forked from CleverRaven/Cataclysm-DDA
-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathreload_magazine_test.cpp
304 lines (272 loc) · 14.2 KB
/
reload_magazine_test.cpp
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
299
300
301
302
303
304
#include "catch/catch.hpp"
#include <list>
#include <memory>
#include <set>
#include <string>
#include <vector>
#include "calendar.h"
#include "character.h"
#include "inventory.h"
#include "item.h"
#include "item_location.h"
#include "type_id.h"
#include "visitable.h"
TEST_CASE( "reload_magazine", "[magazine] [visitable] [item] [item_location]" )
{
const itype_id gun_id( "m4a1" );
const ammotype gun_ammo( "223" );
const itype_id ammo_id( "556" ); // any type of compatible ammo
const itype_id alt_ammo( "223" ); // any alternative type of compatible ammo
const itype_id bad_ammo( "9mm" ); // any type of incompatible ammo
const itype_id mag_id( "stanag30" ); // must be set to default magazine
const itype_id bad_mag( "glockmag" ); // any incompatible magazine
const int mag_cap = 30; // amount of bullets that fit into default magazine
CHECK( ammo_id != alt_ammo );
CHECK( ammo_id != bad_ammo );
CHECK( alt_ammo != bad_ammo );
CHECK( mag_id != bad_mag );
CHECK( mag_cap > 0 );
Character &player_character = get_player_character();
player_character.worn.clear();
player_character.inv.clear();
player_character.remove_weapon();
player_character.wear_item( item( "backpack" ) ); // so we don't drop anything
item &mag = player_character.i_add( item( mag_id ) );
CHECK( mag.is_magazine() == true );
CHECK( mag.is_reloadable() == true );
CHECK( mag.is_reloadable_with( ammo_id ) == true );
CHECK( mag.is_reloadable_with( alt_ammo ) == true );
CHECK( mag.is_reloadable_with( bad_ammo ) == false );
CHECK( player_character.can_reload( mag ) == true );
CHECK( player_character.can_reload( mag, ammo_id ) == true );
CHECK( player_character.can_reload( mag, alt_ammo ) == true );
CHECK( player_character.can_reload( mag, bad_ammo ) == false );
CHECK( mag.ammo_types().count( gun_ammo ) );
CHECK( mag.ammo_capacity( gun_ammo ) == mag_cap );
CHECK( mag.ammo_current().is_null() );
CHECK( mag.ammo_data() == nullptr );
GIVEN( "An empty magazine" ) {
CHECK( mag.ammo_remaining() == 0 );
WHEN( "the magazine is reloaded with incompatible ammo" ) {
item &ammo = player_character.i_add( item( bad_ammo ) );
bool ok = mag.reload( player_character, item_location( player_character, &ammo ),
mag.ammo_capacity( gun_ammo ) );
THEN( "reloading should fail" ) {
REQUIRE_FALSE( ok );
REQUIRE( mag.ammo_remaining() == 0 );
}
}
WHEN( "the magazine is loaded with an excess of ammo" ) {
item &ammo = player_character.i_add( item( ammo_id, calendar::turn, mag_cap + 5 ) );
REQUIRE( ammo.charges == mag_cap + 5 );
bool ok = mag.reload( player_character, item_location( player_character, &ammo ),
mag.ammo_capacity( gun_ammo ) );
THEN( "reloading is successful" ) {
REQUIRE( ok );
AND_THEN( "the current ammo is updated" ) {
REQUIRE( mag.ammo_current() == ammo_id );
REQUIRE( mag.ammo_data() );
}
AND_THEN( "the magazine is filled to capacity" ) {
REQUIRE( mag.remaining_ammo_capacity() == 0 );
}
AND_THEN( "a single correctly sized ammo stack remains in the inventory" ) {
std::vector<const item *> found;
player_character.visit_items( [&ammo_id, &found]( const item * e ) {
if( e->typeId() == ammo_id ) {
found.push_back( e );
}
// ignore ammo contained within guns or magazines
return ( e->is_gun() || e->is_magazine() ) ? VisitResponse::SKIP : VisitResponse::NEXT;
} );
REQUIRE( found.size() == 1 );
REQUIRE( found[0]->charges == 5 );
}
}
}
WHEN( "the magazine is partially reloaded with compatible ammo" ) {
item &ammo = player_character.i_add( item( ammo_id, calendar::turn, mag_cap - 2 ) );
REQUIRE( ammo.charges == mag_cap - 2 );
bool ok = mag.reload( player_character, item_location( player_character, &ammo ),
mag.ammo_capacity( gun_ammo ) );
THEN( "reloading is successful" ) {
REQUIRE( ok == true );
AND_THEN( "the current ammo is updated" ) {
REQUIRE( mag.ammo_current() == ammo_id );
REQUIRE( mag.ammo_data() );
}
AND_THEN( "the magazine is filled with the correct quantity" ) {
REQUIRE( mag.ammo_remaining() == mag_cap - 2 );
}
AND_THEN( "the ammo stack was completely used" ) {
std::vector<const item *> found;
player_character.visit_items( [&ammo_id, &found]( const item * e ) {
if( e->typeId() == ammo_id ) {
found.push_back( e );
}
// ignore ammo contained within guns or magazines
return ( e->is_gun() || e->is_magazine() ) ? VisitResponse::SKIP : VisitResponse::NEXT;
} );
REQUIRE( found.empty() );
}
}
AND_WHEN( "the magazine is further reloaded with matching ammo" ) {
item &ammo = player_character.i_add( item( ammo_id, calendar::turn, 10 ) );
REQUIRE( ammo.charges == 10 );
REQUIRE( mag.ammo_remaining() == mag_cap - 2 );
bool ok = mag.reload( player_character, item_location( player_character, &ammo ),
mag.ammo_capacity( gun_ammo ) );
THEN( "further reloading is successful" ) {
REQUIRE( ok );
AND_THEN( "the magazine is filled to capacity" ) {
REQUIRE( mag.remaining_ammo_capacity() == 0 );
}
AND_THEN( "a single correctly sized ammo stack remains in the inventory" ) {
std::vector<const item *> found;
player_character.visit_items( [&ammo_id, &found]( const item * e ) {
if( e->typeId() == ammo_id ) {
found.push_back( e );
}
// ignore ammo contained within guns or magazines
return ( e->is_gun() || e->is_magazine() ) ? VisitResponse::SKIP : VisitResponse::NEXT;
} );
REQUIRE( found.size() == 1 );
REQUIRE( found[0]->charges == 8 );
}
}
}
AND_WHEN( "the magazine is further reloaded with compatible but different ammo" ) {
item &ammo = player_character.i_add( item( alt_ammo ) );
bool ok = mag.reload( player_character, item_location( player_character, &ammo ),
mag.ammo_capacity( gun_ammo ) );
THEN( "further reloading should fail" ) {
REQUIRE_FALSE( ok );
REQUIRE( mag.ammo_remaining() == mag_cap - 2 );
}
}
AND_WHEN( "the magazine is further reloaded with incompatible ammo" ) {
item &ammo = player_character.i_add( item( bad_ammo ) );
bool ok = mag.reload( player_character, item_location( player_character, &ammo ),
mag.ammo_capacity( gun_ammo ) );
THEN( "further reloading should fail" ) {
REQUIRE_FALSE( ok );
REQUIRE( mag.ammo_remaining() == mag_cap - 2 );
}
}
}
}
GIVEN( "an empty gun without an integral magazine" ) {
item &gun = player_character.i_add( item( gun_id ) );
CHECK( gun.is_gun() == true );
CHECK( gun.is_reloadable() == true );
CHECK( player_character.can_reload( gun ) == true );
CHECK( player_character.can_reload( gun, mag_id ) == true );
CHECK( player_character.can_reload( gun, ammo_id ) == false );
CHECK( gun.magazine_integral() == false );
CHECK( gun.magazine_default() == mag_id );
CHECK( gun.magazine_compatible().count( mag_id ) == 1 );
CHECK( gun.magazine_current() == nullptr );
CHECK( item( gun.magazine_default() ).ammo_types().count( gun_ammo ) );
CHECK( gun.ammo_capacity( gun_ammo ) == 0 );
CHECK( gun.ammo_remaining() == 0 );
CHECK( gun.ammo_current().is_null() );
CHECK( gun.ammo_data() == nullptr );
WHEN( "the gun is reloaded with an incompatible magazine" ) {
item &mag = player_character.i_add( item( bad_mag ) );
bool ok = gun.reload( player_character, item_location( player_character, &mag ), 1 );
THEN( "reloading should fail" ) {
REQUIRE_FALSE( ok );
REQUIRE_FALSE( gun.magazine_current() );
}
}
WHEN( "the gun is reloaded with an empty compatible magazine" ) {
CHECK( mag.ammo_remaining() == 0 );
bool ok = gun.reload( player_character, item_location( player_character, &mag ), 1 );
THEN( "reloading is successful" ) {
REQUIRE( ok );
REQUIRE( gun.magazine_current() );
AND_THEN( "the gun contains the correct magazine" ) {
REQUIRE( gun.magazine_current()->typeId() == mag_id );
}
AND_THEN( "the ammo type for the gun remains unchanged" ) {
REQUIRE( item( gun.magazine_default() ).ammo_types().count( gun_ammo ) );
}
AND_THEN( "the ammo capacity is correctly set" ) {
REQUIRE( gun.ammo_capacity( gun_ammo ) == mag_cap );
}
AND_THEN( "the gun contains no ammo" ) {
REQUIRE( gun.ammo_current().is_null() );
REQUIRE( gun.ammo_remaining() == 0 );
REQUIRE( gun.ammo_data() == nullptr );
}
}
}
WHEN( "the gun is reloaded with a partially filled compatible magazine" ) {
mag.ammo_set( ammo_id, mag_cap - 2 );
CHECK( mag.ammo_current() == ammo_id );
CHECK( mag.ammo_remaining() == mag_cap - 2 );
bool ok = gun.reload( player_character, item_location( player_character, &mag ), 1 );
THEN( "reloading is successful" ) {
REQUIRE( ok );
REQUIRE( gun.magazine_current() );
AND_THEN( "the gun contains the correct magazine" ) {
REQUIRE( gun.magazine_current()->typeId() == mag_id );
}
AND_THEN( "the ammo type for the gun remains unchanged" ) {
REQUIRE( item( gun.magazine_default() ).ammo_types().count( gun_ammo ) );
}
AND_THEN( "the ammo capacity is correctly set" ) {
REQUIRE( gun.ammo_capacity( gun_ammo ) == mag_cap );
}
AND_THEN( "the gun contains the correct amount and type of ammo" ) {
REQUIRE( gun.ammo_remaining() == mag_cap - 2 );
REQUIRE( gun.ammo_current() == ammo_id );
REQUIRE( gun.ammo_data() );
}
AND_WHEN( "the guns magazine is further reloaded with compatible but different ammo" ) {
item &ammo = player_character.i_add( item( alt_ammo, calendar::turn, 10 ) );
bool ok = gun.magazine_current()->reload( player_character, item_location( player_character,
&ammo ), 10 );
THEN( "further reloading should fail" ) {
REQUIRE_FALSE( ok );
REQUIRE( gun.ammo_remaining() == mag_cap - 2 );
}
}
AND_WHEN( "the guns magazine is further reloaded with incompatible ammo" ) {
item &ammo = player_character.i_add( item( bad_ammo, calendar::turn, 10 ) );
bool ok = gun.magazine_current()->reload( player_character, item_location( player_character,
&ammo ), 10 );
THEN( "further reloading should fail" ) {
REQUIRE_FALSE( ok );
REQUIRE( gun.ammo_remaining() == mag_cap - 2 );
}
}
AND_WHEN( "the guns magazine is further reloaded with matching ammo" ) {
item &ammo = player_character.i_add( item( ammo_id, calendar::turn, 10 ) );
REQUIRE( ammo.charges == 10 );
bool ok = gun.magazine_current()->reload( player_character, item_location( player_character,
&ammo ), 10 );
THEN( "further reloading is successful" ) {
REQUIRE( ok );
AND_THEN( "the guns contained magazine is filled to capacity" ) {
REQUIRE( gun.ammo_remaining() == mag_cap );
}
AND_THEN( "a single correctly sized ammo stack remains in the inventory" ) {
std::vector<const item *> found;
player_character.visit_items( [&ammo_id, &found]( const item * e ) {
if( e->typeId() == ammo_id ) {
found.push_back( e );
}
// ignore ammo contained within guns or magazines
return ( e->is_gun() || e->is_magazine() ) ?
VisitResponse::SKIP : VisitResponse::NEXT;
} );
REQUIRE( found.size() == 1 );
REQUIRE( found[0]->charges == 8 );
}
}
}
}
}
}
}