forked from github/server
refactor terminate (calculate_armor/resistance)
This commit is contained in:
parent
aed7432bb2
commit
c15b4c8fbf
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@ -519,6 +519,7 @@ function test_buy_sell()
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end
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function test_seaserpent_attack()
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-- FIXME what does this test do?
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local r = region.create(0, 0, 'ocean')
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local sh = ship.create(r, 'boat')
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local us = unit.create(get_monsters(), r, 1, 'seaserpent')
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@ -139,7 +139,7 @@ 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", "hodor@eressea.de", "de")
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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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@ -147,5 +147,4 @@ function test_bug_2480()
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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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write_reports()
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end
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156
src/battle.c
156
src/battle.c
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@ -555,8 +555,7 @@ 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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@ -770,7 +769,7 @@ 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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@ -1012,85 +1011,87 @@ 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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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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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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return total_armor;
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}
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variant calculate_resistance(troop dt, const weapon_type *dwtype, const armor_type *armor, const armor_type *shield) {
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fighter *df = dt.fighter;
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unit *du = df->unit;
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/* calculate damage multiplier for magical damage */
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variant res;
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res = frac_sub(frac_one, magic_resistance(du));
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res = 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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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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/* 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 (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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return ar;
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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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if (res.sa[0] >= 0) {
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return res;
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} else {
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return frac_zero;
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}
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}
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static bool resurrect_troop(troop dt)
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@ -1109,7 +1110,7 @@ static bool resurrect_troop(troop dt)
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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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terminate(troop dt, troop at, int type, const char *damage_formula, bool missile)
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{
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item **pitm;
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fighter *df = dt.fighter;
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@ -1120,16 +1121,19 @@ terminate(troop dt, troop at, int type, const char *damage, bool missile)
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/* Schild */
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side *ds = df->side;
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int ar;
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int armor_value;
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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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const armor_type *armor = NULL;
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const armor_type *shield = NULL;
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int rda, sk = 0, sd;
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variant resistance_factor = frac_one;
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int reduced_damage, attskill = 0, defskill;
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bool magic = false;
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int da = dice_rand(damage);
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int damage = dice_rand(damage_formula);
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assert(du->number > 0);
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++at.fighter->hits;
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@ -1137,14 +1141,14 @@ terminate(troop dt, troop at, int type, const char *damage, bool missile)
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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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attskill = 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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attskill = 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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@ -1154,63 +1158,69 @@ terminate(troop dt, troop at, int type, const char *damage, bool missile)
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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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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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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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damage += 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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armor = select_armor(dt, false);
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shield = select_armor(dt, true);
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armor_value = calculate_armor(dt, dwtype, awtype, armor, shield, magic);
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if (magic) {
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resistance_factor = calculate_resistance(dt, dwtype, armor, shield);
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}
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if (armor_value < 0) {
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return false;
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}
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if (magic) {
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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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variant reduced_damage = frac_mul(frac_make(damage, 1), resistance_factor);
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damage = reduced_damage.sa[0] / reduced_damage.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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double kritchance = (attskill * 3 - defskill) / 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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damage += dice_rand(damage_formula);
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}
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}
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da += rc_specialdamage(au, du, awtype);
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damage += 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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damage += 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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damage += 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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damage += MAX(0, (attskill - defskill) / DAMAGE_QUOTIENT);
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}
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}
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rda = MAX(da - ar, 0);
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reduced_damage = MAX(damage - armor_value, 0);
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if ((u_race(du)->battle_flags & BF_INV_NONMAGIC) && !magic)
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rda = 0;
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reduced_damage = 0;
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else {
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int qi;
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selist *ql;
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@ -1224,23 +1234,23 @@ terminate(troop dt, troop at, int type, const char *damage, bool missile)
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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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reduced_damage /= 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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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 = rda * (me->effect / 100);
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rda -= hp;
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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 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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reduced_damage = MAX(reduced_damage - me->effect, 0);
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me->duration--;
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}
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}
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@ -1248,10 +1258,10 @@ terminate(troop dt, troop at, int type, const char *damage, bool missile)
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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 (reduced_damage>0) {
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df->person[dt.index].hp -= reduced_damage;
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if (u_race(au) == get_race(RC_DAEMON)) {
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vampirism(at, rda);
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vampirism(at, reduced_damage);
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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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@ -233,7 +233,10 @@ extern "C" {
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int count_enemies(struct battle *b, const struct fighter *af,
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int minrow, int maxrow, int select);
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int natural_armor(struct unit * u);
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int calculate_armor(troop dt, const struct weapon_type *dwtype, const struct weapon_type *awtype, union variant *magres);
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const struct armor_type *select_armor(struct troop t, bool shield);
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struct weapon *select_weapon(const struct troop t, bool attacking, bool ismissile);
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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);
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union variant calculate_resistance(struct troop dt, const struct weapon_type *dwtype, const struct armor_type *armor, const struct armor_type *shield);
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bool terminate(troop dt, troop at, int type, const char *damage,
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bool missile);
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void message_all(battle * b, struct message *m);
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@ -365,7 +365,10 @@ static void test_calculate_armor(CuTest * tc)
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dt.index = 0;
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dt.fighter = setup_fighter(&b, du);
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CuAssertIntEquals_Msg(tc, "default ac", 0, calculate_armor(dt, 0, 0, &magres));
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CuAssertIntEquals_Msg(tc, "default ac", 0, calculate_armor(dt, 0, 0, select_armor(dt, false), select_armor(dt, true), false));
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magres = calculate_resistance(dt,
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select_weapon(dt, false, true) ? select_weapon(dt, false, true)->type : 0,
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select_armor(dt, false), select_armor(dt, true));
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CuAssertIntEquals_Msg(tc, "magres unmodified", magres.sa[0], magres.sa[1]);
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free_battle(b);
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@ -373,10 +376,10 @@ static void test_calculate_armor(CuTest * tc)
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i_change(&du->items, ibelt, 1);
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dt.fighter = setup_fighter(&b, du);
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CuAssertIntEquals_Msg(tc, "without natural armor", 0, natural_armor(du));
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CuAssertIntEquals_Msg(tc, "magical armor", 1, calculate_armor(dt, 0, 0, 0));
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CuAssertIntEquals_Msg(tc, "magical armor", 1, calculate_armor(dt, 0, 0, select_armor(dt, false), select_armor(dt, true), false));
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rc->armor = 2;
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CuAssertIntEquals_Msg(tc, "with natural armor", 2, natural_armor(du));
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CuAssertIntEquals_Msg(tc, "natural armor", 3, calculate_armor(dt, 0, 0, 0));
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CuAssertIntEquals_Msg(tc, "natural armor", 3, calculate_armor(dt, 0, 0, select_armor(dt, false), select_armor(dt, true), false));
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rc->armor = 0;
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free_battle(b);
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@ -385,28 +388,34 @@ static void test_calculate_armor(CuTest * tc)
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i_change(&du->items, ichain, 1);
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dt.fighter = setup_fighter(&b, du);
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rc->battle_flags &= ~BF_EQUIPMENT;
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CuAssertIntEquals_Msg(tc, "require BF_EQUIPMENT", 1, calculate_armor(dt, 0, 0, 0));
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CuAssertIntEquals_Msg(tc, "require BF_EQUIPMENT", 1, calculate_armor(dt, 0, 0, select_armor(dt, false), select_armor(dt, true), false));
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free_battle(b);
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b = NULL;
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rc->battle_flags |= BF_EQUIPMENT;
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dt.fighter = setup_fighter(&b, du);
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CuAssertIntEquals_Msg(tc, "stack equipment rc", 5, calculate_armor(dt, 0, 0, 0));
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CuAssertIntEquals_Msg(tc, "stack equipment rc", 5, calculate_armor(dt, 0, 0, select_armor(dt, false), select_armor(dt, true), false));
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rc->armor = 2;
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CuAssertIntEquals_Msg(tc, "natural armor adds 50%", 6, calculate_armor(dt, 0, 0, 0));
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CuAssertIntEquals_Msg(tc, "natural armor adds 50%", 6, calculate_armor(dt, 0, 0, select_armor(dt, false), select_armor(dt, true), false));
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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, calculate_armor(dt, 0, wtype, select_armor(dt, false), select_armor(dt, true), 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, calculate_armor(dt, 0, wtype, select_armor(dt, false), select_armor(dt, true), false));
|
||||
wtype->flags = WTF_NONE;
|
||||
|
||||
CuAssertIntEquals_Msg(tc, "magical attack", 3, calculate_armor(dt, 0, 0, &magres));
|
||||
CuAssertIntEquals_Msg(tc, "magical attack", 3, calculate_armor(dt, 0, 0, select_armor(dt, false), select_armor(dt, true), true));
|
||||
magres = calculate_resistance(dt,
|
||||
select_weapon(dt, false, true) ? select_weapon(dt, false, true)->type : 0,
|
||||
select_armor(dt, false), select_armor(dt, true));
|
||||
CuAssertIntEquals_Msg(tc, "magres unmodified", magres.sa[1], magres.sa[0]);
|
||||
|
||||
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 armor", 3, calculate_armor(dt, 0, 0, select_armor(dt, false), select_armor(dt, true), true));
|
||||
magres = calculate_resistance(dt,
|
||||
select_weapon(dt, false, true) ? select_weapon(dt, false, true)->type : 0,
|
||||
select_armor(dt, false), select_armor(dt, true));
|
||||
CuAssertIntEquals_Msg(tc, "laen magres bonus", 4, magres.sa[1]);
|
||||
free_battle(b);
|
||||
test_teardown();
|
||||
|
@ -437,14 +446,18 @@ 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);
|
||||
magres = calculate_resistance(dt,
|
||||
select_weapon(dt, false, true) ? select_weapon(dt, false, true)->type : 0,
|
||||
select_armor(dt, false), select_armor(dt, true));
|
||||
CuAssertIntEquals_Msg(tc, "no magres reduction", magres.sa[1], magres.sa[0]);
|
||||
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);
|
||||
magres = calculate_resistance(dt,
|
||||
select_weapon(dt, false, true) ? select_weapon(dt, false, true)->type : 0,
|
||||
select_armor(dt, false), select_armor(dt, true));
|
||||
CuAssert(tc, "laen reduction => 10%%", frac_equal(frac_make(9, 10), magres));
|
||||
free_battle(b);
|
||||
|
||||
|
@ -455,7 +468,9 @@ 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);
|
||||
magres = calculate_resistance(dt,
|
||||
select_weapon(dt, false, true) ? select_weapon(dt, false, true)->type : 0,
|
||||
select_armor(dt, false), select_armor(dt, true));
|
||||
CuAssert(tc, "2x laen reduction => 81%%", frac_equal(frac_make(81, 100), magres));
|
||||
free_battle(b);
|
||||
|
||||
|
@ -464,12 +479,16 @@ 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);
|
||||
magres = calculate_resistance(dt,
|
||||
select_weapon(dt, false, true) ? select_weapon(dt, false, true)->type : 0,
|
||||
select_armor(dt, false), select_armor(dt, true));
|
||||
CuAssert(tc, "skill reduction => 90%%", frac_equal(magres, frac_make(9, 10)));
|
||||
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);
|
||||
magres = calculate_resistance(dt,
|
||||
select_weapon(dt, false, true) ? select_weapon(dt, false, true)->type : 0,
|
||||
select_armor(dt, false), select_armor(dt, true));
|
||||
CuAssert(tc, "race reduction => 40%%", frac_equal(magres, frac_make(4, 10)));
|
||||
magres = magic_resistance(du);
|
||||
CuAssert(tc, "race bonus => 60%%", frac_equal(magres, frac_make(60, 100)));
|
||||
|
@ -477,7 +496,9 @@ static void test_magic_resistance(CuTest *tc)
|
|||
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);
|
||||
magres = calculate_resistance(dt,
|
||||
select_weapon(dt, false, true) ? select_weapon(dt, false, true)->type : 0,
|
||||
select_armor(dt, false), select_armor(dt, true));
|
||||
CuAssert(tc, "damage reduction is never < 0.1", frac_equal(magres, frac_make(1, 10)));
|
||||
|
||||
free_battle(b);
|
||||
|
@ -513,12 +534,12 @@ 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, calculate_armor(dt, 0, wtype, select_armor(dt, false), select_armor(dt, true), 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, calculate_armor(dt, 0, wtype, select_armor(dt, false), select_armor(dt, true), false));
|
||||
wtype->flags = WTF_NONE;
|
||||
CuAssertIntEquals_Msg(tc, "no projectiles", 4, calculate_armor(dt, 0, wtype, 0));
|
||||
CuAssertIntEquals_Msg(tc, "no projectiles", 4, calculate_armor(dt, 0, wtype, select_armor(dt, false), select_armor(dt, true), false));
|
||||
free_battle(b);
|
||||
test_teardown();
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue