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coverage_test.cpp
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coverage_test.cpp
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#include <memory>
#include <string>
#include "ballistics.h"
#include "cata_catch.h"
#include "creature.h"
#include "damage.h"
#include "dispersion.h"
#include "map_helpers.h"
#include "monster.h"
#include "npc.h"
#include "player_helpers.h"
#include "projectile.h"
#include "ranged.h"
static const efftype_id effect_bite( "bite" );
static const efftype_id effect_sleep( "sleep" );
static const flag_id json_flag_FILTHY( "FILTHY" );
static const mtype_id mon_manhack( "mon_manhack" );
static const int num_iters = 10000;
static constexpr tripoint dude_pos( HALF_MAPSIZE_X + 4, HALF_MAPSIZE_Y, 0 );
static constexpr tripoint mon_pos( HALF_MAPSIZE_X + 3, HALF_MAPSIZE_Y, 0 );
static constexpr tripoint badguy_pos( HALF_MAPSIZE_X + 1, HALF_MAPSIZE_Y, 0 );
static void check_near( std::string subject, float actual, const float expected,
const float tolerance )
{
THEN( string_format( "%s is about %.1f (+/- %.2f) with val %.1f", subject, expected, tolerance,
actual ) ) {
CHECK( actual == Approx( expected ).margin( tolerance ) );
}
}
static void check_not_near( std::string subject, float actual, const float undesired,
const float tolerance )
{
THEN( string_format( "%s is not about %.1f (+/- %.1f) with val %.1f", subject, undesired,
tolerance, actual ) ) {
CHECK_FALSE( actual == Approx( undesired ).margin( tolerance ) );
}
}
static float get_avg_melee_dmg( std::string clothing_id, bool infect_risk = false )
{
monster zed( mon_manhack, mon_pos );
standard_npc dude( "TestCharacter", dude_pos, {}, 0, 8, 8, 8, 8 );
item cloth( clothing_id );
if( infect_risk ) {
cloth.set_flag( json_flag_FILTHY );
}
int dam_acc = 0;
int num_hits = 0;
for( int i = 0; i < num_iters; i++ ) {
clear_character( dude, true );
dude.setpos( dude_pos );
dude.wear_item( cloth, false );
dude.add_effect( effect_sleep, 1_hours );
if( zed.melee_attack( dude, 10000.0f ) ) {
num_hits++;
}
cloth.set_damage( cloth.min_damage() );
if( !infect_risk ) {
dam_acc += dude.get_hp_max() - dude.get_hp();
} else if( dude.has_effect( effect_bite ) ) {
dam_acc++;
}
if( dude.is_dead() ) {
break;
}
}
CAPTURE( dude.is_dead() );
const std::string ret_type = infect_risk ? "infections" : "damage total";
INFO( string_format( "%s landed %d hits on character, causing %d %s.", zed.get_name(), num_hits,
dam_acc, ret_type ) );
num_hits = num_hits ? num_hits : 1;
return static_cast<float>( dam_acc ) / num_hits;
}
static float get_avg_melee_dmg( item cloth, bool infect_risk = false )
{
monster zed( mon_manhack, mon_pos );
standard_npc dude( "TestCharacter", dude_pos, {}, 0, 8, 8, 8, 8 );
if( infect_risk ) {
cloth.set_flag( json_flag_FILTHY );
}
int dam_acc = 0;
int num_hits = 0;
for( int i = 0; i < num_iters; i++ ) {
clear_character( dude, true );
dude.setpos( dude_pos );
dude.wear_item( cloth, false );
dude.add_effect( effect_sleep, 1_hours );
if( zed.melee_attack( dude, 10000.0f ) ) {
num_hits++;
}
cloth.set_damage( cloth.min_damage() );
if( !infect_risk ) {
dam_acc += dude.get_hp_max() - dude.get_hp();
} else if( dude.has_effect( effect_bite ) ) {
dam_acc++;
}
if( dude.is_dead() ) {
break;
}
}
CAPTURE( dude.is_dead() );
const std::string ret_type = infect_risk ? "infections" : "damage total";
INFO( string_format( "%s landed %d hits on character, causing %d %s.", zed.get_name(), num_hits,
dam_acc, ret_type ) );
num_hits = num_hits ? num_hits : 1;
return static_cast<float>( dam_acc ) / num_hits;
}
static float get_avg_bullet_dmg( std::string clothing_id )
{
clear_map();
std::unique_ptr<standard_npc> badguy = std::make_unique<standard_npc>( "TestBaddie", badguy_pos,
std::vector<std::string>(), 0, 8, 8, 8, 8 );
std::unique_ptr<standard_npc> dude = std::make_unique<standard_npc>( "TestCharacter", dude_pos,
std::vector<std::string>(), 0, 8, 8, 8, 8 );
item cloth( clothing_id );
projectile proj;
proj.speed = 1000;
proj.impact = damage_instance( damage_type::BULLET, 20 );
proj.range = 30;
proj.proj_effects = std::set<std::string>();
proj.critical_multiplier = 1;
int dam_acc = 0;
int num_hits = 0;
for( int i = 0; i < num_iters; i++ ) {
clear_character( *dude, true );
dude->setpos( dude_pos );
dude->wear_item( cloth, false );
dude->add_effect( effect_sleep, 1_hours );
dealt_projectile_attack atk = projectile_attack( proj, badguy_pos, dude_pos, dispersion_sources(),
&*badguy );
dude->deal_projectile_attack( &*badguy, atk, false );
if( atk.missed_by < 1.0 ) {
num_hits++;
}
cloth.set_damage( cloth.min_damage() );
dam_acc += dude->get_hp_max() - dude->get_hp();
if( dude->is_dead() ) {
break;
}
}
CAPTURE( dude->is_dead() );
INFO( string_format( "%s landed %d hits on character, causing %d damage total.",
badguy->disp_name( false, true ), num_hits, dam_acc ) );
num_hits = num_hits ? num_hits : 1;
return static_cast<float>( dam_acc ) / num_hits;
}
TEST_CASE( "Infections from filthy clothing", "[coverage]" )
{
SECTION( "Full melee and ranged coverage vs. melee attack" ) {
const float chance = get_avg_melee_dmg( "test_zentai", true );
check_near( "Infection chance", chance, 0.42f, 0.05f );
}
SECTION( "No melee coverage vs. melee attack" ) {
const float chance = get_avg_melee_dmg( "test_zentai_nomelee", true );
check_near( "Infection chance", chance, 0.0f, 0.0001f );
}
}
TEST_CASE( "Melee coverage vs. melee damage", "[coverage] [melee] [damage]" )
{
SECTION( "Full melee and ranged coverage vs. melee attack" ) {
const float dmg = get_avg_melee_dmg( "test_hazmat_suit" );
check_near( "Average damage", dmg, 9.2f, 0.2f );
}
SECTION( "No melee coverage vs. melee attack" ) {
const float dmg = get_avg_melee_dmg( "test_hazmat_suit_nomelee" );
check_near( "Average damage", dmg, 17.0f, 0.2f );
}
}
TEST_CASE( "Ranged coverage vs. bullet", "[coverage] [ranged]" )
{
SECTION( "Full melee and ranged coverage vs. ranged attack" ) {
const float dmg = get_avg_bullet_dmg( "test_hazmat_suit" );
check_near( "Average damage", dmg, 13.6f, 0.2f );
}
SECTION( "No ranged coverage vs. ranged attack" ) {
const float dmg = get_avg_bullet_dmg( "test_hazmat_suit_noranged" );
check_near( "Average damage", dmg, 17.2f, 0.2f );
}
}
TEST_CASE( "Proportional armor material resistances", "[material]" )
{
SECTION( "Mostly steel armor vs. melee" ) {
const float dmg = get_avg_melee_dmg( "test_swat_mostly_steel" );
check_near( "Average damage", dmg, 4.0f, 0.2f );
}
SECTION( "Mostly cotton armor vs. melee" ) {
const float dmg = get_avg_melee_dmg( "test_swat_mostly_cotton" );
// more variance on this test since it has a 5% chance of blocking with
// high protection steel
check_near( "Average damage", dmg, 14.4f, 0.4f );
}
SECTION( "Multi material segmented armor vs. melee" ) {
const float dmg = get_avg_melee_dmg( "test_multi_portion_segmented_armor" );
const float base_line = get_avg_melee_dmg( "test_portion_segmented_armor" );
// our armor should NOT be near 1 mm cloth + 80% of 1mm of steel
// and should be higher (so lower damage) since they can overlap
check_not_near( "Average damage", dmg, base_line, 0.05f );
}
}
TEST_CASE( "Ghost ablative vest", "[coverage]" )
{
SECTION( "Ablative not covered" ) {
item full = item( "test_ghost_vest" );
full.force_insert_item( item( "test_plate" ), item_pocket::pocket_type::CONTAINER );
full.force_insert_item( item( "test_plate" ), item_pocket::pocket_type::CONTAINER );
item empty = item( "test_ghost_vest" );
// make sure vest only covers torso_upper when it has armor in it
REQUIRE( full.covers( sub_bodypart_id( "torso_upper" ) ) );
REQUIRE( !empty.covers( sub_bodypart_id( "torso_upper" ) ) );
const float dmg_full = get_avg_melee_dmg( full );
const float dmg_empty = get_avg_melee_dmg( empty );
// make sure the armor is counting even if the base vest doesn't do anything
check_not_near( "Average damage", dmg_full, dmg_empty, 0.5f );
}
}