Merge pull request #801 from stm2/bug2480

fix magic resistance (bug 2480)
This commit is contained in:
Enno Rehling 2018-10-13 20:25:31 +02:00 committed by GitHub
commit 576ddb6652
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4 changed files with 374 additions and 246 deletions

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@ -136,3 +136,15 @@ function test_familiar_lynx()
assert_equal(1, u:get_skill('magic'))
assert_equal(1, u:get_skill('perception'))
end
function test_bug_2480()
local r = region.create(0, 0, "plain")
local f = faction.create("human", "2480@eressea.de", "de")
local u1 = unit.create(f, r, 1)
local monster = unit.create(get_monsters(), r, 1, "wyrm")
u1.number = 30
u1.hp = u1.hp_max * u1.number
monster:add_order("ATTACK " .. itoa36(u1.id))
process_orders()
assert_equal(0, u1.number);
end

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@ -120,7 +120,7 @@ const troop no_troop = { 0, 0 };
#define DAMAGE_CRITICAL (1<<0)
#define DAMAGE_MELEE_BONUS (1<<1)
#define DAMAGE_MISSILE_BONUS (1<<2)
#define DAMAGE_MISSILE_BONUS (1<<2) /* deprecated */
#define DAMAGE_SKILL_BONUS (1<<4)
static int max_turns;
@ -173,7 +173,7 @@ static void init_rules(void)
if (config_get_int("rules.combat.melee_bonus", 1)) {
rule_damage |= DAMAGE_MELEE_BONUS;
}
if (config_get_int("rules.combat.missile_bonus", 1)) {
if (config_get_int("rules.combat.missile_bonus", 1)) { /* deprecated */
rule_damage |= DAMAGE_MISSILE_BONUS;
}
if (config_get_int("rules.combat.skill_bonus", 1)) {
@ -559,8 +559,7 @@ static weapon *preferred_weapon(const troop t, bool attacking)
return melee;
}
static weapon *select_weapon(const troop t, bool attacking,
bool ismissile)
weapon *select_weapon(const troop t, bool attacking, bool ismissile)
/* select the primary weapon for this trooper */
{
if (attacking) {
@ -774,7 +773,7 @@ bool missile)
return skill;
}
static const armor_type *select_armor(troop t, bool shield)
const armor_type *select_armor(troop t, bool shield)
{
unsigned int type = shield ? ATF_SHIELD : 0;
unit *u = t.fighter->unit;
@ -954,6 +953,9 @@ void drain_exp(struct unit *u, int n)
static void vampirism(troop at, int damage)
{
const unit *au = at.fighter->unit;
if (u_race(au) == get_race(RC_DAEMON)) {
if (rule_vampire > 0) {
int gain = damage / rule_vampire;
int chance = damage - rule_vampire * gain;
@ -968,6 +970,16 @@ static void vampirism(troop at, int damage)
}
}
}
}
static void ship_damage(int turn, unit *du) {
if (turn>1) {
/* someone on the ship got damaged, damage the ship */
ship *sh = du->ship ? du->ship : leftship(du);
if (sh)
fset(sh, SF_DAMAGED);
}
}
#define MAXRACES 128
@ -1016,85 +1028,94 @@ static int rc_specialdamage(const unit *au, const unit *du, const struct weapon_
return modifier;
}
int calculate_armor(troop dt, const weapon_type *dwtype, const weapon_type *awtype, variant *magres) {
fighter *df = dt.fighter;
int calculate_armor(troop dt, const weapon_type *dwtype, const weapon_type *awtype,
const armor_type *armor, const armor_type *shield, bool magic) {
const 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);
int total_armor = 0, nat_armor, magic_armor;
bool missile = awtype && (awtype->flags&WTF_MISSILE);
if (armor) {
ar += armor->prot;
total_armor += armor->prot;
if (missile && armor->projectile > 0 && chance(armor->projectile)) {
return -1;
}
}
if (shield) {
ar += shield->prot;
total_armor += shield->prot;
if (missile && shield->projectile > 0 && chance(shield->projectile)) {
return -1;
}
}
if (magic) {
/* gegen Magie wirkt nur natuerliche und magische Ruestung */
total_armor = 0;
}
/* nat<61>rliche R<>stung */
an = natural_armor(du);
nat_armor = natural_armor(du);
/* magische R<>stung durch Artefakte oder Spr<70>che */
/* Momentan nur Trollg<6C>rtel und Werwolf-Eigenschaft */
am = select_magicarmor(dt);
magic_armor = select_magicarmor(dt);
if (rule_nat_armor == 0) {
/* nat<61>rliche R<>stung ist halbkumulativ */
if (ar > 0) {
ar += an / 2;
if (total_armor > 0) {
total_armor += nat_armor / 2;
}
else {
ar = an;
total_armor = nat_armor;
}
}
else {
/* use the higher value, add half the other value */
ar = (ar > an) ? (ar + an / 2) : (an + ar / 2);
total_armor = (total_armor > nat_armor) ? (total_armor + nat_armor / 2) : (nat_armor + total_armor / 2);
}
if (awtype && fval(awtype, WTF_ARMORPIERCING)) {
/* crossbows */
ar /= 2;
total_armor /= 2;
}
ar += am;
total_armor += magic_armor;
assert(total_armor >= 0 || !"armor < 0 means hit denied");
return total_armor;
}
int apply_resistance(int damage, troop dt, const weapon_type *dwtype, const armor_type *armor, const armor_type *shield, bool magic) {
const fighter *df = dt.fighter;
unit *du = df->unit;
if (!magic)
return damage;
if (magres) {
/* calculate damage multiplier for magical damage */
variant res;
res = frac_sub(frac_one, magic_resistance(du));
variant resistance_factor = frac_sub(frac_one, magic_resistance(du));
if (u_race(du)->battle_flags & BF_EQUIPMENT) {
/* der Effekt von Laen steigt nicht linear */
if (armor && fval(armor, ATF_LAEN)) {
res = frac_mul(res, frac_sub(frac_one, armor->magres));
resistance_factor = frac_mul(resistance_factor, frac_sub(frac_one, armor->magres));
}
if (shield && fval(shield, ATF_LAEN)) {
res = frac_mul(res, frac_sub(frac_one, shield->magres));
resistance_factor = frac_mul(resistance_factor, frac_sub(frac_one, shield->magres));
}
if (dwtype) {
res = frac_mul(res, frac_sub(frac_one, dwtype->magres));
resistance_factor = frac_mul(resistance_factor, frac_sub(frac_one, dwtype->magres));
}
}
if (resistance_factor.sa[0] <= 0) {
return 0;
}
/* gegen Magie wirkt nur natuerliche und magische Ruestung */
ar = an + am;
if (res.sa[0] >= 0) {
*magres = res;
}
else {
*magres = frac_make(0, 1);
}
}
variant reduced_damage = frac_mul(frac_make(damage, 1), resistance_factor);
return reduced_damage.sa[0] / reduced_damage.sa[1];
return ar;
}
static bool resurrect_troop(troop dt)
@ -1112,174 +1133,30 @@ static bool resurrect_troop(troop dt)
return false;
}
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;
/* Schild */
side *ds = df->side;
int ar;
const weapon_type *dwtype = NULL;
const weapon_type *awtype = NULL;
const weapon *weapon;
variant res = frac_one;
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 (ar < 0) {
return false;
}
if (magic) {
res = frac_sub(frac_one, res);
res = frac_mul(frac_make(da, 1), res);
da = res.sa[0] / res.sa[1];
}
if (type != AT_COMBATSPELL && type != AT_SPELL) {
if (rule_damage & DAMAGE_CRITICAL) {
double kritchance = (sk * 3 - sd) / 200.0;
int maxk = 4;
kritchance = fmax(kritchance, 0.005);
kritchance = fmin(0.9, kritchance);
while (maxk-- && chance(kritchance)) {
da += dice_rand(damage);
}
}
da += rc_specialdamage(au, du, awtype);
if (awtype != NULL && fval(awtype, WTF_MISSILE)) {
/* missile weapon bonus */
if (rule_damage & DAMAGE_MISSILE_BONUS) {
da += af->person[at.index].damage_rear;
}
}
else {
/* melee bonus */
if (rule_damage & DAMAGE_MELEE_BONUS) {
da += af->person[at.index].damage;
}
}
/* Skilldifferenzbonus */
if (rule_damage & DAMAGE_SKILL_BONUS) {
da += MAX(0, (sk - sd) / DAMAGE_QUOTIENT);
}
}
rda = MAX(da - ar, 0);
if ((u_race(du)->battle_flags & BF_INV_NONMAGIC) && !magic)
rda = 0;
else {
int qi;
selist *ql;
unsigned int i = 0;
if (u_race(du)->battle_flags & BF_RES_PIERCE)
i |= WTF_PIERCE;
if (u_race(du)->battle_flags & BF_RES_CUT)
i |= WTF_CUT;
if (u_race(du)->battle_flags & BF_RES_BASH)
i |= WTF_BLUNT;
if (i && awtype && fval(awtype, i))
rda /= 2;
/* Schilde */
for (qi = 0, ql = b->meffects; ql; selist_advance(&ql, &qi, 1)) {
meffect *me = (meffect *)selist_get(ql, qi);
if (meffect_protection(b, me, ds) != 0) {
assert(0 <= rda); /* rda sollte hier immer mindestens 0 sein */
/* jeder Schaden wird um effect% reduziert bis der Schild duration
* Trefferpunkte aufgefangen hat */
if (me->typ == SHIELD_REDUCE) {
int hp = rda * (me->effect / 100);
rda -= hp;
me->duration -= hp;
}
/* gibt R<>stung +effect f<>r duration Treffer */
if (me->typ == SHIELD_ARMOR) {
rda = MAX(rda - me->effect, 0);
me->duration--;
}
}
}
}
assert(dt.index >= 0 && dt.index < du->number);
if (rda>0) {
df->person[dt.index].hp -= rda;
if (u_race(au) == get_race(RC_DAEMON)) {
vampirism(at, rda);
}
if (b->turn>1) {
/* someone on the ship got damaged, damage the ship */
ship *sh = du->ship ? du->ship : leftship(du);
if (sh)
fset(sh, SF_DAMAGED);
}
}
if (df->person[dt.index].hp > 0) { /* Hat <20>berlebt */
if (u_race(au) == get_race(RC_DAEMON)) {
static void demon_dazzle(fighter *af, troop dt) {
const fighter *df = dt.fighter;
if (u_race(af->unit) == get_race(RC_DAEMON)) {
if (!(df->person[dt.index].flags & (FL_COURAGE | FL_DAZZLED))) {
df->person[dt.index].flags |= FL_DAZZLED;
df->person[dt.index].defence--;
}
}
return false;
}
static bool survives(fighter *af, troop dt, battle *b) {
const unit *du = af->unit;
const fighter *df = dt.fighter;
if (df->person[dt.index].hp > 0) { /* Hat <20>berlebt */
demon_dazzle(af, dt);
return true;
}
/* Sieben Leben */
if (u_race(du) == get_race(RC_CAT) && (chance(1.0 / 7))) {
df->person[dt.index].hp = unit_max_hp(du);
return false;
return true;
}
/* healing potions can avert a killing blow */
@ -1287,9 +1164,16 @@ terminate(troop dt, troop at, int type, const char *damage, bool missile)
message *m = msg_message("potionsave", "unit", du);
battle_message_faction(b, du->faction, m);
msg_release(m);
return true;
}
return false;
}
++at.fighter->kills;
static void destroy_items(troop dt) {
unit *du = dt.fighter->unit;
item **pitm;
for (pitm = &du->items; *pitm;) {
item *itm = *pitm;
@ -1304,6 +1188,194 @@ terminate(troop dt, troop at, int type, const char *damage, bool missile)
pitm = &itm->next;
}
}
}
static void calculate_defence_type(troop dt, troop at, int type, bool missile,
const weapon_type **dwtype, int *defskill) {
const weapon *weapon;
weapon = select_weapon(dt, false, true); /* missile=true to get the unmodified best weapon she has */
*defskill = weapon_effskill(dt, at, weapon, false, false);
if (weapon != NULL)
*dwtype = weapon->type;
}
static void calculate_attack_type(troop dt, troop at, int type, bool missile,
const weapon_type **awtype, int *attskill, bool *magic) {
const weapon *weapon;
switch (type) {
case AT_STANDARD:
weapon = select_weapon(at, true, missile);
*attskill = weapon_effskill(at, dt, weapon, true, missile);
if (weapon)
*awtype = weapon->type;
if (*awtype && fval(*awtype, WTF_MAGICAL))
*magic = true;
break;
case AT_NATURAL:
*attskill = weapon_effskill(at, dt, NULL, true, missile);
break;
case AT_SPELL:
case AT_COMBATSPELL:
*magic = true;
break;
default:
break;
}
}
static int crit_damage(int attskill, int defskill, const char *damage_formula) {
int damage = 0;
if (rule_damage & DAMAGE_CRITICAL) {
double kritchance = (attskill * 3 - defskill) / 200.0;
int maxk = 4;
kritchance = fmax(kritchance, 0.005);
kritchance = fmin(0.9, kritchance);
while (maxk-- && chance(kritchance)) {
damage += dice_rand(damage_formula);
}
}
return damage;
}
static int apply_race_resistance(int reduced_damage, fighter *df,
const weapon_type *awtype, bool magic) {
unit *du = df->unit;
if ((u_race(du)->battle_flags & BF_INV_NONMAGIC) && !magic)
reduced_damage = 0;
else {
unsigned int i = 0;
if (u_race(du)->battle_flags & BF_RES_PIERCE)
i |= WTF_PIERCE;
if (u_race(du)->battle_flags & BF_RES_CUT)
i |= WTF_CUT;
if (u_race(du)->battle_flags & BF_RES_BASH)
i |= WTF_BLUNT;
if (i && awtype && fval(awtype, i))
reduced_damage /= 2;
}
return reduced_damage;
}
static int apply_magicshield(int reduced_damage, fighter *df,
const weapon_type *awtype, battle *b, bool magic) {
side *ds = df->side;
selist *ql;
int qi;
if (reduced_damage <= 0)
return 0;
/* Schilde */
for (qi = 0, ql = b->meffects; ql; selist_advance(&ql, &qi, 1)) {
meffect *me = (meffect *) selist_get(ql, qi);
if (meffect_protection(b, me, ds) != 0) {
assert(0 <= reduced_damage); /* rda sollte hier immer mindestens 0 sein */
/* jeder Schaden wird um effect% reduziert bis der Schild duration
* Trefferpunkte aufgefangen hat */
if (me->typ == SHIELD_REDUCE) {
int hp = reduced_damage * (me->effect / 100);
reduced_damage -= hp;
me->duration -= hp;
}
/* gibt R<>stung +effect f<>r duration Treffer */
if (me->typ == SHIELD_ARMOR) {
reduced_damage = MAX(reduced_damage - me->effect, 0);
me->duration--;
}
}
}
return reduced_damage;
}
bool
terminate(troop dt, troop at, int type, const char *damage_formula, bool missile)
{
fighter *df = dt.fighter;
fighter *af = at.fighter;
unit *au = af->unit;
unit *du = df->unit;
battle *b = df->side->battle;
int armor_value;
const weapon_type *dwtype = NULL;
const weapon_type *awtype = NULL;
const armor_type *armor = NULL;
const armor_type *shield = NULL;
int reduced_damage, attskill = 0, defskill = 0;
bool magic = false;
int damage = dice_rand(damage_formula);
assert(du->number > 0);
++at.fighter->hits;
calculate_attack_type(at, dt, type, missile, &awtype, &attskill, &magic);
calculate_defence_type(at, dt, type, missile, &awtype, &attskill);
if (is_riding(at) && (awtype == NULL || (fval(awtype, WTF_HORSEBONUS)
&& !fval(awtype, WTF_MISSILE)))) {
damage += CavalryBonus(au, dt, BONUS_DAMAGE);
}
armor = select_armor(dt, false);
shield = select_armor(dt, true);
armor_value = calculate_armor(dt, dwtype, awtype, armor, shield, magic);
if (armor_value < 0) {
return false;
}
damage = apply_resistance(damage, dt, dwtype, armor, shield, magic);
if (type != AT_COMBATSPELL && type != AT_SPELL) {
damage += crit_damage(attskill, defskill, damage_formula);
damage += rc_specialdamage(au, du, awtype);
if (awtype == NULL || !fval(awtype, WTF_MISSILE)) {
/* melee bonus */
if (rule_damage & DAMAGE_MELEE_BONUS) {
damage += af->person[at.index].damage;
}
}
/* Skilldifferenzbonus */
if (rule_damage & DAMAGE_SKILL_BONUS) {
damage += MAX(0, (attskill - defskill) / DAMAGE_QUOTIENT);
}
}
reduced_damage = MAX(damage - armor_value, 0);
reduced_damage = apply_race_resistance(reduced_damage, df, awtype, magic);
reduced_damage = apply_magicshield(reduced_damage, df, awtype, b, magic);
assert(dt.index >= 0 && dt.index < du->number);
if (reduced_damage > 0) {
df->person[dt.index].hp -= reduced_damage;
vampirism(at, reduced_damage);
ship_damage(b->turn, du);
}
if (survives(af, dt, b))
return false;
++at.fighter->kills;
destroy_items(dt);
kill_troop(dt);
return true;

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@ -175,7 +175,6 @@ extern "C" {
int attack;
int defence;
int damage;
int damage_rear;
int flags;
int speed;
int reload;
@ -233,7 +232,10 @@ extern "C" {
int count_enemies(struct battle *b, const struct fighter *af,
int minrow, int maxrow, int select);
int natural_armor(struct unit * u);
int calculate_armor(troop dt, const struct weapon_type *dwtype, const struct weapon_type *awtype, union variant *magres);
const struct armor_type *select_armor(struct troop t, bool shield);
struct weapon *select_weapon(const struct troop t, bool attacking, bool ismissile);
int calculate_armor(troop dt, const struct weapon_type *dwtype, const struct weapon_type *awtype, const struct armor_type *armor, const struct armor_type *shield, bool magic);
int apply_resistance(int damage, struct troop dt, const struct weapon_type *dwtype, const struct armor_type *armor, const struct armor_type *shield, bool magic);
bool terminate(troop dt, troop at, int type, const char *damage,
bool missile);
void message_all(battle * b, struct message *m);

View File

@ -358,6 +358,16 @@ static void test_natural_armor(CuTest * tc)
test_teardown();
}
static int test_armor(troop dt, weapon_type *awtype, bool magic) {
return calculate_armor(dt, 0, awtype, select_armor(dt, false), select_armor(dt, true), magic);
}
static int test_resistance(troop dt) {
return apply_resistance(1000, dt,
select_weapon(dt, false, true) ? select_weapon(dt, false, true)->type : 0,
select_armor(dt, false), select_armor(dt, true), true);
}
static void test_calculate_armor(CuTest * tc)
{
troop dt;
@ -368,7 +378,6 @@ static void test_calculate_armor(CuTest * tc)
armor_type *ashield, *achain;
item_type *ibelt, *ishield, *ichain;
race *rc;
variant magres = frac_zero;
variant v50p = frac_make(1, 2);
test_setup();
@ -384,18 +393,19 @@ static void test_calculate_armor(CuTest * tc)
dt.index = 0;
dt.fighter = setup_fighter(&b, du);
CuAssertIntEquals_Msg(tc, "default ac", 0, calculate_armor(dt, 0, 0, &magres));
CuAssertIntEquals_Msg(tc, "magres unmodified", magres.sa[0], magres.sa[1]);
CuAssertIntEquals_Msg(tc, "default ac", 0, test_armor(dt, 0, false));
CuAssertIntEquals_Msg(tc, "magres unmodified", 1000, test_resistance(dt));
free_battle(b);
b = NULL;
i_change(&du->items, ibelt, 1);
dt.fighter = setup_fighter(&b, du);
CuAssertIntEquals_Msg(tc, "without natural armor", 0, natural_armor(du));
CuAssertIntEquals_Msg(tc, "magical armor", 1, calculate_armor(dt, 0, 0, 0));
CuAssertIntEquals_Msg(tc, "magical armor", 1, test_armor(dt, 0, false));
rc->armor = 2;
CuAssertIntEquals_Msg(tc, "with natural armor", 2, natural_armor(du));
CuAssertIntEquals_Msg(tc, "natural armor", 3, calculate_armor(dt, 0, 0, 0));
CuAssertIntEquals_Msg(tc, "natural armor", 3, test_armor(dt, 0, false));
rc->armor = 0;
free_battle(b);
@ -404,29 +414,30 @@ static void test_calculate_armor(CuTest * tc)
i_change(&du->items, ichain, 1);
dt.fighter = setup_fighter(&b, du);
rc->battle_flags &= ~BF_EQUIPMENT;
CuAssertIntEquals_Msg(tc, "require BF_EQUIPMENT", 1, calculate_armor(dt, 0, 0, 0));
CuAssertIntEquals_Msg(tc, "require BF_EQUIPMENT", 1, test_armor(dt, 0, false));
free_battle(b);
b = NULL;
rc->battle_flags |= BF_EQUIPMENT;
dt.fighter = setup_fighter(&b, du);
CuAssertIntEquals_Msg(tc, "stack equipment rc", 5, calculate_armor(dt, 0, 0, 0));
CuAssertIntEquals_Msg(tc, "stack equipment rc", 5, test_armor(dt, 0, false));
rc->armor = 2;
CuAssertIntEquals_Msg(tc, "natural armor adds 50%", 6, calculate_armor(dt, 0, 0, 0));
CuAssertIntEquals_Msg(tc, "natural armor adds 50%", 6, test_armor(dt, 0, false));
wtype->flags = WTF_NONE;
CuAssertIntEquals_Msg(tc, "regular weapon has no effect", 6, calculate_armor(dt, 0, wtype, 0));
CuAssertIntEquals_Msg(tc, "regular weapon has no effect", 6, test_armor(dt, wtype, false));
wtype->flags = WTF_ARMORPIERCING;
CuAssertIntEquals_Msg(tc, "armor piercing weapon", 3, calculate_armor(dt, 0, wtype, 0));
CuAssertIntEquals_Msg(tc, "armor piercing weapon", 3, test_armor(dt, wtype, false));
wtype->flags = WTF_NONE;
CuAssertIntEquals_Msg(tc, "magical attack", 3, calculate_armor(dt, 0, 0, &magres));
CuAssertIntEquals_Msg(tc, "magres unmodified", magres.sa[1], magres.sa[0]);
CuAssertIntEquals_Msg(tc, "magical attack", 3, test_armor(dt, wtype, true));
CuAssertIntEquals_Msg(tc, "magres unmodified", 1000,
test_resistance(dt));
ashield->flags |= ATF_LAEN;
achain->flags |= ATF_LAEN;
magres = frac_one;
CuAssertIntEquals_Msg(tc, "laen armor", 3, calculate_armor(dt, 0, 0, &magres));
CuAssertIntEquals_Msg(tc, "laen magres bonus", 4, magres.sa[1]);
CuAssertIntEquals_Msg(tc, "laen armor", 3, test_armor(dt, wtype, true));
CuAssertIntEquals_Msg(tc, "laen magres bonus", 250, test_resistance(dt));
free_battle(b);
test_teardown();
}
@ -456,15 +467,17 @@ static void test_magic_resistance(CuTest *tc)
i_change(&du->items, ishield, 1);
dt.fighter = setup_fighter(&b, du);
calculate_armor(dt, 0, 0, &magres);
CuAssertIntEquals_Msg(tc, "no magres reduction", magres.sa[1], magres.sa[0]);
CuAssertIntEquals_Msg(tc, "no magres reduction", 1000, test_resistance(dt));
magres = magic_resistance(du);
CuAssertIntEquals_Msg(tc, "no magres reduction", 0, magres.sa[0]);
ashield->flags |= ATF_LAEN;
ashield->magres = v10p;
calculate_armor(dt, 0, 0, &magres);
CuAssert(tc, "laen reduction => 10%%", frac_equal(frac_make(9, 10), magres));
CuAssertIntEquals_Msg(tc, "laen reduction => 10%%", 900, test_resistance(dt));
CuAssertIntEquals_Msg(tc, "no magic, no resistance", 1000,
apply_resistance(1000, dt,
select_weapon(dt, false, true) ? select_weapon(dt, false, true)->type : 0,
select_armor(dt, false), select_armor(dt, true), false));
free_battle(b);
b = NULL;
@ -474,8 +487,7 @@ static void test_magic_resistance(CuTest *tc)
ashield->flags |= ATF_LAEN;
ashield->magres = v10p;
dt.fighter = setup_fighter(&b, du);
calculate_armor(dt, 0, 0, &magres);
CuAssert(tc, "2x laen reduction => 81%%", frac_equal(frac_make(81, 100), magres));
CuAssertIntEquals_Msg(tc, "2x laen reduction => 81%%", 810, test_resistance(dt));
free_battle(b);
b = NULL;
@ -483,21 +495,18 @@ static void test_magic_resistance(CuTest *tc)
i_change(&du->items, ichain, -1);
set_level(du, SK_MAGIC, 2);
dt.fighter = setup_fighter(&b, du);
calculate_armor(dt, 0, 0, &magres);
CuAssert(tc, "skill reduction => 90%%", frac_equal(magres, frac_make(9, 10)));
CuAssertIntEquals_Msg(tc, "skill reduction => 90%%", 900, test_resistance(dt));
magres = magic_resistance(du);
CuAssert(tc, "skill reduction", frac_equal(magres, v10p));
rc->magres = v50p; /* percentage, gets added to skill bonus */
calculate_armor(dt, 0, 0, &magres);
CuAssert(tc, "race reduction => 40%%", frac_equal(magres, frac_make(4, 10)));
CuAssertIntEquals_Msg(tc, "race reduction => 40%%", 400, test_resistance(dt));
magres = magic_resistance(du);
CuAssert(tc, "race bonus => 60%%", frac_equal(magres, frac_make(60, 100)));
rc->magres = frac_make(15, 10); /* 150% resistance should not cause negative damage multiplier */
magres = magic_resistance(du);
CuAssert(tc, "magic resistance is never > 0.9", frac_equal(magres, frac_make(9, 10)));
calculate_armor(dt, 0, 0, &magres);
CuAssert(tc, "damage reduction is never < 0.1", frac_equal(magres, frac_make(1, 10)));
CuAssertIntEquals_Msg(tc, "damage reduction is never < 0.1", 100, test_resistance(dt));
free_battle(b);
test_teardown();
@ -532,12 +541,12 @@ static void test_projectile_armor(CuTest * tc)
dt.fighter = setup_fighter(&b, du);
wtype->flags = WTF_MISSILE;
achain->projectile = 1.0;
CuAssertIntEquals_Msg(tc, "projectile armor", -1, calculate_armor(dt, 0, wtype, 0));
CuAssertIntEquals_Msg(tc, "projectile armor", -1, test_armor(dt, wtype, false));
achain->projectile = 0.0;
ashield->projectile = 1.0;
CuAssertIntEquals_Msg(tc, "projectile shield", -1, calculate_armor(dt, 0, wtype, 0));
CuAssertIntEquals_Msg(tc, "projectile shield", -1, test_armor(dt, wtype, false));
wtype->flags = WTF_NONE;
CuAssertIntEquals_Msg(tc, "no projectiles", 4, calculate_armor(dt, 0, wtype, 0));
CuAssertIntEquals_Msg(tc, "no projectiles", 4, test_armor(dt, wtype, false));
free_battle(b);
test_teardown();
}
@ -575,6 +584,38 @@ static void test_battle_skilldiff(CuTest *tc)
test_teardown();
}
static void test_terminate(CuTest * tc)
{
troop at, dt;
battle *b = NULL;
region *r;
unit *au, *du;
race *rc;
test_setup();
r = test_create_region(0, 0, NULL);
rc = test_create_race("human");
au = test_create_unit(test_create_faction(rc), r);
du = test_create_unit(test_create_faction(rc), r);
dt.index = 0;
at.index = 0;
at.fighter = setup_fighter(&b, au);
dt.fighter = setup_fighter(&b, du);
CuAssertIntEquals_Msg(tc, "not killed", 0, terminate(dt, at, AT_STANDARD, "1d1", false));
b = NULL;
at.fighter = setup_fighter(&b, au);
dt.fighter = setup_fighter(&b, du);
CuAssertIntEquals_Msg(tc, "killed", 1, terminate(dt, at, AT_STANDARD, "100d1", false));
CuAssertIntEquals_Msg(tc, "number", 0, dt.fighter->person[0].hp);
free_battle(b);
test_teardown();
}
static void test_battle_report_one(CuTest *tc)
{
battle * b = NULL;
@ -853,6 +894,7 @@ CuSuite *get_battle_suite(void)
SUITE_ADD_TEST(suite, test_magic_resistance);
SUITE_ADD_TEST(suite, test_projectile_armor);
SUITE_ADD_TEST(suite, test_tactics_chance);
SUITE_ADD_TEST(suite, test_terminate);
DISABLE_TEST(suite, test_drain_exp);
return suite;
}