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#include <optional>
#include <vector>
#include "avatar.h"
#include "cata_catch.h"
#include "character.h"
#include "damage.h"
#include "enums.h"
#include "item.h"
#include "itype.h"
#include "map.h"
#include "map_helpers.h"
#include "activity_actor_definitions.h"
#include "player_helpers.h"
#include "point.h"
#include "type_id.h"
#include "units.h"
#include "veh_appliance.h"
#include "vehicle.h"
#include "veh_type.h"
static const damage_type_id damage_pure( "pure" );
static const itype_id itype_folded_bicycle( "folded_bicycle" );
static const itype_id itype_folded_inflatable_boat( "folded_inflatable_boat" );
static const itype_id itype_folded_wheelchair_generic( "folded_wheelchair_generic" );
static const itype_id itype_hand_pump( "hand_pump" );
static const itype_id itype_test_extension_cable( "test_extension_cable" );
static const itype_id itype_test_power_cord( "test_power_cord" );
static const vpart_id vpart_ap_test_standing_lamp( "ap_test_standing_lamp" );
static const vpart_id vpart_bike_rack( "bike_rack" );
static const vpart_id vpart_programmable_autopilot( "programmable_autopilot" );
static const vproto_id vehicle_prototype_bicycle( "bicycle" );
static const vproto_id vehicle_prototype_car( "car" );
static const vproto_id vehicle_prototype_wheelchair( "wheelchair" );
TEST_CASE( "detaching_vehicle_unboards_passengers", "[vehicle]" )
{
clear_map();
const tripoint test_origin( 60, 60, 0 );
const tripoint vehicle_origin = test_origin;
map &here = get_map();
Character &player_character = get_player_character();
vehicle *veh_ptr = here.add_vehicle( vehicle_prototype_bicycle, vehicle_origin, -90_degrees, 0,
0 );
here.board_vehicle( test_origin, &player_character );
REQUIRE( player_character.in_vehicle );
here.detach_vehicle( veh_ptr );
REQUIRE( !player_character.in_vehicle );
}
TEST_CASE( "destroy_grabbed_vehicle_section", "[vehicle]" )
{
GIVEN( "A vehicle grabbed by the player" ) {
map &here = get_map();
const tripoint test_origin( 60, 60, 0 );
avatar &player_character = get_avatar();
player_character.setpos( test_origin );
const tripoint vehicle_origin = test_origin + tripoint_south_east;
vehicle *veh_ptr = here.add_vehicle( vehicle_prototype_bicycle, vehicle_origin, -90_degrees,
0, 0 );
REQUIRE( veh_ptr != nullptr );
tripoint grab_point = test_origin + tripoint_east;
player_character.grab( object_type::VEHICLE, tripoint_east );
REQUIRE( player_character.get_grab_type() == object_type::VEHICLE );
REQUIRE( player_character.grab_point == tripoint_east );
WHEN( "The vehicle section grabbed by the player is destroyed" ) {
here.destroy( grab_point );
REQUIRE( veh_ptr->get_parts_at( grab_point, "", part_status_flag::available ).empty() );
THEN( "The player's grab is released" ) {
CHECK( player_character.get_grab_type() == object_type::NONE );
CHECK( player_character.grab_point == tripoint_zero );
}
}
}
}
TEST_CASE( "add_item_to_broken_vehicle_part", "[vehicle]" )
{
clear_map();
const tripoint test_origin( 60, 60, 0 );
const tripoint vehicle_origin = test_origin;
vehicle *veh_ptr = get_map().add_vehicle( vehicle_prototype_bicycle, vehicle_origin, 0_degrees,
0, 0 );
REQUIRE( veh_ptr != nullptr );
const tripoint pos = vehicle_origin + tripoint_west;
const std::optional<vpart_reference> ovp_cargo = get_map().veh_at( pos ).cargo();
REQUIRE( ovp_cargo );
//Must not be broken yet
REQUIRE( !ovp_cargo->part().is_broken() );
//For some reason (0 - cargo_part->hp()) is just not enough to destroy a part
REQUIRE( veh_ptr->mod_hp( ovp_cargo->part(), -( 1 + ovp_cargo->part().hp() ) ) );
//Now it must be broken
REQUIRE( ovp_cargo->part().is_broken() );
//Now part is really broken, adding an item should fail
const item itm2 = item( "jeans" );
REQUIRE( !veh_ptr->add_item( ovp_cargo->part(), itm2 ) );
}
TEST_CASE( "starting_bicycle_damaged_pedal", "[vehicle]" )
{
clear_map();
const tripoint test_origin( 60, 60, 0 );
const tripoint vehicle_origin = test_origin;
map &here = get_map();
Character &player_character = get_player_character();
vehicle *veh_ptr = here.add_vehicle( vehicle_prototype_bicycle, vehicle_origin, -90_degrees, 0,
0 );
here.board_vehicle( test_origin, &player_character );
REQUIRE( player_character.in_vehicle );
REQUIRE( veh_ptr->engines.size() == 1 );
vehicle_part &pedel = veh_ptr->part( veh_ptr->engines[ 0 ] );
SECTION( "when the pedal has 1/4 hp" ) {
veh_ptr->set_hp( pedel, pedel.hp() * 0.25, true );
// Try starting the engine 100 time because it is random that a combustion engine does fails
for( int i = 0; i < 100 ; i++ ) {
CHECK( veh_ptr->start_engine( pedel ) );
}
}
SECTION( "when the pedal has 0 hp" ) {
veh_ptr->set_hp( pedel, 0, true );
CHECK_FALSE( veh_ptr->start_engine( pedel ) );
}
here.detach_vehicle( veh_ptr );
}
struct vehicle_preset {
itype_id vehicle_itype_id; // folding vehicle to test
std::vector<itype_id> tool_itype_ids; // tool to grant
};
struct damage_preset {
int damage;
int degradation;
int expect_damage;
int expect_degradation;
int expect_hp;
};
static void complete_activity( Character &u, const activity_actor &act )
{
u.assign_activity( act );
while( !u.activity.is_null() ) {
u.set_moves( u.get_speed() );
u.activity.do_turn( u );
}
}
static void spawn_tools_nearby( map &m, Character &u, const vehicle_preset &veh_preset )
{
map_stack spot = m.i_at( u.pos_bub() + tripoint_north );
for( const itype_id &tool_itype_id : veh_preset.tool_itype_ids ) {
spot.insert( item( tool_itype_id ) );
}
u.invalidate_crafting_inventory();
}
static void clear_spawned_tools( map &m, Character &u )
{
m.i_at( u.pos_bub() + tripoint_north ).clear();
u.invalidate_crafting_inventory();
}
static void unfold_and_check( const vehicle_preset &veh_preset, const damage_preset &damage_preset )
{
map &m = get_map();
Character &u = get_player_character();
clear_avatar();
clear_map();
clear_vehicles( &m );
u.worn.wear_item( u, item( "debug_backpack" ), false, false );
item veh_item( veh_preset.vehicle_itype_id );
// save these to compare against player folded item later
const units::volume factory_item_volume = veh_item.volume();
const units::mass factory_item_weight = veh_item.weight();
CAPTURE( veh_preset.vehicle_itype_id.str() );
for( const itype_id &tool_itype_id : veh_preset.tool_itype_ids ) {
CAPTURE( tool_itype_id.str() );
}
CAPTURE( damage_preset.damage, damage_preset.degradation, damage_preset.expect_damage,
damage_preset.expect_degradation, damage_preset.expect_hp );
if( !veh_preset.tool_itype_ids.empty() ) {
INFO( "unfolding vehicle should fail without required tool" );
{
complete_activity( u, vehicle_unfolding_activity_actor( veh_item ) );
// should have no value because avatar has no required tool to unfold
REQUIRE( !m.veh_at( u.get_location() ).has_value() );
// the folded item should drop and needs to be deleted from the map
map_stack map_items = m.i_at( u.pos_bub() );
REQUIRE( map_items.size() == 1 );
map_items.clear();
}
}
INFO( "unfolding vehicle item sourced from item factory" );
spawn_tools_nearby( m, u, veh_preset );
complete_activity( u, vehicle_unfolding_activity_actor( veh_item ) );
clear_spawned_tools( m, u );
// should succeed now avatar has hand_pump
optional_vpart_position ovp = m.veh_at( u.get_location() );
REQUIRE( ovp.has_value() );
// set damage/degradation on every part
vehicle &veh = ovp->vehicle();
for( const vpart_reference &vpr : veh.get_all_parts() ) {
vehicle_part &vp = vpr.part();
item base = vp.get_base();
base.set_degradation( damage_preset.degradation );
base.set_damage( damage_preset.damage );
vp.set_base( std::move( base ) );
}
// fold into an item
spawn_tools_nearby( m, u, veh_preset );
complete_activity( u, vehicle_folding_activity_actor( veh ) );
clear_spawned_tools( m, u );
// should have no value as vehicle is now folded into item
REQUIRE( !m.veh_at( u.get_location() ).has_value() );
// copy the player-folded vehicle item and delete it from the map
map_stack map_items = m.i_at( u.pos_bub() );
REQUIRE( map_items.size() == 1 );
item player_folded_veh = map_items.only_item();
map_items.clear();
// check player-folded vehicle has same volume/weight as item factory one
// may be have some kind of approximation here for packaging/wrappings?
CHECK( factory_item_volume == player_folded_veh.volume() );
CHECK( factory_item_weight == player_folded_veh.weight() );
// unfold the player folded one
spawn_tools_nearby( m, u, veh_preset );
complete_activity( u, vehicle_unfolding_activity_actor( player_folded_veh ) );
clear_spawned_tools( m, u );
optional_vpart_position ovp_unfolded = m.veh_at( u.get_location() );
REQUIRE( ovp_unfolded.has_value() );
// verify the damage/degradation roundtripped via serialization on every part
for( const vpart_reference &vpr : ovp_unfolded->vehicle().get_all_parts() ) {
vehicle_part &vp = vpr.part();
CAPTURE( vp.name() );
const item &base = vp.get_base();
const bool expect_degradation = base.type->degrade_increments() > 0;
if( expect_degradation ) {
CHECK( base.damage() == damage_preset.expect_damage );
CHECK( base.degradation() == damage_preset.expect_degradation );
}
CHECK( ( vp.max_damage() - vp.damage() ) == damage_preset.expect_hp );
}
m.destroy_vehicle( &ovp_unfolded->vehicle() );
}
// Testing iuse::unfold_generic and vehicle part degradation
TEST_CASE( "Unfolding_vehicle_parts_and_testing_degradation", "[item][degradation][vehicle]" )
{
std::vector<vehicle_preset> vehicle_presets {
{ itype_folded_inflatable_boat, { itype_hand_pump } },
{ itype_folded_wheelchair_generic, { } },
{ itype_folded_bicycle, { } },
};
const std::vector<damage_preset> presets {
{ 0, 0, 0, 0, 4000 },
{ 1000, 1000, 1000, 1000, 3000 },
{ 2000, 2000, 2000, 2000, 2000 },
{ 2500, 1500, 2500, 1500, 1500 },
{ 3999, 3999, 3999, 3999, 1 },
};
for( const vehicle_preset &veh_preset : vehicle_presets ) {
for( const damage_preset &damage_preset : presets ) {
unfold_and_check( veh_preset, damage_preset );
}
}
clear_vehicles( &get_map() );
}
struct folded_item_damage_preset {
itype_id folded_vehicle_item;
int item_damage_first_fold;
int item_damage_second_fold;
int part_damage_second_unfold; // sum of damage over all parts
int part_damage_third_unfold; // sum of damage over all parts
};
static void check_folded_item_to_parts_damage_transfer( const folded_item_damage_preset &preset )
{
CAPTURE( preset.folded_vehicle_item.str(),
preset.item_damage_first_fold, preset.item_damage_second_fold,
preset.part_damage_second_unfold, preset.part_damage_third_unfold );
// exact damage numbers are checked against, there should be almost no rng,
// only the part damage is pseudo-random spread, while total damage should
// round trip well in integers
clear_avatar();
clear_map();
map &m = get_map();
Character &u = get_player_character();
u.worn.wear_item( u, item( "debug_backpack" ), false, false );
item veh_item( preset.folded_vehicle_item );
// unfold fresh item factory item
complete_activity( u, vehicle_unfolding_activity_actor( veh_item ) );
optional_vpart_position ovp = m.veh_at( u.get_location() );
REQUIRE( ovp.has_value() );
// don't actually need point_north but damage_all filters out direct damage
// do some damage so it is transferred when folding
ovp->vehicle().damage_all( 100, 100, damage_pure, ovp->mount() + point_north );
// fold vehicle into an item
complete_activity( u, vehicle_folding_activity_actor( ovp->vehicle() ) );
ovp = m.veh_at( u.get_location() );
REQUIRE( !ovp.has_value() );
// copy the player-folded vehicle item and delete it from the map
map_stack map_items = m.i_at( u.pos_bub() );
REQUIRE( map_items.size() == 1 );
item player_folded_veh = map_items.only_item();
map_items.clear();
// check the damage was transferred from parts to folded item
CHECK( player_folded_veh.damage() == preset.item_damage_first_fold );
CHECK( player_folded_veh.get_var( "avg_part_damage", 0.0 ) == preset.item_damage_first_fold );
complete_activity( u, vehicle_unfolding_activity_actor( player_folded_veh ) );
ovp = m.veh_at( u.get_location() );
REQUIRE( ovp.has_value() );
int part_damage_before = 0;
for( const vpart_reference &vpr : ovp->vehicle().get_all_parts() ) {
part_damage_before += vpr.part().damage();
}
// check damage correctly transferred from item to vehicle parts
CHECK( part_damage_before == preset.part_damage_second_unfold );
complete_activity( u, vehicle_folding_activity_actor( ovp->vehicle() ) );
ovp = m.veh_at( u.get_location() );
REQUIRE( !ovp.has_value() );
map_items = m.i_at( u.pos_bub() );
REQUIRE( map_items.size() == 1 );
player_folded_veh = map_items.only_item();
map_items.clear();
// check that we don't add extra item damage after folding
CHECK( player_folded_veh.damage() == preset.item_damage_first_fold );
CHECK( player_folded_veh.get_var( "avg_part_damage", 0.0 ) == preset.item_damage_first_fold );
// add some more damage to the item
player_folded_veh.mod_damage( 300 );
// unfold and check extra damage gets distributed into vehicleparts
complete_activity( u, vehicle_unfolding_activity_actor( player_folded_veh ) );
ovp = m.veh_at( u.get_location() );
REQUIRE( ovp.has_value() );
// add up damage on all parts
int part_damage_after = 0;
for( const vpart_reference &vpr : ovp->vehicle().get_all_parts() ) {
part_damage_after += vpr.part().damage();
}
{
INFO( "Checking extra item damage gets distributed to vehicle parts." );
CHECK( part_damage_after > part_damage_before );
CHECK( part_damage_after == preset.part_damage_third_unfold );
}
complete_activity( u, vehicle_folding_activity_actor( ovp->vehicle() ) );
REQUIRE( !m.veh_at( u.get_location() ) );
map_items = m.i_at( u.pos_bub() );
REQUIRE( map_items.size() == 1 );
player_folded_veh = map_items.only_item();
map_items.clear();
CHECK( player_folded_veh.damage() == preset.item_damage_second_fold );
CHECK( player_folded_veh.get_var( "avg_part_damage", 0.0 ) == preset.item_damage_second_fold );
}
TEST_CASE( "Check_folded_item_damage_transfers_to_parts_and_vice_versa", "[item][vehicle]" )
{
std::vector<folded_item_damage_preset> presets {
{ itype_folded_wheelchair_generic, 2111, 2411, 12666, 14466 },
{ itype_folded_bicycle, 1689, 1989, 18582, 21882 },
};
for( const folded_item_damage_preset &preset : presets ) {
check_folded_item_to_parts_damage_transfer( preset );
}
}
// Basically a copy of vehicle::connect() that uses an arbitrary cord type
static void connect_power_line( const tripoint &src_pos, const tripoint &dst_pos,
const itype_id &itm )
{
map &here = get_map();
item cord( itm );
cord.link = cata::make_value<item::link_data>();
cord.link->t_state = link_state::vehicle_port;
cord.link->t_abs_pos = here.getglobal( src_pos );
cord.set_link_traits();
const optional_vpart_position target_vp = here.veh_at( dst_pos );
const optional_vpart_position source_vp = here.veh_at( src_pos );
if( !target_vp ) {
return;
}
vehicle *const target_veh = &target_vp->vehicle();
vehicle *const source_veh = &source_vp->vehicle();
if( source_veh == target_veh ) {
return ;
}
tripoint target_global = here.getabs( dst_pos );
const vpart_id vpid( cord.typeId().str() );
point vcoords = source_vp->mount();
vehicle_part source_part( vpid, item( cord ) );
source_part.target.first = target_global;
source_part.target.second = target_veh->global_square_location().raw();
source_veh->install_part( vcoords, std::move( source_part ) );
source_veh->precalc_mounts( 1, source_veh->pivot_rotation[1], source_veh->pivot_anchor[1] );
vcoords = target_vp->mount();
vehicle_part target_part( vpid, item( cord ) );
target_part.target.first = cord.link->t_abs_pos.raw();
target_part.target.second = source_veh->global_square_location().raw();
target_veh->install_part( vcoords, std::move( target_part ) );
target_veh->precalc_mounts( 1, target_veh->pivot_rotation[1], target_veh->pivot_anchor[1] );
}
TEST_CASE( "power_cable_stretch_disconnect" )
{
clear_map();
clear_avatar();
map &m = get_map();
const int max_displacement = 50;
const std::optional<item> stand_lamp1( "test_standing_lamp" );
const std::optional<item> stand_lamp2( "test_standing_lamp" );
const tripoint app1_pos( HALF_MAPSIZE_X + 2, HALF_MAPSIZE_Y + 2, 0 );
const tripoint app2_pos( app1_pos + tripoint( 2, 2, 0 ) );
place_appliance( app1_pos, vpart_ap_test_standing_lamp, stand_lamp1 );
place_appliance( app2_pos, vpart_ap_test_standing_lamp, stand_lamp2 );
optional_vpart_position app1_part = m.veh_at( app1_pos );
optional_vpart_position app2_part = m.veh_at( app2_pos );
REQUIRE( app1_part.has_value() );
REQUIRE( app2_part.has_value() );
vehicle &app1 = app1_part.part_displayed()->vehicle();
vehicle &app2 = app2_part.part_displayed()->vehicle();
REQUIRE( app1.part_count() == 1 );
REQUIRE( app2.part_count() == 1 );
GIVEN( "connected via regular power cord" ) {
connect_power_line( app1_pos, app2_pos, itype_test_power_cord );
REQUIRE( app1.part_count() == 2 );
REQUIRE( app2.part_count() == 2 );
REQUIRE( app1.part( 1 ).get_base().type->maximum_charges() == 3 );
REQUIRE( app1.part( 1 ).get_base().max_link_length() == 3 );
const int max_dist = app1.part( 1 ).get_base().type->maximum_charges();
WHEN( "displacing first appliance to the left" ) {
for( int i = 0; rl_dist( m.getabs( app1.pos_bub() ), m.getabs( app2.pos_bub() ) ) <= max_dist &&
i < max_displacement; i++ ) {
CHECK( app1.part_count() == 2 );
CHECK( app2.part_count() == 2 );
m.displace_vehicle( app1, tripoint_west );
app1.part_removal_cleanup();
app2.part_removal_cleanup();
}
CAPTURE( m.getabs( app1.pos_bub() ) );
CAPTURE( m.getabs( app2.pos_bub() ) );
CHECK( app1.part_count() == 1 );
CHECK( app2.part_count() == 1 );
}
WHEN( "displacing second appliance to the right" ) {
for( int i = 0; rl_dist( m.getabs( app1.pos_bub() ), m.getabs( app2.pos_bub() ) ) <= max_dist &&
i < max_displacement; i++ ) {
CHECK( app1.part_count() == 2 );
CHECK( app2.part_count() == 2 );
m.displace_vehicle( app2, tripoint_east );
app1.part_removal_cleanup();
app2.part_removal_cleanup();
}
CAPTURE( m.getabs( app1.pos_bub() ) );
CAPTURE( m.getabs( app2.pos_bub() ) );
CHECK( app1.part_count() == 1 );
CHECK( app2.part_count() == 1 );
}
}
GIVEN( "connected via extension cable" ) {
connect_power_line( app1_pos, app2_pos, itype_test_extension_cable );
REQUIRE( app1.part_count() == 2 );
REQUIRE( app2.part_count() == 2 );
REQUIRE( app1.part( 1 ).get_base().type->maximum_charges() == 10 );
REQUIRE( app1.part( 1 ).get_base().max_link_length() == 10 );
const int max_dist = app1.part( 1 ).get_base().type->maximum_charges();
WHEN( "displacing first appliance to the left" ) {
for( int i = 0; rl_dist( m.getabs( app1.pos_bub() ), m.getabs( app2.pos_bub() ) ) <= max_dist &&
i < max_displacement; i++ ) {
CHECK( app1.part_count() == 2 );
CHECK( app2.part_count() == 2 );
m.displace_vehicle( app1, tripoint_west );
app1.part_removal_cleanup();
app2.part_removal_cleanup();
}
CAPTURE( m.getabs( app1.pos_bub() ) );
CAPTURE( m.getabs( app2.pos_bub() ) );
CHECK( app1.part_count() == 1 );
CHECK( app2.part_count() == 1 );
}
WHEN( "displacing second appliance to the right" ) {
for( int i = 0; rl_dist( m.getabs( app1.pos_bub() ), m.getabs( app2.pos_bub() ) ) <= max_dist &&
i < max_displacement; i++ ) {
CHECK( app1.part_count() == 2 );
CHECK( app2.part_count() == 2 );
m.displace_vehicle( app2, tripoint_east );
app1.part_removal_cleanup();
app2.part_removal_cleanup();
}
CAPTURE( m.getabs( app1.pos_bub() ) );
CAPTURE( m.getabs( app2.pos_bub() ) );
CHECK( app1.part_count() == 1 );
CHECK( app2.part_count() == 1 );
}
}
}
struct rack_activation {
int racking_vehicle_index; // vehicle with the rack
tripoint rack_pos; // rack to activate
int racked_vehicle_index; // vehicle to rack on it
bool expect_failure; // whether this activation is expected to fail
};
// for each preset all vehicles are spawned at specified positions/facings
// then racking activities in rack_orders are executed
// then unracking activities in unrack_orders are executed
struct rack_preset {
std::vector<vproto_id> vehicles; // vehicles to spawn, index matching positions/facings
std::vector<tripoint> positions; // spawned vehicle position
std::vector<point> install_racks; // install racks on first vehicle at these mounts
std::vector<units::angle> facings; // spawned vehicle facing
std::vector<rack_activation> rack_orders; // racking orders
std::vector<rack_activation> unrack_orders; // unracking orders
};
static void rack_check( const rack_preset &preset )
{
REQUIRE( preset.vehicles.size() == preset.positions.size() );
REQUIRE( preset.vehicles.size() == preset.facings.size() );
map &m = get_map();
Character &u = get_player_character();
clear_avatar();
clear_map();
clear_vehicles( &m );
std::vector<vehicle *> vehs;
std::vector<std::string> veh_names;
for( size_t i = 0; i < preset.vehicles.size(); i++ ) {
CAPTURE( preset.vehicles[i], preset.positions[i], preset.facings[i] );
vehicle *veh_ptr = m.add_vehicle( preset.vehicles[i], preset.positions[i],
preset.facings[i], 0, 0 );
REQUIRE( veh_ptr != nullptr );
veh_ptr->refresh();
vehs.push_back( veh_ptr );
veh_names.push_back( veh_ptr->name );
}
for( const point &rack_pos : preset.install_racks ) {
vehs[0]->install_part( rack_pos, vpart_bike_rack );
}
for( const rack_activation &rack_act : preset.rack_orders ) {
CAPTURE( rack_act.racked_vehicle_index, rack_act.racking_vehicle_index, rack_act.rack_pos );
vehicle &racking_veh = *vehs[rack_act.racking_vehicle_index];
vehicle &racked_veh = *vehs[rack_act.racked_vehicle_index];
const auto rack_parts = racking_veh.get_parts_at( rack_act.rack_pos, "BIKE_RACK_VEH",
part_status_flag::available );
REQUIRE( rack_parts.size() == 1 );
const int rack_idx = racking_veh.index_of_part( rack_parts[0] );
REQUIRE( rack_idx >= 0 );
CAPTURE( rack_idx );
const auto rackables = racking_veh.find_vehicles_to_rack( rack_idx );
REQUIRE( !rackables.empty() );
const auto this_rackable = std::find_if( rackables.begin(), rackables.end(),
[&racked_veh]( const vehicle::rackable_vehicle & rackable ) {
return rackable.veh == &racked_veh;
} );
REQUIRE( this_rackable != rackables.end() );
std::string error = capture_debugmsg_during( [&u, &racking_veh, &this_rackable]() {
bikerack_racking_activity_actor racking_actor( racking_veh,
*this_rackable->veh, this_rackable->racks );
// racked_veh, this_rackable->veh and vehs[] element are invalid past this point
complete_activity( u, racking_actor );
} );
if( !rack_act.expect_failure ) {
CAPTURE( error );
REQUIRE( error.empty() );
} else {
REQUIRE( error ==
"vehicle named Foldable wheelchair is already racked on this vehicle"
"racking actor failed: failed racking Foldable wheelchair on Station Wagon, "
"racks: [82, 81, and 79]." );
}
const optional_vpart_position ovp_racked = m.veh_at(
preset.positions[rack_act.racked_vehicle_index] );
REQUIRE( ovp_racked.has_value() );
if( !rack_act.expect_failure ) {
REQUIRE( &ovp_racked->vehicle() == &racking_veh );
} else {
REQUIRE( &ovp_racked->vehicle() != &racking_veh );
}
}
for( const rack_activation &rack_act : preset.unrack_orders ) {
const optional_vpart_position ovp_racked = m.veh_at( rack_act.rack_pos );
REQUIRE( ovp_racked.has_value() );
const auto rack_parts = ovp_racked->vehicle().get_parts_at( rack_act.rack_pos,
"BIKE_RACK_VEH", part_status_flag::available );
REQUIRE( rack_parts.size() == 1 );
const int rack_idx = ovp_racked->vehicle().index_of_part( rack_parts[0] );
REQUIRE( rack_idx >= 0 );
CAPTURE( rack_idx );
const auto unrackables = ovp_racked->vehicle().find_vehicles_to_unrack( rack_idx );
if( rack_act.expect_failure ) {
REQUIRE( unrackables.empty() );
} else {
REQUIRE( !unrackables.empty() );
const auto this_unrackable = std::find_if( unrackables.begin(), unrackables.end(),
[&]( const vehicle::unrackable_vehicle & unrackable ) {
return unrackable.name == veh_names[rack_act.racked_vehicle_index];
} );
REQUIRE( this_unrackable != unrackables.end() );
bikerack_unracking_activity_actor unracking_actor( ovp_racked->vehicle(),
this_unrackable->parts, this_unrackable->racks );
complete_activity( u, unracking_actor );
}
}
for( size_t i = 0; i < preset.vehicles.size(); i++ ) {
INFO( "despawning vehicle" );
CAPTURE( preset.vehicles[i], preset.positions[i] );
const optional_vpart_position ovp = m.veh_at( preset.positions[i] );
REQUIRE( ovp.has_value() );
m.destroy_vehicle( &ovp->vehicle() );
}
}
// Testing vehicle racking and unracking
TEST_CASE( "Racking_and_unracking_tests", "[vehicle][bikerack]" )
{
std::vector<rack_preset> racking_presets {
// basic test; rack bike on car, unrack it, everything should succeed
{
{ vehicle_prototype_car, vehicle_prototype_bicycle },
{ tripoint_zero, tripoint( -4, 0, 0 ) },
{ point( -3, -1 ), point( -3, 0 ), point( -3, 1 ), point( -3, 2 ) },
{ 0_degrees, 90_degrees },
{ { 0, tripoint( -3, -1, 0 ), 1, false } }, // rack bicycle to car
{ { 0, tripoint( -3, -1, 0 ), 1, false } }, // unrack bicycle from car
},
// rack test probing for #60453 and #52079
// racking vehicles with same name on ( potentially ) same rack should expect failures
{
{ vehicle_prototype_car, vehicle_prototype_wheelchair, vehicle_prototype_wheelchair },
{ tripoint_zero, tripoint( -4, 0, 0 ), tripoint( -4, 1, 0 ) },
{ point( -3, -1 ), point( -3, 0 ), point( -3, 1 ), point( -3, 2 ) },
{ 0_degrees, 0_degrees, 0_degrees },
// rack both wheelchairs to car, second rack activation should fail with debugmsg
{ { 0, tripoint( -3, 0, 0 ), 1, false }, { 0, tripoint( -3, -1, 0 ), 2, true } },
// unrack both wheelchairs from car, second rack activation should fail
{ { 0, tripoint( -3, 0, 0 ), 1, false }, { 0, tripoint( -3, -1, 0 ), 2, true } },
},
};
// shift positions to fit map
for( rack_preset &preset : racking_presets ) {
const tripoint offset = { 10, 10, 0 };
for( tripoint &pos : preset.positions ) {
pos += offset;
}
for( rack_activation &rack_act : preset.rack_orders ) {
rack_act.rack_pos += offset;
}
for( rack_activation &rack_act : preset.unrack_orders ) {
rack_act.rack_pos += offset;
}
}
for( const rack_preset &preset : racking_presets ) {
rack_check( preset );
}
clear_vehicles( &get_map() );
}
static int test_autopilot_moving( const vproto_id &veh_id, const vpart_id &extra_part )
{
clear_avatar();
clear_map();
Character &player_character = get_player_character();
// Move player somewhere safe
REQUIRE_FALSE( player_character.in_vehicle );
player_character.setpos( tripoint_zero );
const tripoint map_starting_point( 60, 60, 0 );
map &here = get_map();
vehicle *veh_ptr = here.add_vehicle( veh_id, map_starting_point, -90_degrees, 100, 0, false );
REQUIRE( veh_ptr != nullptr );
vehicle &veh = *veh_ptr;
if( !extra_part.is_null() ) {
vehicle_part vp( extra_part, item( extra_part->base_item ) );
const int part_index = veh.install_part( point_zero, std::move( vp ) );
REQUIRE( part_index >= 0 );
}
veh.autopilot_on = true;
veh.is_following = true;
veh.is_patrolling = false;
veh.engine_on = true;
veh.refresh();
int turns_left = 10;
int tiles_travelled = 0;
const tripoint starting_point = veh.global_pos3();
while( veh.engine_on && turns_left > 0 ) {
turns_left--;
here.vehmove();
veh.idle( true );
// How much it moved
tiles_travelled += square_dist( starting_point, veh.global_pos3() );
// Bring it back to starting point to prevent it from leaving the map
const tripoint displacement = starting_point - veh.global_pos3();
here.displace_vehicle( veh, displacement );
}
return tiles_travelled;
}
TEST_CASE( "autopilot_tests", "[vehicle][autopilot]" )
{
// spawns vehicle, installs the extra part if it's not null, activates follow and
// checks if it moves, most of the test is a cutout from vehicle_efficiency_test.cpp
CHECK( test_autopilot_moving( vehicle_prototype_car, vpart_id::NULL_ID() ) == 0 );
CHECK( test_autopilot_moving( vehicle_prototype_car, vpart_programmable_autopilot ) == 9 );
}
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