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magic_spell_effect_test.cpp
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magic_spell_effect_test.cpp
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#include <set>
#include <sstream>
#include "avatar.h"
#include "calendar.h"
#include "cata_catch.h"
#include "field.h"
#include "json.h"
#include "magic.h"
#include "magic_spell_effect_helpers.h"
#include "map.h"
#include "map_helpers.h"
#include "messages.h"
#include "npc.h"
#include "player_helpers.h"
#include "point.h"
#include "type_id.h"
static const spell_id spell_AO_CLOSE_TEAR( "AO_CLOSE_TEAR" );
static const spell_id spell_test_line_spell( "test_line_spell" );
static std::set<tripoint_abs_ms> count_fields_near(
const tripoint_abs_ms &p, const field_type_str_id &field_type )
{
map &m = get_map();
std::set<tripoint_abs_ms> live_fields;
for( const tripoint_abs_ms &cursor : closest_points_first( p, 10 ) ) {
field_entry *entry = m.get_field( m.getlocal( cursor ), field_type );
if( entry && entry->is_field_alive() ) {
live_fields.insert( cursor );
}
}
return live_fields;
}
TEST_CASE( "line_attack", "[magic]" )
{
// manually construct a testable spell
std::istringstream str(
" {\n"
" \"id\": \"test_line_spell\",\n"
" \"name\": { \"str\": \"Test Line Spell\" },\n"
" \"description\": \"Spews a line of magic\",\n"
" \"valid_targets\": [ \"ground\" ],\n"
" \"damage_type\": \"none\",\n"
" \"min_range\": 5,\n"
" \"max_range\": 5,\n"
" \"effect\": \"attack\",\n"
" \"shape\": \"line\","
" \"min_aoe\": 0,\n"
" \"max_aoe\": 0,\n"
" \"flags\": [ \"VERBAL\", \"NO_HANDS\", \"NO_LEGS\" ]\n"
" }\n" );
JsonIn in( str );
JsonObject obj( in );
spell_type::load_spell( obj, "" );
spell sp( spell_test_line_spell );
// set up Character to test with, only need position
npc &c = spawn_npc( point_zero, "test_talker" );
clear_character( c );
c.setpos( tripoint_zero );
// target point 5 tiles east of zero
tripoint target = tripoint_east * 5;
// Ensure that AOE=0 spell covers the 5 tiles along vector towards target
SECTION( "aoe=0" ) {
const std::set<tripoint> reference( { tripoint_east * 1, tripoint_east * 2, tripoint_east * 3, tripoint_east * 4, tripoint_east * 5 } );
std::set<tripoint> targets = calculate_spell_effect_area( sp, target, c );
CHECK( reference == targets );
}
}
TEST_CASE( "remove_field_fd_fatigue", "[magic]" )
{
// Test relies on lighting conditions, so ensure we control the level of
// daylight.
set_time( calendar::turn_zero );
clear_map();
map &m = get_map();
spell sp( spell_AO_CLOSE_TEAR );
avatar &dummy = get_avatar();
clear_avatar();
tripoint player_initial_pos = dummy.pos();
const auto setup_and_remove_fields = [&]( const bool & with_light ) {
CAPTURE( with_light );
CHECK( dummy.pos() == player_initial_pos );
tripoint_abs_ms player_global_pos = m.getglobal( player_initial_pos );
// create fd_fatigue of each intensity near player
tripoint_abs_ms p1 = player_global_pos + tripoint_east * 10;
tripoint_abs_ms p2 = player_global_pos + tripoint_east * 11;
tripoint_abs_ms p3 = player_global_pos + tripoint_east * 12;
tripoint_abs_ms p4 = player_global_pos + tripoint_east * 13;
m.add_field( m.getlocal( p1 ), fd_fatigue, 1, 1_hours );
m.add_field( m.getlocal( p2 ), fd_fatigue, 2, 1_hours );
m.add_field( m.getlocal( p3 ), fd_fatigue, 3, 1_hours );
m.add_field( m.getlocal( p4 ), fd_fatigue, 3, 1_hours );
if( with_light ) {
player_add_headlamp();
}
m.update_visibility_cache( 0 );
m.invalidate_map_cache( 0 );
m.build_map_cache( 0 );
dummy.recalc_sight_limits();
CHECK( m.getglobal( dummy.pos() ) == player_global_pos );
CHECK( count_fields_near( p1, fd_fatigue ) == std::set<tripoint_abs_ms> { p1, p2, p3, p4 } );
spell_effect::remove_field( sp, dummy, player_initial_pos );
calendar::turn += 1_turns;
m.process_fields();
calendar::turn += 1_turns;
m.process_fields();
CHECK( m.getglobal( dummy.pos() ) == player_global_pos );
CHECK( count_fields_near( p1, fd_fatigue ) == std::set<tripoint_abs_ms> { p2, p3, p4 } );
spell_effect::remove_field( sp, dummy, player_initial_pos );
calendar::turn += 1_turns;
m.process_fields();
calendar::turn += 1_turns;
m.process_fields();
CHECK( m.getglobal( dummy.pos() ) == player_global_pos );
CHECK( count_fields_near( p1, fd_fatigue ) == std::set<tripoint_abs_ms> { p3, p4 } );
spell_effect::remove_field( sp, dummy, player_initial_pos );
calendar::turn += 1_turns;
m.process_fields();
calendar::turn += 1_turns;
m.process_fields();
CHECK( count_fields_near( p1, fd_fatigue ) == std::set<tripoint_abs_ms> { p4 } );
};
setup_and_remove_fields( true );
std::string odd_ripple_msg;
std::string swirling_air_msg;
std::string tear_in_reality_msg;
const auto capture_removal_messages = [ &odd_ripple_msg, &swirling_air_msg,
&tear_in_reality_msg ]() {
odd_ripple_msg = "";
swirling_air_msg = "";
tear_in_reality_msg = "";
std::vector<std::pair<std::string, std::string>> msgs = Messages::recent_messages( 0 );
for( std::pair<std::string, std::string> msg_pair : msgs ) {
std::string msg = std::get<1>( msg_pair );
if( msg.find( "odd ripple" ) != std::string::npos ) {
odd_ripple_msg = msg;
} else if( msg.find( "swirling air" ) != std::string::npos ) {
swirling_air_msg = msg;
} else if( msg.find( "tear in reality" ) != std::string::npos ) {
tear_in_reality_msg = msg;
}
}
};
CAPTURE( calendar::turn );
capture_removal_messages();
CHECK( odd_ripple_msg == "The odd ripple fades. You feel strange." );
CHECK( swirling_air_msg == "The swirling air dissipates. You feel strange." );
CHECK( tear_in_reality_msg ==
"The tear in reality pulls you in as it closes and ejects you violently!" );
// check that the player got teleported
CHECK( dummy.pos() != player_initial_pos );
// remove 3 fields again but without lighting this time
clear_avatar();
clear_map();
Messages::clear_messages();
setup_and_remove_fields( false );
capture_removal_messages();
CHECK( odd_ripple_msg.empty() );
CHECK( swirling_air_msg.empty() );
CHECK( tear_in_reality_msg ==
"A nearby tear in reality pulls you in as it closes and ejects you violently!" );
}