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melee_dodge_hit_test.cpp
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#include "catch/catch.hpp"
#include "avatar.h"
#include "game.h"
#include "monster.h"
#include "type_id.h"
#include "player_helpers.h"
#include "map_helpers.h"
// The test cases below cover polymorphic functions related to melee hit and dodge rates
// for the Character, player, and monster classes, including:
//
// - Character::get_hit_base, monster::get_hit_base
// - Character::get_dodge_base, monster::get_dodge_base
// - player::get_dodge, monster::get_dodge
// Return the avatar's `get_hit_base` with a given DEX stat.
static float hit_base_with_dex( avatar &dummy, int dexterity )
{
clear_character( dummy );
dummy.dex_max = dexterity;
return dummy.get_hit_base();
}
// Return the avatar's `get_dodge_base` with the given DEX stat and dodge skill.
static float dodge_base_with_dex_and_skill( avatar &dummy, int dexterity, int dodge_skill )
{
clear_character( dummy );
dummy.dex_max = dexterity;
dummy.set_skill_level( skill_id( "dodge" ), dodge_skill );
return dummy.get_dodge_base();
}
// Return the Creature's `get_dodge` with the given effect.
static float dodge_with_effect( Creature &critter, const std::string &effect_name )
{
// Set one effect and leave other attributes alone
critter.clear_effects();
critter.add_effect( efftype_id( effect_name ), 1_hours );
return critter.get_dodge();
}
// Return the avatar's `get_dodge` while wearing a single item of clothing.
static float dodge_wearing_item( avatar &dummy, item &clothing )
{
// Get nekkid and wear just this one item
std::list<item> temp;
while( dummy.takeoff( dummy.i_at( -2 ), &temp ) ) {}
dummy.wear_item( clothing );
return dummy.get_dodge();
}
TEST_CASE( "monster::get_hit_base", "[monster][melee][hit]" )
{
clear_map();
SECTION( "monster get_hit_base is equal to melee skill level" ) {
monster zed( mtype_id( "mon_zombie" ) );
CHECK( zed.get_hit_base() == zed.type->melee_skill );
}
}
TEST_CASE( "Character::get_hit_base", "[character][melee][hit][dex]" )
{
clear_map();
avatar &dummy = get_avatar();
clear_character( dummy );
SECTION( "character get_hit_base increases by 1/4 for each point of DEX" ) {
CHECK( hit_base_with_dex( dummy, 1 ) == 0.25f );
CHECK( hit_base_with_dex( dummy, 2 ) == 0.5f );
CHECK( hit_base_with_dex( dummy, 4 ) == 1.0f );
CHECK( hit_base_with_dex( dummy, 6 ) == 1.5f );
CHECK( hit_base_with_dex( dummy, 8 ) == 2.0f );
CHECK( hit_base_with_dex( dummy, 10 ) == 2.5f );
CHECK( hit_base_with_dex( dummy, 12 ) == 3.0f );
}
}
TEST_CASE( "monster::get_dodge_base", "[monster][melee][dodge]" )
{
clear_map();
SECTION( "monster get_dodge_base is equal to dodge skill level" ) {
monster smoker( mtype_id( "mon_zombie_smoker" ) );
CHECK( smoker.get_dodge_base() == smoker.type->sk_dodge );
}
}
TEST_CASE( "Character::get_dodge_base", "[character][melee][dodge][dex][skill]" )
{
clear_map();
avatar &dummy = get_avatar();
clear_character( dummy );
// Character::get_dodge_base is simply DEXTERITY / 2 + DODGE_SKILL
// Even with average dexterity, you can become really good at dodging
GIVEN( "character has 8 DEX and no dodge skill" ) {
THEN( "base dodge is 4" ) {
CHECK( dodge_base_with_dex_and_skill( dummy, 8, 0 ) == 4.0f );
}
WHEN( "their dodge skill increases to 2" ) {
THEN( "base dodge is 6" ) {
CHECK( dodge_base_with_dex_and_skill( dummy, 8, 2 ) == 6.0f );
}
}
AND_WHEN( "their dodge skill increases to 8" ) {
THEN( "base dodge is 12" ) {
CHECK( dodge_base_with_dex_and_skill( dummy, 8, 8 ) == 12.0f );
}
}
}
// More generally
SECTION( "character get_dodge_base increases by 1/2 for each point of DEX" ) {
CHECK( dodge_base_with_dex_and_skill( dummy, 1, 0 ) == 0.5f );
CHECK( dodge_base_with_dex_and_skill( dummy, 2, 0 ) == 1.0f );
CHECK( dodge_base_with_dex_and_skill( dummy, 3, 0 ) == 1.5f );
CHECK( dodge_base_with_dex_and_skill( dummy, 4, 0 ) == 2.0f );
CHECK( dodge_base_with_dex_and_skill( dummy, 5, 0 ) == 2.5f );
CHECK( dodge_base_with_dex_and_skill( dummy, 6, 0 ) == 3.0f );
CHECK( dodge_base_with_dex_and_skill( dummy, 7, 0 ) == 3.5f );
CHECK( dodge_base_with_dex_and_skill( dummy, 8, 0 ) == 4.0f );
CHECK( dodge_base_with_dex_and_skill( dummy, 9, 0 ) == 4.5f );
CHECK( dodge_base_with_dex_and_skill( dummy, 10, 0 ) == 5.0f );
}
SECTION( "character get_dodge_base increases by 1 for each level of dodge skill" ) {
CHECK( dodge_base_with_dex_and_skill( dummy, 8, 0 ) == 4.0f );
CHECK( dodge_base_with_dex_and_skill( dummy, 8, 1 ) == 5.0f );
CHECK( dodge_base_with_dex_and_skill( dummy, 8, 2 ) == 6.0f );
CHECK( dodge_base_with_dex_and_skill( dummy, 8, 3 ) == 7.0f );
CHECK( dodge_base_with_dex_and_skill( dummy, 8, 4 ) == 8.0f );
CHECK( dodge_base_with_dex_and_skill( dummy, 6, 2 ) == 5.0f );
CHECK( dodge_base_with_dex_and_skill( dummy, 6, 4 ) == 7.0f );
CHECK( dodge_base_with_dex_and_skill( dummy, 6, 6 ) == 9.0f );
CHECK( dodge_base_with_dex_and_skill( dummy, 6, 8 ) == 11.0f );
CHECK( dodge_base_with_dex_and_skill( dummy, 10, 7 ) == 12.0f );
CHECK( dodge_base_with_dex_and_skill( dummy, 10, 8 ) == 13.0f );
CHECK( dodge_base_with_dex_and_skill( dummy, 10, 9 ) == 14.0f );
CHECK( dodge_base_with_dex_and_skill( dummy, 10, 10 ) == 15.0f );
}
}
TEST_CASE( "monster::get_dodge with effects", "[monster][melee][dodge][effect]" )
{
clear_map();
monster zombie( mtype_id( "mon_zombie_smoker" ) );
const float base_dodge = zombie.get_dodge_base();
REQUIRE( base_dodge > 0 );
// Monsters don't have all the status effects of characters and can't be grabbed,
// but a few things may affect their ability to dodge.
SECTION( "no effects or bonuses: base dodge" ) {
zombie.clear_effects();
CHECK( zombie.get_dodge() == base_dodge );
}
SECTION( "downed: cannot dodge" ) {
CHECK( dodge_with_effect( zombie, "downed" ) == 0.0f );
}
SECTION( "trapped or tied: 1/2 dodge" ) {
CHECK( dodge_with_effect( zombie, "beartrap" ) == base_dodge / 2 );
CHECK( dodge_with_effect( zombie, "tied" ) == base_dodge / 2 );
}
SECTION( "unstable footing: 1/4 dodge" ) {
CHECK( dodge_with_effect( zombie, "bouldering" ) == base_dodge / 4 );
}
}
TEST_CASE( "player::get_dodge", "[player][melee][dodge]" )
{
clear_map();
avatar &dummy = get_avatar();
clear_character( dummy );
const float base_dodge = dummy.get_dodge_base();
SECTION( "each dodge after the first subtracts 2 points" ) {
// Simulate some dodges, so dodges_left will go to 0, -1
dummy.on_dodge( nullptr, 0 );
CHECK( dummy.get_dodge() == base_dodge - 2 );
dummy.on_dodge( nullptr, 0 );
CHECK( dummy.get_dodge() == base_dodge - 4 );
// Reset dodges_left, so subsequent tests are not affected
dummy.set_moves( 100 );
dummy.process_turn();
REQUIRE( dummy.dodges_left > 0 );
}
SECTION( "speed below 100 linearly decreases dodge" ) {
dummy.set_speed_base( 90 );
CHECK( dummy.get_dodge() == Approx( 0.9 * base_dodge ) );
dummy.set_speed_base( 75 );
CHECK( dummy.get_dodge() == Approx( 0.75 * base_dodge ) );
dummy.set_speed_base( 50 );
CHECK( dummy.get_dodge() == Approx( 0.5 * base_dodge ) );
dummy.set_speed_base( 25 );
CHECK( dummy.get_dodge() == Approx( 0.25 * base_dodge ) );
}
}
TEST_CASE( "player::get_dodge with effects", "[player][melee][dodge][effect]" )
{
clear_map();
avatar &dummy = get_avatar();
clear_character( dummy );
// Compare all effects against base dodge ability
const float base_dodge = dummy.get_dodge_base();
SECTION( "no effects or bonuses: base dodge" ) {
dummy.clear_effects();
CHECK( dummy.get_dodge() == base_dodge );
}
SECTION( "unconscious or winded: cannot dodge" ) {
CHECK( dodge_with_effect( dummy, "sleep" ) == 0.0f );
CHECK( dodge_with_effect( dummy, "lying_down" ) == 0.0f );
CHECK( dodge_with_effect( dummy, "npc_suspend" ) == 0.0f );
CHECK( dodge_with_effect( dummy, "narcosis" ) == 0.0f );
CHECK( dodge_with_effect( dummy, "winded" ) == 0.0f );
}
SECTION( "trapped: 1/2 dodge" ) {
CHECK( dodge_with_effect( dummy, "beartrap" ) == base_dodge / 2 );
}
SECTION( "unstable footing: 1/4 dodge" ) {
CHECK( dodge_with_effect( dummy, "bouldering" ) == base_dodge / 4 );
}
SECTION( "skating: amateur or pro?" ) {
item skates( "rollerskates" );
item blades( "roller_blades" );
item heelys( "roller_shoes_on" );
REQUIRE( skates.has_flag( "ROLLER_QUAD" ) );
REQUIRE( blades.has_flag( "ROLLER_INLINE" ) );
REQUIRE( heelys.has_flag( "ROLLER_ONE" ) );
SECTION( "amateur skater: 1/5 dodge" ) {
REQUIRE_FALSE( dummy.has_trait( trait_id( "PROF_SKATER" ) ) );
CHECK( dodge_wearing_item( dummy, skates ) == base_dodge / 5 );
CHECK( dodge_wearing_item( dummy, blades ) == base_dodge / 5 );
CHECK( dodge_wearing_item( dummy, heelys ) == base_dodge / 5 );
}
SECTION( "professional skater: 1/2 dodge" ) {
dummy.toggle_trait( trait_id( "PROF_SKATER" ) );
REQUIRE( dummy.has_trait( trait_id( "PROF_SKATER" ) ) );
CHECK( dodge_wearing_item( dummy, skates ) == base_dodge / 2 );
CHECK( dodge_wearing_item( dummy, blades ) == base_dodge / 2 );
CHECK( dodge_wearing_item( dummy, heelys ) == base_dodge / 2 );
}
}
}
TEST_CASE( "player::get_dodge while grabbed", "[player][melee][dodge][grab]" )
{
clear_map();
avatar &dummy = get_avatar();
clear_character( dummy );
// Base dodge rate when not grabbed
const float base_dodge = dummy.get_dodge_base();
// Four nearby spots
tripoint mon1_pos = dummy.pos() + tripoint_north;
tripoint mon2_pos = dummy.pos() + tripoint_east;
tripoint mon3_pos = dummy.pos() + tripoint_south;
tripoint mon4_pos = dummy.pos() + tripoint_west;
// Surrounded by zombies!
monster *zed1 = g->place_critter_at( mtype_id( "debug_mon" ), mon1_pos );
monster *zed2 = g->place_critter_at( mtype_id( "debug_mon" ), mon2_pos );
monster *zed3 = g->place_critter_at( mtype_id( "debug_mon" ), mon3_pos );
monster *zed4 = g->place_critter_at( mtype_id( "debug_mon" ), mon4_pos );
// Make sure zombies are in their places
REQUIRE( g->critter_at<monster>( mon1_pos ) );
REQUIRE( g->critter_at<monster>( mon2_pos ) );
REQUIRE( g->critter_at<monster>( mon3_pos ) );
REQUIRE( g->critter_at<monster>( mon4_pos ) );
// Get grabbed
dummy.add_effect( efftype_id( "grabbed" ), 1_minutes );
REQUIRE( dummy.has_effect( efftype_id( "grabbed" ) ) );
// When grabbed, dodge skill reduces for each additional grab
SECTION( "1 grab: 1/2 dodge" ) {
zed1->add_effect( efftype_id( "grabbing" ), 1_minutes );
REQUIRE( zed1->has_effect( efftype_id( "grabbing" ) ) );
CHECK( dummy.get_dodge() == base_dodge / 2 );
}
SECTION( "2 grabs: 1/3 dodge" ) {
zed1->add_effect( efftype_id( "grabbing" ), 1_minutes );
zed2->add_effect( efftype_id( "grabbing" ), 1_minutes );
REQUIRE( zed1->has_effect( efftype_id( "grabbing" ) ) );
REQUIRE( zed2->has_effect( efftype_id( "grabbing" ) ) );
CHECK( dummy.get_dodge() == base_dodge / 3 );
}
SECTION( "3 grabs: 1/4 dodge" ) {
zed1->add_effect( efftype_id( "grabbing" ), 1_minutes );
zed2->add_effect( efftype_id( "grabbing" ), 1_minutes );
zed3->add_effect( efftype_id( "grabbing" ), 1_minutes );
REQUIRE( zed1->has_effect( efftype_id( "grabbing" ) ) );
REQUIRE( zed2->has_effect( efftype_id( "grabbing" ) ) );
REQUIRE( zed3->has_effect( efftype_id( "grabbing" ) ) );
CHECK( dummy.get_dodge() == base_dodge / 4 );
}
SECTION( "4 grabs: 1/5 dodge" ) {
zed1->add_effect( efftype_id( "grabbing" ), 1_minutes );
zed2->add_effect( efftype_id( "grabbing" ), 1_minutes );
zed3->add_effect( efftype_id( "grabbing" ), 1_minutes );
zed4->add_effect( efftype_id( "grabbing" ), 1_minutes );
REQUIRE( zed1->has_effect( efftype_id( "grabbing" ) ) );
REQUIRE( zed2->has_effect( efftype_id( "grabbing" ) ) );
REQUIRE( zed3->has_effect( efftype_id( "grabbing" ) ) );
REQUIRE( zed4->has_effect( efftype_id( "grabbing" ) ) );
CHECK( dummy.get_dodge() == base_dodge / 5 );
}
}
TEST_CASE( "player::get_dodge stamina effects", "[player][melee][dodge][stamina]" )
{
avatar &dummy = get_avatar();
clear_character( dummy );
SECTION( "8/8/8/8, no skills, unencumbered" ) {
const int stamina_max = dummy.get_stamina_max();
SECTION( "100% stamina" ) {
CHECK( dummy.get_dodge() == 4.0f );
}
SECTION( "75% stamina" ) {
dummy.set_stamina( .75 * stamina_max );
CHECK( dummy.get_dodge() == 4.0f );
}
SECTION( "50% stamina" ) {
dummy.set_stamina( .5 * stamina_max );
CHECK( dummy.get_dodge() == 4.0f );
}
SECTION( "40% stamina" ) {
dummy.set_stamina( .4 * stamina_max );
CHECK( dummy.get_dodge() == 3.2f );
}
SECTION( "30% stamina" ) {
dummy.set_stamina( .3 * stamina_max );
CHECK( dummy.get_dodge() == 2.4f );
}
SECTION( "20% stamina" ) {
dummy.set_stamina( .2 * stamina_max );
CHECK( dummy.get_dodge() == 1.6f );
}
SECTION( "10% stamina" ) {
dummy.set_stamina( .1 * stamina_max );
CHECK( dummy.get_dodge() == 0.8f );
}
SECTION( "0% stamina" ) {
dummy.set_stamina( 0 );
CHECK( dummy.get_dodge() == 0.0f );
}
}
}