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
|
#include <list>
#include <memory>
#include <optional>
#include "avatar.h"
#include "calendar.h"
#include "catch/catch.hpp"
#include "item.h"
#include "map.h"
#include "map_helpers.h"
#include "player_helpers.h"
#include "type_id.h"
/**
* When a player has no open inventory to place unloaded bullets, but there is room in the gun being
* unloaded the bullets are dropped.
* issue# 29839
*/
TEST_CASE( "unload_revolver_naked_one_bullet", "[unload][nonmagzine]" )
{
clear_avatar();
clear_map();
Character &dummy = get_player_character();
avatar &player_character = get_avatar();
// revolver with only one of six bullets
item revolver( "ruger_redhawk" );
revolver.ammo_set( revolver.ammo_default(), 1 );
// wield the revolver
REQUIRE( !player_character.is_armed( ) );
REQUIRE( player_character.wield( revolver ) );
REQUIRE( player_character.is_armed( ) );
CHECK( player_character.get_wielded_item()->ammo_remaining() == 1 );
// Unload weapon
item_location revo_loc = player_character.get_wielded_item();
player_character.moves = 100;
REQUIRE( player_character.unload( revo_loc ) );
player_character.activity.do_turn( player_character );
// No bullets in wielded gun
CHECK( player_character.get_wielded_item()->ammo_remaining() == 0 );
// No bullets in inventory
const std::vector<item *> bullets = dummy.items_with( []( const item & item ) {
return item.is_ammo();
} );
CHECK( bullets.empty() );
}
TEST_CASE( "unload_revolver_naked_fully_loaded", "[unload][nonmagzine]" )
{
clear_avatar();
clear_map();
Character &dummy = get_player_character();
avatar &player_character = get_avatar();
// revolver fully loaded
item revolver( "ruger_redhawk" );
revolver.ammo_set( revolver.ammo_default(), revolver.remaining_ammo_capacity() );
// wield the revolver
REQUIRE( !player_character.is_armed( ) );
REQUIRE( player_character.wield( revolver ) );
REQUIRE( player_character.is_armed( ) );
CHECK( player_character.get_wielded_item()->remaining_ammo_capacity() == 0 );
// Unload weapon
item_location revo_loc = player_character.get_wielded_item();
player_character.moves = 100;
REQUIRE( player_character.unload( revo_loc ) );
player_character.activity.do_turn( player_character );
// No bullets in wielded gun
CHECK( player_character.get_wielded_item()->ammo_remaining() == 0 );
// No bullets in inventory
const std::vector<item *> bullets = dummy.items_with( []( const item & item ) {
return item.is_ammo();
} );
CHECK( bullets.empty() );
}
|