forked from github/server
fix review comments,
extract meffect_protection and add a test.
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parent
f11802d817
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9c9be163d8
47
src/battle.c
47
src/battle.c
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@ -778,7 +778,28 @@ int select_magicarmor(troop t)
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return ma;
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}
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/* Sind side ds und Magier des meffect verbuendet, dann return 1*/
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int meffect_apply(struct meffect *me, int damage) {
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assert(0 <= damage); /* damage 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 && me->effect <= 100) {
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int hp = damage * me->effect / 100;
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if (hp > me->duration) {
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hp = me->duration;
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}
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damage -= hp;
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me->duration -= hp;
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}
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/* gibt Ruestung +effect fuer duration Treffer */
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else if (me->typ == SHIELD_ARMOR) {
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damage -= me->effect;
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if (damage < 0) damage = 0;
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me->duration--;
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}
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return damage;
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}
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/* Sind side ds und Magier des meffect verbuendet? */
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bool meffect_protection(battle * b, meffect * s, side * ds)
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{
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UNUSED_ARG(b);
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@ -793,7 +814,7 @@ bool meffect_protection(battle * b, meffect * s, side * ds)
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return false;
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}
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/* Sind side as und Magier des meffect verfeindet, dann return 1*/
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/* Sind side as und Magier des meffect verfeindet? */
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bool meffect_blocked(battle * b, meffect * s, side * as)
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{
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UNUSED_ARG(b);
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@ -1219,37 +1240,25 @@ static int apply_race_resistance(int reduced_damage, fighter *df,
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return reduced_damage;
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}
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static int apply_magicshield(int reduced_damage, fighter *df,
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static int apply_magicshield(int damage, fighter *df,
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const weapon_type *awtype, battle *b, bool magic) {
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side *ds = df->side;
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selist *ql;
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int qi;
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if (reduced_damage <= 0)
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if (damage <= 0) {
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return 0;
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}
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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 <= reduced_damage); /* 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 = reduced_damage * me->effect / 100;
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reduced_damage -= hp;
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me->duration -= hp;
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}
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/* gibt Ruestung +effect fuer duration Treffer */
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if (me->typ == SHIELD_ARMOR) {
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reduced_damage -= me->effect;
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if (reduced_damage < 0) reduced_damage = 0;
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me->duration--;
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}
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damage = meffect_apply(me, damage);
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}
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}
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return reduced_damage;
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return damage;
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}
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bool
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@ -254,6 +254,7 @@ extern "C" {
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void battle_message_faction(struct battle * b, struct faction * f, struct message *m);
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double tactics_chance(const struct unit *u, int skilldiff);
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int meffect_apply(struct meffect *me, int damage);
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#ifdef __cplusplus
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}
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#endif
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@ -448,6 +448,30 @@ static void test_calculate_armor(CuTest * tc)
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test_teardown();
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}
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static void test_spells_reduce_damage(CuTest *tc)
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{
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struct meffect me;
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me.typ = SHIELD_ARMOR;
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me.duration = 10;
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me.effect = 5;
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CuAssertIntEquals(tc, 5, meffect_apply(&me, 10));
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CuAssertIntEquals(tc, 9, me.duration);
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CuAssertIntEquals(tc, 5, me.effect);
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CuAssertIntEquals(tc, 0, meffect_apply(&me, 1));
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CuAssertIntEquals(tc, 8, me.duration);
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CuAssertIntEquals(tc, 5, me.effect);
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me.typ = SHIELD_REDUCE;
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me.duration = 10;
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me.effect = 50;
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CuAssertIntEquals(tc, 5, meffect_apply(&me, 10));
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CuAssertIntEquals(tc, 5, me.duration);
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CuAssertIntEquals(tc, 50, me.effect);
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CuAssertIntEquals(tc, 7, meffect_apply(&me, 12));
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CuAssertIntEquals(tc, 0, me.duration);
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}
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static void test_magic_resistance(CuTest *tc)
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{
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troop dt;
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@ -898,6 +922,7 @@ CuSuite *get_battle_suite(void)
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SUITE_ADD_TEST(suite, test_calculate_armor);
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SUITE_ADD_TEST(suite, test_natural_armor);
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SUITE_ADD_TEST(suite, test_magic_resistance);
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SUITE_ADD_TEST(suite, test_spells_reduce_damage);
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SUITE_ADD_TEST(suite, test_projectile_armor);
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SUITE_ADD_TEST(suite, test_tactics_chance);
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SUITE_ADD_TEST(suite, test_terminate);
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