forked from github/server
Merge pull request #801 from stm2/bug2480
fix magic resistance (bug 2480)
This commit is contained in:
commit
576ddb6652
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@ -136,3 +136,15 @@ function test_familiar_lynx()
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assert_equal(1, u:get_skill('magic'))
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assert_equal(1, u:get_skill('perception'))
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end
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function test_bug_2480()
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local r = region.create(0, 0, "plain")
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local f = faction.create("human", "2480@eressea.de", "de")
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local u1 = unit.create(f, r, 1)
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local monster = unit.create(get_monsters(), r, 1, "wyrm")
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u1.number = 30
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u1.hp = u1.hp_max * u1.number
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monster:add_order("ATTACK " .. itoa36(u1.id))
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process_orders()
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assert_equal(0, u1.number);
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end
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498
src/battle.c
498
src/battle.c
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@ -120,7 +120,7 @@ const troop no_troop = { 0, 0 };
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#define DAMAGE_CRITICAL (1<<0)
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#define DAMAGE_MELEE_BONUS (1<<1)
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#define DAMAGE_MISSILE_BONUS (1<<2)
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#define DAMAGE_MISSILE_BONUS (1<<2) /* deprecated */
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#define DAMAGE_SKILL_BONUS (1<<4)
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static int max_turns;
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@ -173,7 +173,7 @@ static void init_rules(void)
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if (config_get_int("rules.combat.melee_bonus", 1)) {
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rule_damage |= DAMAGE_MELEE_BONUS;
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}
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if (config_get_int("rules.combat.missile_bonus", 1)) {
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if (config_get_int("rules.combat.missile_bonus", 1)) { /* deprecated */
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rule_damage |= DAMAGE_MISSILE_BONUS;
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}
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if (config_get_int("rules.combat.skill_bonus", 1)) {
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@ -559,8 +559,7 @@ static weapon *preferred_weapon(const troop t, bool attacking)
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return melee;
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}
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static weapon *select_weapon(const troop t, bool attacking,
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bool ismissile)
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weapon *select_weapon(const troop t, bool attacking, bool ismissile)
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/* select the primary weapon for this trooper */
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{
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if (attacking) {
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@ -774,7 +773,7 @@ bool missile)
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return skill;
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}
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static const armor_type *select_armor(troop t, bool shield)
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const armor_type *select_armor(troop t, bool shield)
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{
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unsigned int type = shield ? ATF_SHIELD : 0;
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unit *u = t.fighter->unit;
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@ -954,6 +953,9 @@ void drain_exp(struct unit *u, int n)
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static void vampirism(troop at, int damage)
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{
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const unit *au = at.fighter->unit;
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if (u_race(au) == get_race(RC_DAEMON)) {
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if (rule_vampire > 0) {
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int gain = damage / rule_vampire;
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int chance = damage - rule_vampire * gain;
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@ -967,6 +969,16 @@ static void vampirism(troop at, int damage)
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at.fighter->person[at.index].hp = maxhp;
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}
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}
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}
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}
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static void ship_damage(int turn, unit *du) {
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if (turn>1) {
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/* someone on the ship got damaged, damage the ship */
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ship *sh = du->ship ? du->ship : leftship(du);
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if (sh)
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fset(sh, SF_DAMAGED);
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}
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}
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#define MAXRACES 128
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@ -1016,85 +1028,94 @@ static int rc_specialdamage(const unit *au, const unit *du, const struct weapon_
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return modifier;
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}
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int calculate_armor(troop dt, const weapon_type *dwtype, const weapon_type *awtype, variant *magres) {
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fighter *df = dt.fighter;
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int calculate_armor(troop dt, const weapon_type *dwtype, const weapon_type *awtype,
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const armor_type *armor, const armor_type *shield, bool magic) {
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const fighter *df = dt.fighter;
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unit *du = df->unit;
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int ar = 0, an, am;
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const armor_type *armor = select_armor(dt, false);
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const armor_type *shield = select_armor(dt, true);
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int total_armor = 0, nat_armor, magic_armor;
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bool missile = awtype && (awtype->flags&WTF_MISSILE);
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if (armor) {
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ar += armor->prot;
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total_armor += armor->prot;
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if (missile && armor->projectile > 0 && chance(armor->projectile)) {
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return -1;
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}
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}
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if (shield) {
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ar += shield->prot;
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total_armor += shield->prot;
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if (missile && shield->projectile > 0 && chance(shield->projectile)) {
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return -1;
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}
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}
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if (magic) {
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/* gegen Magie wirkt nur natuerliche und magische Ruestung */
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total_armor = 0;
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}
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/* nat<61>rliche R<>stung */
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an = natural_armor(du);
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nat_armor = natural_armor(du);
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/* magische R<>stung durch Artefakte oder Spr<70>che */
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/* Momentan nur Trollg<6C>rtel und Werwolf-Eigenschaft */
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am = select_magicarmor(dt);
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magic_armor = select_magicarmor(dt);
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if (rule_nat_armor == 0) {
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/* nat<61>rliche R<>stung ist halbkumulativ */
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if (ar > 0) {
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ar += an / 2;
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if (total_armor > 0) {
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total_armor += nat_armor / 2;
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}
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else {
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ar = an;
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total_armor = nat_armor;
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}
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}
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else {
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/* use the higher value, add half the other value */
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ar = (ar > an) ? (ar + an / 2) : (an + ar / 2);
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total_armor = (total_armor > nat_armor) ? (total_armor + nat_armor / 2) : (nat_armor + total_armor / 2);
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}
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if (awtype && fval(awtype, WTF_ARMORPIERCING)) {
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/* crossbows */
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ar /= 2;
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total_armor /= 2;
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}
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ar += am;
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total_armor += magic_armor;
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if (magres) {
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/* calculate damage multiplier for magical damage */
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variant res;
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assert(total_armor >= 0 || !"armor < 0 means hit denied");
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res = frac_sub(frac_one, magic_resistance(du));
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return total_armor;
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}
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if (u_race(du)->battle_flags & BF_EQUIPMENT) {
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/* der Effekt von Laen steigt nicht linear */
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if (armor && fval(armor, ATF_LAEN)) {
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res = frac_mul(res, frac_sub(frac_one, armor->magres));
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}
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if (shield && fval(shield, ATF_LAEN)) {
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res = frac_mul(res, frac_sub(frac_one, shield->magres));
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}
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if (dwtype) {
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res = frac_mul(res, frac_sub(frac_one, dwtype->magres));
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}
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}
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int apply_resistance(int damage, troop dt, const weapon_type *dwtype, const armor_type *armor, const armor_type *shield, bool magic) {
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const fighter *df = dt.fighter;
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unit *du = df->unit;
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/* gegen Magie wirkt nur natuerliche und magische Ruestung */
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ar = an + am;
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if (res.sa[0] >= 0) {
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*magres = res;
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}
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else {
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*magres = frac_make(0, 1);
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}
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if (!magic)
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return damage;
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/* calculate damage multiplier for magical damage */
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variant resistance_factor = frac_sub(frac_one, magic_resistance(du));
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if (u_race(du)->battle_flags & BF_EQUIPMENT) {
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/* der Effekt von Laen steigt nicht linear */
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if (armor && fval(armor, ATF_LAEN)) {
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resistance_factor = frac_mul(resistance_factor, frac_sub(frac_one, armor->magres));
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}
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if (shield && fval(shield, ATF_LAEN)) {
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resistance_factor = frac_mul(resistance_factor, frac_sub(frac_one, shield->magres));
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}
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if (dwtype) {
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resistance_factor = frac_mul(resistance_factor, frac_sub(frac_one, dwtype->magres));
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}
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}
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if (resistance_factor.sa[0] <= 0) {
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return 0;
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}
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variant reduced_damage = frac_mul(frac_make(damage, 1), resistance_factor);
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return reduced_damage.sa[0] / reduced_damage.sa[1];
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return ar;
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}
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static bool resurrect_troop(troop dt)
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@ -1112,174 +1133,30 @@ static bool resurrect_troop(troop dt)
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return false;
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}
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bool
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terminate(troop dt, troop at, int type, const char *damage, bool missile)
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{
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item **pitm;
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fighter *df = dt.fighter;
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fighter *af = at.fighter;
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unit *au = af->unit;
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unit *du = df->unit;
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battle *b = df->side->battle;
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/* Schild */
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side *ds = df->side;
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int ar;
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const weapon_type *dwtype = NULL;
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const weapon_type *awtype = NULL;
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const weapon *weapon;
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variant res = frac_one;
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int rda, sk = 0, sd;
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bool magic = false;
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int da = dice_rand(damage);
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assert(du->number > 0);
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++at.fighter->hits;
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switch (type) {
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case AT_STANDARD:
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weapon = select_weapon(at, true, missile);
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sk = weapon_effskill(at, dt, weapon, true, missile);
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if (weapon)
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awtype = weapon->type;
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if (awtype && fval(awtype, WTF_MAGICAL))
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magic = true;
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break;
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case AT_NATURAL:
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sk = weapon_effskill(at, dt, NULL, true, missile);
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break;
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case AT_SPELL:
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case AT_COMBATSPELL:
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magic = true;
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break;
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default:
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break;
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}
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weapon = select_weapon(dt, false, true); /* missile=true to get the unmodified best weapon she has */
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sd = weapon_effskill(dt, at, weapon, false, false);
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if (weapon != NULL)
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dwtype = weapon->type;
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if (is_riding(at) && (awtype == NULL || (fval(awtype, WTF_HORSEBONUS)
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&& !fval(awtype, WTF_MISSILE)))) {
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da += CavalryBonus(au, dt, BONUS_DAMAGE);
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}
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ar = calculate_armor(dt, dwtype, awtype, magic ? &res : 0);
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if (ar < 0) {
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return false;
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}
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if (magic) {
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res = frac_sub(frac_one, res);
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res = frac_mul(frac_make(da, 1), res);
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da = res.sa[0] / res.sa[1];
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}
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if (type != AT_COMBATSPELL && type != AT_SPELL) {
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if (rule_damage & DAMAGE_CRITICAL) {
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double kritchance = (sk * 3 - sd) / 200.0;
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int maxk = 4;
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kritchance = fmax(kritchance, 0.005);
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kritchance = fmin(0.9, kritchance);
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while (maxk-- && chance(kritchance)) {
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da += dice_rand(damage);
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}
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}
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da += rc_specialdamage(au, du, awtype);
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if (awtype != NULL && fval(awtype, WTF_MISSILE)) {
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/* missile weapon bonus */
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if (rule_damage & DAMAGE_MISSILE_BONUS) {
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da += af->person[at.index].damage_rear;
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}
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}
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else {
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/* melee bonus */
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if (rule_damage & DAMAGE_MELEE_BONUS) {
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da += af->person[at.index].damage;
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}
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}
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/* Skilldifferenzbonus */
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if (rule_damage & DAMAGE_SKILL_BONUS) {
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da += MAX(0, (sk - sd) / DAMAGE_QUOTIENT);
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static void demon_dazzle(fighter *af, troop dt) {
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const fighter *df = dt.fighter;
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if (u_race(af->unit) == get_race(RC_DAEMON)) {
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if (!(df->person[dt.index].flags & (FL_COURAGE | FL_DAZZLED))) {
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df->person[dt.index].flags |= FL_DAZZLED;
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df->person[dt.index].defence--;
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}
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}
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}
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rda = MAX(da - ar, 0);
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static bool survives(fighter *af, troop dt, battle *b) {
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const unit *du = af->unit;
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const fighter *df = dt.fighter;
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if ((u_race(du)->battle_flags & BF_INV_NONMAGIC) && !magic)
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rda = 0;
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else {
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int qi;
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selist *ql;
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unsigned int i = 0;
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if (u_race(du)->battle_flags & BF_RES_PIERCE)
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i |= WTF_PIERCE;
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if (u_race(du)->battle_flags & BF_RES_CUT)
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i |= WTF_CUT;
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if (u_race(du)->battle_flags & BF_RES_BASH)
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i |= WTF_BLUNT;
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if (i && awtype && fval(awtype, i))
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rda /= 2;
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/* Schilde */
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for (qi = 0, ql = b->meffects; ql; selist_advance(&ql, &qi, 1)) {
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meffect *me = (meffect *)selist_get(ql, qi);
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if (meffect_protection(b, me, ds) != 0) {
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assert(0 <= rda); /* rda sollte hier immer mindestens 0 sein */
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/* jeder Schaden wird um effect% reduziert bis der Schild duration
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* Trefferpunkte aufgefangen hat */
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if (me->typ == SHIELD_REDUCE) {
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int hp = rda * (me->effect / 100);
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rda -= hp;
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me->duration -= hp;
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}
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/* gibt R<>stung +effect f<>r duration Treffer */
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if (me->typ == SHIELD_ARMOR) {
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rda = MAX(rda - me->effect, 0);
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me->duration--;
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}
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}
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}
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}
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assert(dt.index >= 0 && dt.index < du->number);
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if (rda>0) {
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df->person[dt.index].hp -= rda;
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if (u_race(au) == get_race(RC_DAEMON)) {
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vampirism(at, rda);
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}
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if (b->turn>1) {
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/* someone on the ship got damaged, damage the ship */
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ship *sh = du->ship ? du->ship : leftship(du);
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if (sh)
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fset(sh, SF_DAMAGED);
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}
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}
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if (df->person[dt.index].hp > 0) { /* Hat <20>berlebt */
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if (u_race(au) == get_race(RC_DAEMON)) {
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if (!(df->person[dt.index].flags & (FL_COURAGE | FL_DAZZLED))) {
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df->person[dt.index].flags |= FL_DAZZLED;
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df->person[dt.index].defence--;
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}
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}
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return false;
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demon_dazzle(af, dt);
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return true;
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}
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/* Sieben Leben */
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if (u_race(du) == get_race(RC_CAT) && (chance(1.0 / 7))) {
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df->person[dt.index].hp = unit_max_hp(du);
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return false;
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return true;
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}
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/* healing potions can avert a killing blow */
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|
@ -1287,23 +1164,218 @@ terminate(troop dt, troop at, int type, const char *damage, bool missile)
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message *m = msg_message("potionsave", "unit", du);
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battle_message_faction(b, du->faction, m);
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msg_release(m);
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return true;
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}
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return false;
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}
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static void destroy_items(troop dt) {
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unit *du = dt.fighter->unit;
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item **pitm;
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|
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for (pitm = &du->items; *pitm;) {
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item *itm = *pitm;
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const item_type *itype = itm->type;
|
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if (!(itype->flags & ITF_CURSED) && dt.index < itm->number) {
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/* 25% Grundchance, das ein Item kaputtgeht. */
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if (rng_int() % 4 < 1) {
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i_change(pitm, itype, -1);
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}
|
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}
|
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if (*pitm == itm) {
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pitm = &itm->next;
|
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}
|
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}
|
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|
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}
|
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|
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static void calculate_defence_type(troop dt, troop at, int type, bool missile,
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const weapon_type **dwtype, int *defskill) {
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const weapon *weapon;
|
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weapon = select_weapon(dt, false, true); /* missile=true to get the unmodified best weapon she has */
|
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*defskill = weapon_effskill(dt, at, weapon, false, false);
|
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if (weapon != NULL)
|
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*dwtype = weapon->type;
|
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}
|
||||
|
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static void calculate_attack_type(troop dt, troop at, int type, bool missile,
|
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const weapon_type **awtype, int *attskill, bool *magic) {
|
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const weapon *weapon;
|
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|
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switch (type) {
|
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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;
|
||||
}
|
||||
++at.fighter->kills;
|
||||
|
||||
for (pitm = &du->items; *pitm;) {
|
||||
item *itm = *pitm;
|
||||
const item_type *itype = itm->type;
|
||||
if (!(itype->flags & ITF_CURSED) && dt.index < itm->number) {
|
||||
/* 25% Grundchance, das ein Item kaputtgeht. */
|
||||
if (rng_int() % 4 < 1) {
|
||||
i_change(pitm, itype, -1);
|
||||
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;
|
||||
}
|
||||
}
|
||||
if (*pitm == itm) {
|
||||
pitm = &itm->next;
|
||||
|
||||
/* 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;
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue