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#include <algorithm>
#include <memory>
#include <ostream>
#include <vector>
#include "avatar.h"
#include "calendar.h"
#include "cata_catch.h"
#include "damage.h"
#include "game.h"
#include "game_constants.h"
#include "item.h"
#include "line.h"
#include "map_helpers.h"
#include "monster.h"
#include "npc.h"
#include "player_helpers.h"
#include "point.h"
#include "projectile.h"
#include "ranged.h"
#include "test_statistics.h"
#include "type_id.h"
static const skill_id skill_throw( "throw" );
TEST_CASE( "throwing_distance_test", "[throwing], [balance]" )
{
const standard_npc thrower( "Thrower", tripoint( 60, 60, 0 ), {}, 4, 10, 10, 10, 10 );
item grenade( "grenade" );
CHECK( thrower.throw_range( grenade ) >= 30 );
CHECK( thrower.throw_range( grenade ) <= 35 );
}
struct throw_test_data {
statistics<bool> hits;
statistics<double> dmg;
throw_test_data() : dmg( Z95 ) {}
};
struct throw_test_pstats {
int skill_lvl;
int str;
int dex;
int per;
};
static std::ostream &operator<<( std::ostream &stream, const throw_test_pstats &pstats )
{
return stream << "STR: " << pstats.str << " DEX: " << pstats.dex <<
" PER: " << pstats.per << " SKL: " << pstats.skill_lvl;
}
static void reset_player( Character &you, const throw_test_pstats &pstats, const tripoint &pos )
{
clear_character( you );
CHECK( !you.in_vehicle );
you.setpos( pos );
you.str_max = pstats.str;
you.dex_max = pstats.dex;
you.per_max = pstats.per;
you.set_str_bonus( 0 );
you.set_per_bonus( 0 );
you.set_dex_bonus( 0 );
you.set_skill_level( skill_throw, pstats.skill_lvl );
}
// If tests are routinely failing you should:
// 1. Make sure some change hasn't caused some regression
// 2. Make sure test is accurate by testing with a large minimum iterations (min > 5000)
// 3. Increase bounds on thresholds
// 4. Increase max iterations which will make the CI smaller and more likely to
// fit inside the threshold but also increase the average test length
// In that order.
static constexpr int min_throw_test_iterations = 100;
static constexpr int max_throw_test_iterations = 10000;
// tighter thresholds here will increase accuracy but also increase average test
// time since more samples are required to get a more accurate test
static void test_throwing_player_versus(
Character &you, const std::string &mon_id, const std::string &throw_id,
const int range, const throw_test_pstats &pstats,
const epsilon_threshold &hit_thresh, const epsilon_threshold &dmg_thresh,
const int min_throws = min_throw_test_iterations,
int max_throws = max_throw_test_iterations )
{
const tripoint monster_start = { 30 + range, 30, 0 };
const tripoint player_start = { 30, 30, 0 };
bool hit_thresh_met = false;
bool dmg_thresh_met = false;
throw_test_data data;
item it( throw_id );
max_throws = std::max( min_throws, max_throws );
do {
reset_player( you, pstats, player_start );
you.set_moves( 1000 );
you.set_stamina( you.get_stamina_max() );
you.wield( it );
monster &mon = spawn_test_monster( mon_id, monster_start, false );
mon.set_moves( 0 );
dealt_projectile_attack atk = you.throw_item( mon.pos(), it );
data.hits.add( atk.hit_critter != nullptr );
data.dmg.add( atk.dealt_dam.total_damage() );
if( data.hits.n() >= min_throws ) {
// ideally we should actually still checking the threshold after we
// meet it but we're busy people and don't have time for that
if( !hit_thresh_met ) {
hit_thresh_met = data.hits.test_threshold( hit_thresh );
}
// don't do an else here because it's possible we just made
// hit_thresh_met true
if( hit_thresh_met ) {
// commenting this out is a super easy way to force all the
// test to fail if you want to reset the baseline after
// making balance changes or if many of the tests are failing
dmg_thresh_met = data.dmg.test_threshold( dmg_thresh );
}
}
g->remove_zombie( mon );
you.remove_weapon();
// only need to check dmg_thresh_met because it can only be true if
// hit_thresh_met first
} while( !dmg_thresh_met && data.hits.n() < max_throws );
INFO( "Monster: '" << mon_id << "' Item: '" << throw_id );
INFO( "Range: " << range << " Pstats: " << pstats );
INFO( "Total throws: " << data.hits.n() );
INFO( "Ratio: " << data.hits.avg() * 100 << "%" );
INFO( "Hit Lower: " << data.hits.lower() * 100 << "% Hit Upper: " << data.hits.upper() * 100 <<
"%" );
INFO( "Hit Thresh: " << ( hit_thresh.midpoint - hit_thresh.epsilon ) * 100 << "% - " <<
( hit_thresh.midpoint + hit_thresh.epsilon ) * 100 << "%" );
INFO( "Adj Wald error: " << data.hits.margin_of_error() );
INFO( "Avg total damage: " << data.dmg.avg() );
INFO( "Dmg Lower: " << data.dmg.lower() << " Dmg Upper: " << data.dmg.upper() );
INFO( "Dmg Thresh: " << dmg_thresh.midpoint - dmg_thresh.epsilon << " - " <<
dmg_thresh.midpoint + dmg_thresh.epsilon );
INFO( "Margin of error: " << data.hits.margin_of_error() );
CHECK( dmg_thresh_met );
}
// Debugging function to force a large sample count. This will fail but will
// dump an extremely accurate population sample that can be used to tune a
// broken test.
// WARNING: these will take a long time likely
/*
static void test_throwing_player_versus(
player &p, const std::string &mon_id, const std::string &throw_id, const int range,
const throw_test_pstats &pstats )
{
test_throwing_player_versus( p, mon_id, throw_id, range, pstats, { 0, 0 }, { 0, 0 }, 5000, 5000 );
}
*/
static constexpr throw_test_pstats lo_skill_base_stats = { 0, 8, 8, 8 };
static constexpr throw_test_pstats mid_skill_base_stats = { MAX_SKILL / 2, 8, 8, 8 };
static constexpr throw_test_pstats hi_skill_base_stats = { MAX_SKILL, 8, 8, 8 };
static constexpr throw_test_pstats hi_skill_athlete_stats = { MAX_SKILL, 12, 12, 12 };
TEST_CASE( "basic_throwing_sanity_tests", "[throwing],[balance]" )
{
avatar &p = get_avatar();
clear_map();
SECTION( "test_player_vs_zombie_rock_basestats" ) {
test_throwing_player_versus( p, "mon_zombie", "rock", 1, lo_skill_base_stats, { 0.78, 0.10 }, { 5, 3 } );
test_throwing_player_versus( p, "mon_zombie", "rock", 5, lo_skill_base_stats, { 0.07, 0.10 }, { 0.7, 2 } );
test_throwing_player_versus( p, "mon_zombie", "rock", 10, lo_skill_base_stats, { 0.04, 0.10 }, { 0.5, 2 } );
test_throwing_player_versus( p, "mon_zombie", "rock", 15, lo_skill_base_stats, { 0.03, 0.10 }, { 0.5, 2 } );
test_throwing_player_versus( p, "mon_zombie", "rock", 20, lo_skill_base_stats, { 0.03, 0.10 }, { 0.5, 2 } );
test_throwing_player_versus( p, "mon_zombie", "rock", 25, lo_skill_base_stats, { 0.03, 0.10 }, { 0.5, 2 } );
test_throwing_player_versus( p, "mon_zombie", "rock", 30, lo_skill_base_stats, { 0.03, 0.10 }, { 0.5, 2 } );
}
SECTION( "test_player_vs_zombie_javelin_iron_basestats" ) {
test_throwing_player_versus( p, "mon_zombie", "javelin_iron", 1, lo_skill_base_stats, { 0.64, 0.10 }, { 11, 5 } );
test_throwing_player_versus( p, "mon_zombie", "javelin_iron", 5, lo_skill_base_stats, { 0.05, 0.10 }, { 1.5, 3 } );
test_throwing_player_versus( p, "mon_zombie", "javelin_iron", 10, lo_skill_base_stats, { 0.04, 0.10 }, { 1.50, 2 } );
test_throwing_player_versus( p, "mon_zombie", "javelin_iron", 15, lo_skill_base_stats, { 0.03, 0.10 }, { 1.29, 3 } );
test_throwing_player_versus( p, "mon_zombie", "javelin_iron", 20, lo_skill_base_stats, { 0.03, 0.10 }, { 1.66, 2 } );
test_throwing_player_versus( p, "mon_zombie", "javelin_iron", 25, lo_skill_base_stats, { 0.03, 0.10 }, { 1.0, 2 } );
}
SECTION( "test_player_vs_zombie_rock_athlete" ) {
test_throwing_player_versus( p, "mon_zombie", "rock", 1, hi_skill_athlete_stats, { 1.00, 0.10 }, { 16.5, 8 } );
test_throwing_player_versus( p, "mon_zombie", "rock", 5, hi_skill_athlete_stats, { 1.00, 0.10 }, { 16.5, 6 } );
test_throwing_player_versus( p, "mon_zombie", "rock", 10, hi_skill_athlete_stats, { 1.00, 0.10 }, { 16.27, 6 } );
test_throwing_player_versus( p, "mon_zombie", "rock", 15, hi_skill_athlete_stats, { 0.97, 0.10 }, { 12.83, 4 } );
test_throwing_player_versus( p, "mon_zombie", "rock", 20, hi_skill_athlete_stats, { 0.82, 0.10 }, { 9.10, 4 } );
test_throwing_player_versus( p, "mon_zombie", "rock", 25, hi_skill_athlete_stats, { 0.64, 0.10 }, { 6.54, 4 } );
test_throwing_player_versus( p, "mon_zombie", "rock", 30, hi_skill_athlete_stats, { 0.47, 0.10 }, { 4.90, 3 } );
}
SECTION( "test_player_vs_zombie_javelin_iron_athlete" ) {
test_throwing_player_versus( p, "mon_zombie", "javelin_iron", 1, hi_skill_athlete_stats, { 1.00, 0.10 }, { 34.00, 8 } );
test_throwing_player_versus( p, "mon_zombie", "javelin_iron", 5, hi_skill_athlete_stats, { 1.00, 0.10 }, { 34.00, 8 } );
test_throwing_player_versus( p, "mon_zombie", "javelin_iron", 10, hi_skill_athlete_stats, { 1.00, 0.10 }, { 34.16, 8 } );
test_throwing_player_versus( p, "mon_zombie", "javelin_iron", 15, hi_skill_athlete_stats, { 0.97, 0.10 }, { 25.21, 6 } );
test_throwing_player_versus( p, "mon_zombie", "javelin_iron", 20, hi_skill_athlete_stats, { 0.82, 0.10 }, { 18.90, 5 } );
test_throwing_player_versus( p, "mon_zombie", "javelin_iron", 25, hi_skill_athlete_stats, { 0.63, 0.10 }, { 13.59, 5 } );
test_throwing_player_versus( p, "mon_zombie", "javelin_iron", 30, hi_skill_athlete_stats, { 0.48, 0.10 }, { 10.00, 4 } );
}
}
TEST_CASE( "throwing_skill_impact_test", "[throwing],[balance]" )
{
avatar &p = get_avatar();
clear_map();
// we already cover low stats in the sanity tests and we only cover a few
// ranges here because what we're really trying to capture is the effect
// the throwing skill has while the sanity tests are more explicit.
SECTION( "mid_skill_basestats_rock" ) {
test_throwing_player_versus( p, "mon_zombie", "rock", 5, mid_skill_base_stats, { 1.00, 0.10 }, { 12, 6 } );
test_throwing_player_versus( p, "mon_zombie", "rock", 10, mid_skill_base_stats, { 0.86, 0.10 }, { 7.0, 4 } );
test_throwing_player_versus( p, "mon_zombie", "rock", 15, mid_skill_base_stats, { 0.52, 0.10 }, { 3, 2 } );
}
SECTION( "hi_skill_basestats_rock" ) {
test_throwing_player_versus( p, "mon_zombie", "rock", 5, hi_skill_base_stats, { 1.00, 0.10 }, { 18, 5 } );
test_throwing_player_versus( p, "mon_zombie", "rock", 10, hi_skill_base_stats, { 1.00, 0.10 }, { 14.7, 5 } );
test_throwing_player_versus( p, "mon_zombie", "rock", 15, hi_skill_base_stats, { 0.97, 0.10 }, { 10.5, 4 } );
}
}
static void test_player_kills_monster(
Character &you, const std::string &mon_id, const std::string &item_id, const int range,
const int dist_thresh, const throw_test_pstats &pstats, const int iterations )
{
const tripoint monster_start = { 30 + range, 30, 0 };
const tripoint player_start = { 30, 30, 0 };
int failure_turns = -1;
int failure_num_items = -1;
int failure_last_range = -1;
item it( item_id );
int num_failures = 0;
// We want to be real sure it isn't possible so do it a bunch of times
// until we manage to make it happen or if we hit iterations then we're
// good.
for( int i = 0; i < iterations; i++ ) {
bool mon_is_dead = false;
int turns = 0;
int num_items = 0;
int last_range = -1;
reset_player( you, pstats, player_start );
monster &mon = spawn_test_monster( mon_id, monster_start, false );
mon.set_moves( 0 );
while( !mon_is_dead ) {
++turns;
mon.process_turn();
mon.set_dest( you.get_location() );
while( mon.moves > 0 ) {
mon.move();
}
// zombie made it to player, we're done with this iteration
if( ( last_range = rl_dist( you.get_location(), mon.get_location() ) ) <= dist_thresh ) {
break;
}
you.mod_moves( you.get_speed() );
while( you.get_moves() > 0 ) {
you.wield( it );
you.throw_item( mon.pos(), it );
you.remove_weapon();
++num_items;
}
mon_is_dead = mon.is_dead();
}
if( !mon_is_dead ) {
g->remove_zombie( mon );
} else {
++num_failures;
failure_turns = turns;
failure_num_items = num_items;
failure_last_range = last_range;
}
}
INFO( "You killed him :( He had kids you know." );
INFO( "Distance - Start: " << range << " End: " << failure_last_range );
INFO( "Turns: " << failure_turns );
INFO( "# Items thrown: " << failure_num_items );
CHECK( num_failures <= 1 );
}
TEST_CASE( "player_kills_zombie_before_reach", "[throwing],[balance][scenario]" )
{
avatar &p = get_avatar();
clear_map();
SECTION( "test_player_kills_zombie_with_rock_basestats" ) {
test_player_kills_monster( p, "mon_zombie", "rock", 15, 1, lo_skill_base_stats, 500 );
}
}
TEST_CASE( "time_to_throw_independent_of_number_of_projectiles", "[throwing],[balance]" )
{
Character &you = get_avatar();
clear_avatar();
item thrown( "throwing_stick", calendar::turn, 10 );
REQUIRE( thrown.charges > 1 );
you.wield( thrown );
int initial_moves = -1;
while( thrown.charges > 0 ) {
const int cost = throw_cost( you, thrown );
if( initial_moves < 0 ) {
initial_moves = cost;
} else {
CHECK( initial_moves == cost );
}
thrown.charges--;
}
}
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