1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298
|
#include <cstddef>
#include <functional>
#include <list>
#include <memory>
#include <string>
#include <vector>
#include "avatar.h"
#include "bionics.h"
#include "cata_catch.h"
#include "character.h"
#include "character_id.h"
#include "character_martial_arts.h"
#include "game.h"
#include "inventory.h"
#include "item.h"
#include "itype.h"
#include "make_static.h"
#include "map.h"
#include "npc.h"
#include "pimpl.h"
#include "player_activity.h"
#include "player_helpers.h"
#include "pocket_type.h"
#include "point.h"
#include "profession.h"
#include "ret_val.h"
#include "skill.h"
#include "stomach.h"
#include "type_id.h"
static const itype_id itype_debug_backpack( "debug_backpack" );
static const move_mode_id move_mode_walk( "walk" );
int get_remaining_charges( const std::string &tool_id )
{
const inventory crafting_inv = get_player_character().crafting_inventory();
std::vector<const item *> items =
crafting_inv.items_with( [tool_id]( const item & i ) {
return i.typeId() == itype_id( tool_id );
} );
int remaining_charges = 0;
for( const item *instance : items ) {
remaining_charges += instance->ammo_remaining();
}
return remaining_charges;
}
bool player_has_item_of_type( const std::string &type )
{
std::vector<item *> matching_items = get_player_character().inv->items_with(
[&]( const item & i ) {
return i.type->get_id() == itype_id( type );
} );
return !matching_items.empty();
}
// Return true if character has an item with get_var( var ) set to the given value
bool character_has_item_with_var_val( const Character &they, const std::string &var,
const std::string &val )
{
return they.has_item_with( [var, val]( const item & cand ) {
return cand.get_var( var ) == val;
} );
}
void clear_character( Character &dummy, bool skip_nutrition )
{
dummy.set_body();
dummy.normalize(); // In particular this clears martial arts style
// delete all worn items.
dummy.clear_worn();
dummy.calc_encumbrance();
dummy.invalidate_crafting_inventory();
dummy.inv->clear();
dummy.remove_weapon();
dummy.clear_mutations();
dummy.mutation_category_level.clear();
dummy.clear_bionics();
// Clear stomach and then eat a nutritious meal to normalize stomach
// contents (needs to happen before clear_morale).
dummy.stomach.empty();
dummy.guts.empty();
dummy.clear_vitamins();
dummy.health_tally = 0;
dummy.update_body( calendar::turn, calendar::turn ); // sets last_updated to current turn
if( !skip_nutrition ) {
item food( "debug_nutrition" );
dummy.consume( food );
}
// This sets HP to max, clears addictions and morale,
// and sets hunger, thirst, fatigue and such to zero
dummy.environmental_revert_effect();
// However, the above does not set stored kcal
dummy.set_stored_kcal( dummy.get_healthy_kcal() );
dummy.prof = profession::generic();
dummy.hobbies.clear();
dummy._skills->clear();
dummy.martial_arts_data->clear_styles();
dummy.clear_morale();
dummy.activity.set_to_null();
dummy.backlog.clear();
dummy.reset_chargen_attributes();
dummy.set_pain( 0 );
dummy.reset_bonuses();
dummy.set_speed_base( 100 );
dummy.set_speed_bonus( 0 );
dummy.set_sleep_deprivation( 0 );
dummy.set_moves( 0 );
dummy.oxygen = dummy.get_oxygen_max();
for( const proficiency_id &prof : dummy.known_proficiencies() ) {
dummy.lose_proficiency( prof, true );
}
for( const proficiency_id &prof : dummy.learning_proficiencies() ) {
dummy.set_proficiency_practiced_time( prof, 0 );
}
// Reset cardio_acc to baseline
dummy.reset_cardio_acc();
// Restore all stamina and go to walk mode
dummy.set_stamina( dummy.get_stamina_max() );
dummy.set_movement_mode( move_mode_walk );
dummy.reset_activity_level();
// Make sure we don't carry around weird effects.
dummy.clear_effects();
dummy.set_underwater( false );
// Make stats nominal.
dummy.str_max = 8;
dummy.dex_max = 8;
dummy.int_max = 8;
dummy.per_max = 8;
dummy.set_str_bonus( 0 );
dummy.set_dex_bonus( 0 );
dummy.set_int_bonus( 0 );
dummy.set_per_bonus( 0 );
dummy.cash = 0;
const tripoint spot( 60, 60, 0 );
dummy.setpos( spot );
dummy.clear_values();
dummy.magic = pimpl<known_magic>();
dummy.forget_all_recipes();
dummy.set_focus( dummy.calc_focus_equilibrium() );
}
void arm_shooter( Character &shooter, const std::string &gun_type,
const std::vector<std::string> &mods,
const std::string &ammo_type )
{
shooter.remove_weapon();
// XL so arrows can fit.
if( !shooter.is_wearing( itype_debug_backpack ) ) {
shooter.worn.wear_item( shooter, item( "debug_backpack" ), false, false );
}
const itype_id &gun_id{ itype_id( gun_type ) };
// Give shooter a loaded gun of the requested type.
item_location gun = shooter.i_add( item( gun_id ) );
itype_id ammo_id;
// if ammo is not supplied we want the default
if( ammo_type.empty() ) {
if( gun->ammo_default().is_null() ) {
ammo_id = item( gun->magazine_default() ).ammo_default();
} else {
ammo_id = gun->ammo_default();
}
} else {
ammo_id = itype_id( ammo_type );
}
const ammotype &type_of_ammo = item::find_type( ammo_id )->ammo->type;
if( gun->magazine_integral() ) {
item_location ammo = shooter.i_add( item( ammo_id, calendar::turn,
gun->ammo_capacity( type_of_ammo ) ) );
REQUIRE( gun->can_reload_with( *ammo, true ) );
REQUIRE( shooter.can_reload( *gun, &*ammo ) );
gun->reload( shooter, ammo, gun->ammo_capacity( type_of_ammo ) );
} else {
const itype_id magazine_id = gun->magazine_default();
item_location magazine = shooter.i_add( item( magazine_id ) );
item_location ammo = shooter.i_add( item( ammo_id, calendar::turn,
magazine->ammo_capacity( type_of_ammo ) ) );
REQUIRE( magazine->can_reload_with( *ammo, true ) );
REQUIRE( shooter.can_reload( *magazine, &*ammo ) );
magazine->reload( shooter, ammo, magazine->ammo_capacity( type_of_ammo ) );
gun->reload( shooter, magazine, magazine->ammo_capacity( type_of_ammo ) );
}
for( const std::string &mod : mods ) {
gun->put_in( item( itype_id( mod ) ), pocket_type::MOD );
}
shooter.wield( *gun );
}
void clear_avatar()
{
avatar &avatar = get_avatar();
clear_character( avatar );
avatar.clear_identified();
avatar.clear_nutrition();
}
void equip_shooter( npc &shooter, const std::vector<std::string> &apparel )
{
CHECK( !shooter.in_vehicle );
shooter.clear_worn();
shooter.inv->clear();
for( const std::string &article : apparel ) {
shooter.wear_item( item( article ) );
}
}
void process_activity( Character &dummy )
{
do {
dummy.moves += dummy.get_speed();
while( dummy.moves > 0 && dummy.activity ) {
dummy.activity.do_turn( dummy );
}
} while( dummy.activity );
}
npc &spawn_npc( const point &p, const std::string &npc_class )
{
const string_id<npc_template> test_guy( npc_class );
const character_id model_id = get_map().place_npc( p, test_guy );
g->load_npcs();
npc *guy = g->find_npc( model_id );
REQUIRE( guy != nullptr );
CHECK( !guy->in_vehicle );
return *guy;
}
// Clear player traits and give them a single trait by name
void set_single_trait( Character &dummy, const std::string &trait_name )
{
dummy.clear_mutations();
dummy.toggle_trait( trait_id( trait_name ) );
REQUIRE( dummy.has_trait( trait_id( trait_name ) ) );
}
void give_and_activate_bionic( Character &you, bionic_id const &bioid )
{
INFO( "bionic " + bioid.str() + " is valid" );
REQUIRE( bioid.is_valid() );
you.add_bionic( bioid );
INFO( "dummy has gotten " + bioid.str() + " bionic " );
REQUIRE( you.has_bionic( bioid ) );
// get bionic's index - might not be "last added" due to "integrated" ones
int bioindex = -1;
for( size_t i = 0; i < you.my_bionics->size(); i++ ) {
const bionic &bio = ( *you.my_bionics )[ i ];
if( bio.id == bioid ) {
bioindex = i;
}
}
REQUIRE( bioindex != -1 );
bionic &bio = you.bionic_at_index( bioindex );
REQUIRE( bio.id == bioid );
// turn on if possible
if( bio.id->has_flag( STATIC( json_character_flag( "BIONIC_TOGGLED" ) ) ) && !bio.powered ) {
const std::vector<material_id> fuel_opts = bio.info().fuel_opts;
if( !fuel_opts.empty() ) {
you.set_value( fuel_opts.front().str(), "2" );
}
you.activate_bionic( bio );
INFO( "bionic " + bio.id.str() + " with index " + std::to_string( bioindex ) + " is active " );
REQUIRE( you.has_active_bionic( bioid ) );
if( !fuel_opts.empty() ) {
you.remove_value( fuel_opts.front().str() );
}
}
}
item tool_with_ammo( const std::string &tool, const int qty )
{
item tool_it( tool );
if( !tool_it.ammo_default().is_null() ) {
tool_it.ammo_set( tool_it.ammo_default(), qty );
} else if( !tool_it.magazine_default().is_null() ) {
item tool_it_mag( tool_it.magazine_default() );
tool_it_mag.ammo_set( tool_it_mag.ammo_default(), qty );
tool_it.put_in( tool_it_mag, pocket_type::MAGAZINE_WELL );
}
return tool_it;
}
|