refactor: extract damage calculation from terminate

start writing tests (WIP)
This commit is contained in:
Enno Rehling 2015-11-03 14:22:50 +01:00
parent 91a6324a97
commit 15ff621cbb
3 changed files with 116 additions and 81 deletions

View file

@ -1078,66 +1078,14 @@ static int rc_specialdamage(const unit *au, const unit *du, const struct weapon_
return modifier;
}
bool
terminate(troop dt, troop at, int type, const char *damage, bool missile)
{
item **pitm;
fighter *df = dt.fighter;
fighter *af = at.fighter;
unit *au = af->unit;
unit *du = df->unit;
battle *b = df->side->battle;
int heiltrank = 0;
int calculate_armor(troop dt, const weapon_type *dwtype, const weapon_type *awtype, double *magres) {
static int rule_armor = -1;
/* Schild */
side *ds = df->side;
int hp;
fighter *df = dt.fighter;
unit *du = df->unit;
int ar = 0, an, am;
const armor_type *armor = select_armor(dt, false);
const armor_type *shield = select_armor(dt, true);
const weapon_type *dwtype = NULL;
const weapon_type *awtype = NULL;
const weapon *weapon;
int rda, sk = 0, sd;
bool magic = false;
int da = dice_rand(damage);
assert(du->number > 0);
++at.fighter->hits;
switch (type) {
case AT_STANDARD:
weapon = select_weapon(at, true, missile);
sk = weapon_effskill(at, dt, weapon, true, missile);
if (weapon)
awtype = weapon->type;
if (awtype && fval(awtype, WTF_MAGICAL))
magic = true;
break;
case AT_NATURAL:
sk = weapon_effskill(at, dt, NULL, true, missile);
break;
case AT_SPELL:
case AT_COMBATSPELL:
magic = true;
break;
default:
break;
}
weapon = select_weapon(dt, false, true); /* missile=true to get the unmodified best weapon she has */
sd = weapon_effskill(dt, at, weapon, false, false);
if (weapon != NULL)
dwtype = weapon->type;
if (is_riding(at) && (awtype == NULL || (fval(awtype, WTF_HORSEBONUS)
&& !fval(awtype, WTF_MISSILE)))) {
da += CavalryBonus(au, dt, BONUS_DAMAGE);
}
if (armor) {
ar += armor->prot;
if (armor->projectile > 0 && chance(armor->projectile)) {
@ -1182,6 +1130,90 @@ terminate(troop dt, troop at, int type, const char *damage, bool missile)
ar += am;
if (magres) {
/* magic_resistance gib x% Resistenzbonus zurück */
double res = *magres - magic_resistance(du) * 3.0;
if (u_race(du)->battle_flags & BF_EQUIPMENT) {
/* der Effekt von Laen steigt nicht linear */
if (armor && fval(armor, ATF_LAEN))
res *= (1 - armor->magres);
if (shield && fval(shield, ATF_LAEN))
res *= (1 - shield->magres);
if (dwtype)
res *= (1 - dwtype->magres);
}
/* gegen Magie wirkt nur natürliche und magische Rüstung */
ar = an + am;
*magres = res;
}
return ar;
}
bool
terminate(troop dt, troop at, int type, const char *damage, bool missile)
{
item **pitm;
fighter *df = dt.fighter;
fighter *af = at.fighter;
unit *au = af->unit;
unit *du = df->unit;
battle *b = df->side->battle;
int heiltrank = 0;
/* Schild */
side *ds = df->side;
int hp, ar;
const weapon_type *dwtype = NULL;
const weapon_type *awtype = NULL;
const weapon *weapon;
double res = 0.0;
int rda, sk = 0, sd;
bool magic = false;
int da = dice_rand(damage);
assert(du->number > 0);
++at.fighter->hits;
switch (type) {
case AT_STANDARD:
weapon = select_weapon(at, true, missile);
sk = weapon_effskill(at, dt, weapon, true, missile);
if (weapon)
awtype = weapon->type;
if (awtype && fval(awtype, WTF_MAGICAL))
magic = true;
break;
case AT_NATURAL:
sk = weapon_effskill(at, dt, NULL, true, missile);
break;
case AT_SPELL:
case AT_COMBATSPELL:
magic = true;
break;
default:
break;
}
weapon = select_weapon(dt, false, true); /* missile=true to get the unmodified best weapon she has */
sd = weapon_effskill(dt, at, weapon, false, false);
if (weapon != NULL)
dwtype = weapon->type;
if (is_riding(at) && (awtype == NULL || (fval(awtype, WTF_HORSEBONUS)
&& !fval(awtype, WTF_MISSILE)))) {
da += CavalryBonus(au, dt, BONUS_DAMAGE);
}
ar = calculate_armor(dt, dwtype, awtype, magic ? &res : 0);
if (magic) {
da = (int)(_max(da * res, 0));
}
if (type != AT_COMBATSPELL && type != AT_SPELL) {
if (damage_rules & DAMAGE_CRITICAL) {
double kritchance = (sk * 3 - sd) / 200.0;
@ -1218,30 +1250,6 @@ terminate(troop dt, troop at, int type, const char *damage, bool missile)
}
}
if (magic) {
/* Magischer Schaden durch Spruch oder magische Waffe */
double res = 1.0;
/* magic_resistance gib x% Resistenzbonus zurück */
res -= magic_resistance(du) * 3.0;
if (u_race(du)->battle_flags & BF_EQUIPMENT) {
/* der Effekt von Laen steigt nicht linear */
if (armor && fval(armor, ATF_LAEN))
res *= (1 - armor->magres);
if (shield && fval(shield, ATF_LAEN))
res *= (1 - shield->magres);
if (dwtype)
res *= (1 - dwtype->magres);
}
if (res > 0) {
da = (int)(_max(da * res, 0));
}
/* gegen Magie wirkt nur natürliche und magische Rüstung */
ar = an + am;
}
rda = _max(da - ar, 0);
if ((u_race(du)->battle_flags & BF_INV_NONMAGIC) && !magic)

View file

@ -241,9 +241,10 @@ extern "C" {
extern troop select_ally(struct fighter *af, int minrow, int maxrow,
int allytype);
extern int count_enemies(struct battle *b, const struct fighter *af,
int count_enemies(struct battle *b, const struct fighter *af,
int minrow, int maxrow, int select);
extern bool terminate(troop dt, troop at, int type, const char *damage,
int calculate_armor(troop dt, const struct weapon_type *dwtype, const struct weapon_type *awtype, double *magres);
bool terminate(troop dt, troop at, int type, const char *damage,
bool missile);
extern void message_all(battle * b, struct message *m);
extern int hits(troop at, troop dt, weapon * awp);

View file

@ -204,6 +204,31 @@ static void test_building_defence_bonus(CuTest * tc)
test_cleanup();
}
static void test_calculate_armor(CuTest * tc)
{
troop dt;
battle *b;
region *r;
unit *du;
side *ds;
fighter *df;
weapon_type *awtype = 0, *dwtype = 0;
int result;
test_cleanup();
r = test_create_region(0, 0, 0);
du = test_create_unit(test_create_faction(NULL), r);
b = make_battle(r);
ds = make_side(b, du->faction, 0, 0, 0);
df = make_fighter(b, du, ds, false);
dt.fighter = df;
dt.index = 0;
result = calculate_armor(dt, dwtype, awtype, 0);
CuAssertIntEquals(tc, 0, result);
test_cleanup();
}
CuSuite *get_battle_suite(void)
{
CuSuite *suite = CuSuiteNew();
@ -212,5 +237,6 @@ CuSuite *get_battle_suite(void)
SUITE_ADD_TEST(suite, test_attackers_get_no_building_bonus);
SUITE_ADD_TEST(suite, test_building_bonus_respects_size);
SUITE_ADD_TEST(suite, test_building_defence_bonus);
SUITE_ADD_TEST(suite, test_calculate_armor);
return suite;
}