forked from github/server
Merge branch 'stm2-fix_block_movement'
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commit
a0c1d4a995
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@ -2,6 +2,23 @@ require "lunit"
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module("tests.e3.e2features", package.seeall, lunit.testcase )
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local function one_unit(r, f)
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local u = unit.create(f, r, 1)
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u:add_item("money", u.number * 100)
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u:clear_orders()
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return u
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end
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local function two_factions()
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local f1 = faction.create("one@eressea.de", "human", "de")
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local f2 = faction.create("two@eressea.de", "human", "de")
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return f1, f2
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end
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local function two_units(r, f1, f2)
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return one_unit(r, f1), one_unit(r, f2)
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end
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function setup()
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eressea.free_game()
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eressea.settings.set("nmr.timeout", "0")
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@ -201,3 +218,91 @@ function test_snowman()
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assert_equal(nil, u)
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end
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function test_block_movement()
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eressea.settings.set("rules.guard.base_stop_prob", "0.3")
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eressea.settings.set("rules.guard.amulet_stop_prob", "0.0")
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eressea.settings.set("rules.guard.skill_stop_prob", "0.1")
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local r0 = region.create(0, 0, "plain")
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local r1 = region.create(1, 0, "plain")
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local r2 = region.create(2, 0, "plain")
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local f1, f2 = two_factions()
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f1.age=20
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f2.age=20
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local u11 = one_unit(r1, f1)
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local u2 = { }
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for i = 1, 20 do
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u2[i] = one_unit(r0, f2)
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end
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u11:add_item("sword", 1)
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u11:add_item("money", 1)
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u11:set_skill("melee", 1)
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u11:set_skill("perception", 7)
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u11:clear_orders()
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u11:add_order("BEWACHEN")
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process_orders()
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for i, u in ipairs(u2) do
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u:add_item("horse", 1)
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u:set_skill("riding", 1)
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u:clear_orders()
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u:add_order("NACH o o")
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end
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u2[1]:set_skill("stealth", 8)
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process_orders()
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assert_equal(r2, u2[1].region, "nobody should see me")
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for i, u in ipairs(u2) do
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if i > 1 then
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assert_equal(r1, u.region, "perception +7 should always stop me")
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end
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end
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end
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function test_block_movement_aots()
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eressea.settings.set("rules.guard.base_stop_prob", "0.0")
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eressea.settings.set("rules.guard.skill_stop_prob", "1.0")
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eressea.settings.set("rules.guard.amulet_stop_prob", "1.1")
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local r0 = region.create(0, 0, "plain")
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local r1 = region.create(1, 0, "plain")
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local r2 = region.create(2, 0, "plain")
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local f1, f2 = two_factions()
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f1.age=20
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f2.age=20
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local u11, u12 = two_units(r1, f1, f1)
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local u21, u22 = two_units(r0, f2, f2)
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for i, u in ipairs ({ u11, u12 }) do
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u:add_item("sword", 1)
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u:add_item("money", 1)
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u:set_skill("melee", 1)
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u:clear_orders()
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u:add_order("BEWACHEN")
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end
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process_orders()
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for i, u in ipairs ({ u21, u22 }) do
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u:add_item("horse", 1)
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u:set_skill("riding", 1)
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u:clear_orders()
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u:add_order("NACH o o")
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end
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u12:add_item("aots", 10)
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u22:set_skill("stealth", 1)
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process_orders()
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assert_equal(r1, u21.region, "unit with amulet should stop me")
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assert_equal(r2, u22.region, "nobody should see me")
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end
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@ -840,9 +840,25 @@ static void caught_target(region * r, unit * u)
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static unit *bewegung_blockiert_von(unit * reisender, region * r)
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{
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unit *u;
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int perception = 0;
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double prob = 0.0;
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bool contact = false;
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unit *guard = NULL;
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int stealth = eff_stealth(reisender, r);
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static int gamecookie = -1;
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static double base_prob = -999;
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static double skill_prob = -999;
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static double amulet_prob = -999;
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const struct item_type *iamulet = it_find("aots");
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if (gamecookie < 0 || gamecookie != global.cookie) {
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base_prob =
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get_param_flt(global.parameters, "rules.guard.base_stop_prob", .3);
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skill_prob =
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get_param_flt(global.parameters, "rules.guard.skill_stop_prob", .1);
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amulet_prob =
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get_param_flt(global.parameters, "rules.guard.amulet_stop_prob", .1);
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gamecookie = global.cookie;
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}
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if (fval(u_race(reisender), RCF_ILLUSIONARY))
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return NULL;
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@ -857,16 +873,19 @@ static unit *bewegung_blockiert_von(unit * reisender, region * r)
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contact = true;
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else if (alliedunit(u, reisender->faction, HELP_GUARD))
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contact = true;
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else if (sk >= perception) {
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perception = sk;
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guard = u;
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else if (sk >= stealth) {
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double prob_u = (sk - stealth) * skill_prob;
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/* amulet counts at most once */
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prob_u += _min (1, _min(u->number, i_get(u->items, iamulet))) * amulet_prob;
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if (prob_u >= prob) {
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prob = prob_u;
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guard = u;
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}
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}
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}
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}
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if (!contact && guard) {
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double prob = 0.3; /* 30% base chance */
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prob += 0.1 * (perception - eff_stealth(reisender, r));
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prob += 0.1 * _min(guard->number, i_get(guard->items, it_find("aots")));
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prob += base_prob; /* 30% base chance */
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if (chance(prob)) {
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return guard;
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