h"
#include "map_helpers.h"
#include "memory_fast.h"
#include "npc.h"
#include "npc_class.h"
#include "npctalk.h"
#include "overmapbuffer.h"
#include "pathfinding.h"
#include "pimpl.h"
#include "player_helpers.h"
#include "point.h"
#include "test_data.h"
#include "text_snippets.h"
#include "type_id.h"
#include "units.h"
#include "veh_type.h"
#include "vehicle.h"
#include "vpart_position.h"
class Creature;
static const efftype_id effect_bouldering( "bouldering" );
static const efftype_id effect_sleep( "sleep" );
static const trait_id trait_WEB_WEAVER( "WEB_WEAVER" );
static const vpart_id vpart_frame( "frame" );
static const vpart_id vpart_seat( "seat" );
static const vproto_id vehicle_prototype_none( "none" );
static void on_load_test( npc &who, const time_duration &from, const time_duration &to )
{
calendar::turn = calendar::turn_zero + from;
who.on_unload();
calendar::turn = calendar::turn_zero + to;
who.on_load();
}
static void test_needs( const npc &who, const numeric_interval<int> &hunger,
const numeric_interval<int> &thirst,
const numeric_interval<int> &fatigue )
{
CHECK( who.get_hunger() <= hunger.max );
CHECK( who.get_hunger() >= hunger.min );
CHECK( who.get_thirst() <= thirst.max );
CHECK( who.get_thirst() >= thirst.min );
CHECK( who.get_fatigue() <= fatigue.max );
CHECK( who.get_fatigue() >= fatigue.min );
}
static npc create_model()
{
npc model_npc;
model_npc.normalize();
model_npc.randomize( NC_NONE );
for( const trait_id &tr : model_npc.get_mutations() ) {
model_npc.unset_mutation( tr );
}
model_npc.set_hunger( 0 );
model_npc.set_thirst( 0 );
model_npc.set_fatigue( 0 );
model_npc.remove_effect( effect_sleep );
// An ugly hack to prevent NPC falling asleep during testing due to massive fatigue
model_npc.set_mutation( trait_WEB_WEAVER );
return model_npc;
}
static std::string get_list_of_npcs( const std::string &title )
{
std::ostringstream npc_list;
npc_list << title << ":\n";
for( const npc &n : g->all_npcs() ) {
npc_list << " " << &n << ": " << n.name << '\n';
}
return npc_list.str();
}
TEST_CASE( "on_load-sane-values", "[.]" )
{
SECTION( "Awake for 10 minutes, gaining hunger/thirst/fatigue" ) {
npc test_npc = create_model();
const int five_min_ticks = 2;
on_load_test( test_npc, 0_turns, 5_minutes * five_min_ticks );
const int margin = 2;
const numeric_interval<int> hunger( five_min_ticks / 4, margin, margin );
const numeric_interval<int> thirst( five_min_ticks / 4, margin, margin );
const numeric_interval<int> fatigue( five_min_ticks, margin, margin );
test_needs( test_npc, hunger, thirst, fatigue );
}
SECTION( "Awake for 2 days, gaining hunger/thirst/fatigue" ) {
npc test_npc = create_model();
const double five_min_ticks = 2_days / 5_minutes;
on_load_test( test_npc, 0_turns, 5_minutes * five_min_ticks );
const int margin = 20;
const numeric_interval<int> hunger( five_min_ticks / 4, margin, margin );
const numeric_interval<int> thirst( five_min_ticks / 4, margin, margin );
const numeric_interval<int> fatigue( five_min_ticks, margin, margin );
test_needs( test_npc, hunger, thirst, fatigue );
}
SECTION( "Sleeping for 6 hours, gaining hunger/thirst (not testing fatigue due to lack of effects processing)" ) {
npc test_npc = create_model();
test_npc.add_effect( effect_sleep, 6_hours );
test_npc.set_fatigue( 1000 );
const double five_min_ticks = 6_hours / 5_minutes;
/*
// Fatigue regeneration starts at 1 per 5min, but linearly increases to 2 per 5min at 2 hours or more
const int expected_fatigue_change =
((1.0f + 2.0f) / 2.0f * 2_hours / 5_minutes ) +
(2.0f * (6_hours - 2_hours) / 5_minutes);
*/
on_load_test( test_npc, 0_turns, 5_minutes * five_min_ticks );
const int margin = 10;
const numeric_interval<int> hunger( five_min_ticks / 8, margin, margin );
const numeric_interval<int> thirst( five_min_ticks / 8, margin, margin );
const numeric_interval<int> fatigue( test_npc.get_fatigue(), 0, 0 );
test_needs( test_npc, hunger, thirst, fatigue );
}
}
TEST_CASE( "on_load-similar-to-per-turn", "[.]" )
{
SECTION( "Awake for 10 minutes, gaining hunger/thirst/fatigue" ) {
npc on_load_npc = create_model();
npc iterated_npc = create_model();
const int five_min_ticks = 2;
on_load_test( on_load_npc, 0_turns, 5_minutes * five_min_ticks );
for( time_duration turn = 0_turns; turn < 5_minutes * five_min_ticks; turn += 1_turns ) {
iterated_npc.update_body( calendar::turn_zero + turn,
calendar::turn_zero + turn + 1_turns );
}
const int margin = 2;
const numeric_interval<int> hunger( iterated_npc.get_hunger(), margin, margin );
const numeric_interval<int> thirst( iterated_npc.get_thirst(), margin, margin );
const numeric_interval<int> fatigue( iterated_npc.get_fatigue(), margin, margin );
test_needs( on_load_npc, hunger, thirst, fatigue );
}
SECTION( "Awake for 6 hours, gaining hunger/thirst/fatigue" ) {
npc on_load_npc = create_model();
npc iterated_npc = create_model();
const double five_min_ticks = 6_hours / 5_minutes;
on_load_test( on_load_npc, 0_turns, 5_minutes * five_min_ticks );
for( time_duration turn = 0_turns; turn < 5_minutes * five_min_ticks; turn += 1_turns ) {
iterated_npc.update_body( calendar::turn_zero + turn,
calendar::turn_zero + turn + 1_turns );
}
const int margin = 10;
const numeric_interval<int> hunger( iterated_npc.get_hunger(), margin, margin );
const numeric_interval<int> thirst( iterated_npc.get_thirst(), margin, margin );
const numeric_interval<int> fatigue( iterated_npc.get_fatigue(), margin, margin );
test_needs( on_load_npc, hunger, thirst, fatigue );
}
}
TEST_CASE( "snippet-tag-test" )
{
// Actually used tags
static const std::set<std::string> npc_talk_tags = {
{
"<name_b>", "<thirsty>", "<swear!>",
"<sad>", "<greet>", "<no>",
"<im_leaving_you>", "<ill_kill_you>", "<ill_die>",
"<wait>", "<no_faction>", "<name_g>",
"<keep_up>", "<yawn>", "<very>",
"<okay>", "<really>",
"<let_me_pass>", "<done_mugging>", "<happy>",
"<drop_it>", "<swear>", "<lets_talk>",
"<hands_up>", "<move>", "<hungry>",
"<fuck_you>",
}
};
for( const auto &tag : npc_talk_tags ) {
for( int i = 0; i < 100; i++ ) {
CHECK( SNIPPET.random_from_category( tag ).has_value() );
}
}
// Special tags, those should have no replacements
static const std::set<std::string> special_tags = {
{
"<yrwp>", "<mywp>", "<ammo>"
}
};
for( const std::string &tag : special_tags ) {
for( int i = 0; i < 100; i++ ) {
CHECK( !SNIPPET.random_from_category( tag ).has_value() );
}
}
}
/* Test setup. Player should always be at top-left.
*
* U is the player, V is vehicle, # is wall, R is rubble & acid with NPC on it,
* A is acid with NPC on it, W/M is vehicle & acid with (follower/non-follower) NPC on it,
* B/C is acid with (follower/non-follower) NPC on it.
*/
static constexpr int height = 5, width = 17;
// NOLINTNEXTLINE(cata-use-mdarray,modernize-avoid-c-arrays)
static constexpr char setup[height][width + 1] = {
"U ###############",
"V #R#AAA#W# # #C#",
" #A#A#A# #M#B# #",
" ###AAA#########",
" ##### ",
};
static void check_npc_movement( const tripoint &origin )
{
INFO( "Should not crash from infinite recursion" );
creature_tracker &creatures = get_creature_tracker();
for( int y = 0; y < height; ++y ) {
for( int x = 0; x < width; ++x ) {
switch( setup[y][x] ) {
case 'A':
case 'R':
case 'W':
case 'M':
case 'B':
case 'C':
tripoint p = origin + point( x, y );
npc *guy = creatures.creature_at<npc>( p );
REQUIRE( guy != nullptr );
guy->move();
break;
}
}
}
INFO( "NPC on acid should not acquire unstable footing status" );
for( int y = 0; y < height; ++y ) {
for( int x = 0; x < width; ++x ) {
if( setup[y][x] == 'A' ) {
tripoint p = origin + point( x, y );
npc *guy = creatures.creature_at<npc>( p );
REQUIRE( guy != nullptr );
CHECK( !guy->has_effect( effect_bouldering ) );
}
}
}
INFO( "NPC on rubbles should not lose unstable footing status" );
for( int y = 0; y < height; ++y ) {
for( int x = 0; x < width; ++x ) {
if( setup[y][x] == 'R' ) {
tripoint p = origin + point( x, y );
npc *guy = creatures.creature_at<npc>( p );
REQUIRE( guy != nullptr );
CHECK( guy->has_effect( effect_bouldering ) );
}
}
}
INFO( "NPC in vehicle should not escape from dangerous terrain" );
for( int y = 0; y < height; ++y ) {
for( int x = 0; x < width; ++x ) {
switch( setup[y][x] ) {
case 'W':
case 'M':
CAPTURE( setup[y][x] );
tripoint p = origin + point( x, y );
npc *guy = creatures.creature_at<npc>( p );
CHECK( guy != nullptr );
break;
}
}
}
INFO( "NPC not in vehicle should escape from dangerous terrain" );
for( int y = 0; y < height; ++y ) {
for( int x = 0; x < width; ++x ) {
switch( setup[y][x] ) {
case 'B':
case 'C':
tripoint p = origin + point( x, y );
npc *guy = creatures.creature_at<npc>( p );
CHECK( guy == nullptr );
break;
}
}
}
}
static npc *make_companion( const tripoint &npc_pos )
{
shared_ptr_fast<npc> guy = make_shared_fast<npc>();
guy->normalize();
guy->randomize();
guy->spawn_at_precise( tripoint_abs_ms( get_map().getabs( npc_pos ) ) );
overmap_buffer.insert_npc( guy );
g->load_npcs();
guy->companion_mission_role_id.clear();
guy->guard_pos = std::nullopt;
clear_character( *guy );
guy->setpos( npc_pos );
talk_function::follow( *guy );
return get_creature_tracker().creature_at<npc>( npc_pos );
}
TEST_CASE( "npc-board-player-vehicle" )
{
REQUIRE_FALSE( test_data::npc_boarding_data.empty() );
for( std::pair<const std::string, npc_boarding_test_data> &given : test_data::npc_boarding_data ) {
GIVEN( given.first ) {
npc_boarding_test_data &data = given.second;
g->place_player( data.player_pos );
clear_map();
map &here = get_map();
Character &pc = get_player_character();
vehicle *veh = here.add_vehicle( data.veh_prototype, data.player_pos, 0_degrees, 100, 2 );
REQUIRE( veh != nullptr );
here.board_vehicle( data.player_pos, &pc );
REQUIRE( pc.in_vehicle );
npc *companion = make_companion( data.npc_pos );
REQUIRE( companion != nullptr );
REQUIRE( companion->get_attitude() == NPCATT_FOLLOW );
REQUIRE( companion->path_settings->allow_open_doors );
REQUIRE( companion->path_settings->allow_unlock_doors );
/* Uncomment for some extra info when test fails
debug_mode = true;
debugmode::enabled_filters.clear();
debugmode::enabled_filters.emplace_back( debugmode::DF_NPC );
REQUIRE( debugmode::enabled_filters.size() == 1 );
*/
int turns = 0;
while( turns++ < 100 && companion->pos() != data.npc_target ) {
companion->moves = 100;
/* Uncommment for extra debug info
tripoint npc_pos = companion->pos();
optional_vpart_position vp = here.veh_at( npc_pos );
vehicle *veh = veh_pointer_or_null( vp );
add_msg( m_info, "%s is at %d %d %d and sees t: %s, f: %s, v: %s (%s)",
companion->name, npc_pos.x, npc_pos.y, npc_pos.z,
here.tername( npc_pos ),
here.furnname( npc_pos ),
vp ? remove_color_tags( vp->part_displayed()->part().name() ) : "",
veh ? veh->name : " " );
*/
companion->move();
}
CAPTURE( companion->path );
if( !companion->path.empty() ) {
tripoint &p = companion->path.front();
int part = -1;
const vehicle *veh = here.veh_at_internal( p, part );
if( veh ) {
const vehicle_part &vp = veh->part( part );
CHECK_FALSE( vp.info().has_flag( VPFLAG_OPENABLE ) );
std::string part_name = remove_color_tags( vp.name() );
UNSCOPED_INFO( "target tile: " << p.to_string() << " - vehicle part : " << part_name );
int hp = vp.hp();
int bash = companion->path_settings->bash_strength;
UNSCOPED_INFO( "part hp: " << hp << " - bash strength: " << bash );
const auto vpobst = vpart_position( const_cast<vehicle &>( *veh ), part ).obstacle_at_part();
part = vpobst ? vpobst->part_index() : -1;
int open = veh->next_part_to_open( part, true );
int lock = veh->next_part_to_unlock( part, true );
if( open >= 0 ) {
const vehicle_part &vp_open = veh->part( open );
UNSCOPED_INFO( "open part " << vp_open.name() );
}
if( lock >= 0 ) {
const vehicle_part &vp_lock = veh->part( lock );
UNSCOPED_INFO( "lock part " << vp_lock.name() );
}
}
}
CHECK( companion->pos() == data.npc_target );
}
}
}
TEST_CASE( "npc-movement" )
{
const ter_id t_wall_metal( "t_wall_metal" );
const ter_id t_floor( "t_floor" );
const furn_id f_rubble( "f_rubble" );
const furn_id f_null( "f_null" );
g->place_player( tripoint( 60, 60, 0 ) );
clear_map();
creature_tracker &creatures = get_creature_tracker();
Character &player_character = get_player_character();
map &here = get_map();
for( int y = 0; y < height; ++y ) {
for( int x = 0; x < width; ++x ) {
const char type = setup[y][x];
const tripoint p = player_character.pos() + point( x, y );
// create walls
if( type == '#' ) {
here.ter_set( p, t_wall_metal );
} else {
here.ter_set( p, t_floor );
}
// spawn acid
// a copy is needed because we will remove elements from it
const field fs = here.field_at( p );
for( const auto &f : fs ) {
here.remove_field( p, f.first );
}
if( type == 'A' || type == 'R' || type == 'W' || type == 'M'
|| type == 'B' || type == 'C' ) {
here.add_field( p, fd_acid, 3 );
}
// spawn rubbles
if( type == 'R' ) {
here.furn_set( p, f_rubble );
} else {
here.furn_set( p, f_null );
}
// create vehicles
if( type == 'V' || type == 'W' || type == 'M' ) {
vehicle *veh = here.add_vehicle( vehicle_prototype_none, p, 270_degrees, 0, 0 );
REQUIRE( veh != nullptr );
veh->install_part( point_zero, vpart_frame );
veh->install_part( point_zero, vpart_seat );
here.add_vehicle_to_cache( veh );
}
// spawn npcs
if( type == 'A' || type == 'R' || type == 'W' || type == 'M'
|| type == 'B' || type == 'C' ) {
shared_ptr_fast<npc> guy = make_shared_fast<npc>();
do {
guy->normalize();
guy->randomize();
// Repeat until we get an NPC vulnerable to acid
} while( guy->is_immune_field( fd_acid ) );
guy->spawn_at_precise( tripoint_abs_ms( get_map().getabs( p ) ) );
// Set the shopkeep mission; this means that
// the NPC deems themselves to be guarding and stops them
// wandering off in search of distant ammo caches, etc.
guy->mission = NPC_MISSION_SHOPKEEP;
overmap_buffer.insert_npc( guy );
g->load_npcs();
guy->set_attitude( ( type == 'M' || type == 'C' ) ? NPCATT_NULL : NPCATT_FOLLOW );
}
}
}
// check preconditions
for( int y = 0; y < height; ++y ) {
for( int x = 0; x < width; ++x ) {
const char type = setup[y][x];
const tripoint p = player_character.pos() + point( x, y );
if( type == '#' ) {
REQUIRE( !here.passable( p ) );
} else {
REQUIRE( here.passable( p ) );
}
if( type == 'R' ) {
REQUIRE( here.has_flag( "UNSTABLE", p ) );
} else {
REQUIRE( !here.has_flag( "UNSTABLE", p ) );
}
if( type == 'V' || type == 'W' || type == 'M' ) {
REQUIRE( here.veh_at( p ).part_with_feature( VPFLAG_BOARDABLE, true ).has_value() );
} else {
REQUIRE( !here.veh_at( p ).part_with_feature( VPFLAG_BOARDABLE, true ).has_value() );
}
npc *guy = creatures.creature_at<npc>( p );
if( type == 'A' || type == 'R' || type == 'W' || type == 'M'
|| type == 'B' || type == 'C' ) {
REQUIRE( guy != nullptr );
REQUIRE( guy->is_dangerous_fields( here.field_at( p ) ) );
} else {
REQUIRE( guy == nullptr );
}
}
}
SECTION( "NPCs escape dangerous terrain by pushing other NPCs" ) {
check_npc_movement( player_character.pos() );
}
SECTION( "Player in vehicle & NPCs escaping dangerous terrain" ) {
const tripoint origin = player_character.pos();
for( int y = 0; y < height; ++y ) {
for( int x = 0; x < width; ++x ) {
if( setup[y][x] == 'V' ) {
g->place_player( player_character.pos() + point( x, y ) );
break;
}
}
}
check_npc_movement( origin );
}
}
TEST_CASE( "npc_can_target_player" )
{
g->faction_manager_ptr->create_if_needed();
clear_map();
clear_avatar();
set_time_to_day();
g->place_player( tripoint_zero );
Character &player_character = get_player_character();
npc &hostile = spawn_npc( player_character.pos().xy() + point_south, "thug" );
REQUIRE( rl_dist( player_character.pos(), hostile.pos() ) <= 1 );
hostile.set_attitude( NPCATT_KILL );
hostile.name = "Enemy NPC";
INFO( get_list_of_npcs( "NPCs after spawning one" ) );
hostile.regen_ai_cache();
REQUIRE( hostile.current_target() != nullptr );
CHECK( hostile.current_target() == static_cast<Creature *>( &player_character ) );
}
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