#include #include "battle.h" #include "skill.h" #include #include #include #include #include #include #include #include #include "tests.h" static void test_make_fighter(CuTest * tc) { unit *au; region *r; fighter *af; battle *b; side *as; faction * f; const resource_type *rtype; test_cleanup(); test_create_world(); r = findregion(0, 0); f = test_create_faction(NULL); au = test_create_unit(f, r); enable_skill(SK_MAGIC, true); enable_skill(SK_RIDING, true); set_level(au, SK_MAGIC, 3); set_level(au, SK_RIDING, 3); au->status = ST_BEHIND; rtype = get_resourcetype(R_HORSE); i_change(&au->items, rtype->itype, 1); b = make_battle(r); as = make_side(b, au->faction, 0, 0, 0); af = make_fighter(b, au, as, false); CuAssertIntEquals(tc, 1, b->nfighters); CuAssertPtrEquals(tc, 0, af->building); CuAssertPtrEquals(tc, as, af->side); CuAssertIntEquals(tc, 0, af->run.hp); CuAssertIntEquals(tc, ST_BEHIND, af->status); CuAssertIntEquals(tc, 0, af->run.number); CuAssertIntEquals(tc, au->hp, af->person[0].hp); CuAssertIntEquals(tc, 1, af->person[0].speed); CuAssertIntEquals(tc, au->number, af->alive); CuAssertIntEquals(tc, 0, af->removed); CuAssertIntEquals(tc, 3, af->magic); CuAssertIntEquals(tc, 1, af->horses); CuAssertIntEquals(tc, 0, af->elvenhorses); free_battle(b); test_cleanup(); } static int add_two(building * b, unit * u, building_bonus bonus) { return 2; } static void test_defenders_get_building_bonus(CuTest * tc) { unit *du, *au; region *r; building * bld; fighter *df, *af; battle *b; side *ds, *as; int diff; troop dt, at; building_type * btype; test_cleanup(); test_create_world(); r = findregion(0, 0); btype = bt_get_or_create("castle"); btype->protection = &add_two; bld = test_create_building(r, btype); bld->size = 10; du = test_create_unit(test_create_faction(NULL), r); au = test_create_unit(test_create_faction(NULL), r); u_set_building(du, bld); b = make_battle(r); ds = make_side(b, du->faction, 0, 0, 0); df = make_fighter(b, du, ds, false); as = make_side(b, au->faction, 0, 0, 0); af = make_fighter(b, au, as, true); CuAssertPtrEquals(tc, bld, df->building); CuAssertPtrEquals(tc, 0, af->building); dt.fighter = df; dt.index = 0; at.fighter = af; at.index = 0; diff = skilldiff(at, dt, 0); CuAssertIntEquals(tc, -2, diff); diff = skilldiff(dt, at, 0); CuAssertIntEquals(tc, 0, diff); free_battle(b); test_cleanup(); } static void test_attackers_get_no_building_bonus(CuTest * tc) { unit *au; region *r; building * bld; fighter *af; battle *b; side *as; building_type * btype; test_cleanup(); test_create_world(); r = findregion(0, 0); btype = bt_get_or_create("castle"); btype->protection = &add_two; bld = test_create_building(r, btype); bld->size = 10; au = test_create_unit(test_create_faction(NULL), r); u_set_building(au, bld); b = make_battle(r); as = make_side(b, au->faction, 0, 0, 0); af = make_fighter(b, au, as, true); CuAssertPtrEquals(tc, 0, af->building); free_battle(b); test_cleanup(); } static void test_building_bonus_respects_size(CuTest * tc) { unit *au, *du; region *r; building * bld; fighter *af, *df; battle *b; side *as; building_type * btype; faction * f; test_cleanup(); test_create_world(); r = findregion(0, 0); btype = bt_get_or_create("castle"); btype->protection = &add_two; bld = test_create_building(r, btype); bld->size = 10; f = test_create_faction(NULL); au = test_create_unit(f, r); scale_number(au, 9); u_set_building(au, bld); du = test_create_unit(f, r); u_set_building(du, bld); scale_number(du, 2); b = make_battle(r); as = make_side(b, au->faction, 0, 0, 0); af = make_fighter(b, au, as, false); df = make_fighter(b, du, as, false); CuAssertPtrEquals(tc, bld, af->building); CuAssertPtrEquals(tc, 0, df->building); free_battle(b); test_cleanup(); } static void test_building_defence_bonus(CuTest * tc) { unit *au; region *r; building * bld; building_type * btype; faction * f; int def; test_cleanup(); r = test_create_region(0, 0, 0); btype = test_create_buildingtype("castle"); btype->protection = (int(*)(struct building *, struct unit *, building_bonus))get_function("building_protection"); btype->construction->defense_bonus = 3; bld = test_create_building(r, btype); bld->size = 1; f = test_create_faction(NULL); au = test_create_unit(f, r); scale_number(au, 1); u_set_building(au, bld); def = btype->protection(bld, au, DEFENSE_BONUS); CuAssertIntEquals(tc, 3, def); test_cleanup(); } fighter *setup_fighter(battle **bp, unit *u) { battle *b; *bp = b = make_battle(u->region); return make_fighter(b, u, make_side(b, u->faction, 0, 0, 0), false); } static void test_calculate_armor(CuTest * tc) { troop dt; battle *b; region *r; unit *du; weapon_type *wtype; armor_type *ashield, *achain; item_type *ibelt, *ishield, *ichain; race *rc; double magres = 0.0; test_cleanup(); r = test_create_region(0, 0, 0); ibelt = it_get_or_create(rt_get_or_create("trollbelt")); ishield = it_get_or_create(rt_get_or_create("shield")); ashield = new_armortype(ishield, 0.0, 0.5, 1, ATF_SHIELD); ichain = it_get_or_create(rt_get_or_create("chainmail")); achain = new_armortype(ichain, 0.0, 0.5, 3, ATF_NONE); wtype = new_weapontype(it_get_or_create(rt_get_or_create("sword")), 0, 0.5, 0, 0, 0, 0, SK_MELEE, 1); rc = test_create_race("human"); du = test_create_unit(test_create_faction(rc), r); dt.index = 0; dt.fighter = setup_fighter(&b, du); CuAssertIntEquals_Msg(tc, "default ac", 0, calculate_armor(dt, 0, 0, &magres)); CuAssertDblEquals_Msg(tc, "magres unmodified", 0.0, magres, 0.01); free_battle(b); i_change(&du->items, ibelt, 1); dt.fighter = setup_fighter(&b, du); CuAssertIntEquals_Msg(tc, "magical armor", 1, calculate_armor(dt, 0, 0, 0)); rc->armor = 2; CuAssertIntEquals_Msg(tc, "natural armor", 3, calculate_armor(dt, 0, 0, 0)); rc->armor = 0; free_battle(b); i_change(&du->items, ishield, 1); i_change(&du->items, ichain, 1); dt.fighter = setup_fighter(&b, du); CuAssertIntEquals_Msg(tc, "require BF_EQUIPMENT", 1, calculate_armor(dt, 0, 0, 0)); free_battle(b); rc->battle_flags |= BF_EQUIPMENT; dt.fighter = setup_fighter(&b, du); CuAssertIntEquals_Msg(tc, "stack equipment rc", 5, calculate_armor(dt, 0, 0, 0)); rc->armor = 2; CuAssertIntEquals_Msg(tc, "natural armor adds 50%", 6, calculate_armor(dt, 0, 0, 0)); wtype->flags = WTF_NONE; CuAssertIntEquals_Msg(tc, "regular weapon has no effect", 6, calculate_armor(dt, 0, wtype, 0)); wtype->flags = WTF_ARMORPIERCING; CuAssertIntEquals_Msg(tc, "armor piercing weapon", 3, calculate_armor(dt, 0, wtype, 0)); wtype->flags = WTF_NONE; CuAssertIntEquals_Msg(tc, "magical attack", 3, calculate_armor(dt, 0, 0, &magres)); CuAssertDblEquals_Msg(tc, "magres unmodified", 0.0, magres, 0.01); ashield->flags |= ATF_LAEN; achain->flags |= ATF_LAEN; magres = 1.0; CuAssertIntEquals_Msg(tc, "laen armor", 3, calculate_armor(dt, 0, 0, &magres)); CuAssertDblEquals_Msg(tc, "laen magres bonus", 0.25, magres, 0.01); free_battle(b); test_cleanup(); } static void test_projectile_armor(CuTest * tc) { troop dt; battle *b; region *r; unit *du; weapon_type *wtype; armor_type *ashield, *achain; item_type *ishield, *ichain; race *rc; test_cleanup(); r = test_create_region(0, 0, 0); ishield = it_get_or_create(rt_get_or_create("shield")); ashield = new_armortype(ishield, 0.0, 0.5, 1, ATF_SHIELD); ichain = it_get_or_create(rt_get_or_create("chainmail")); achain = new_armortype(ichain, 0.0, 0.5, 3, ATF_NONE); wtype = new_weapontype(it_get_or_create(rt_get_or_create("sword")), 0, 0.5, 0, 0, 0, 0, SK_MELEE, 1); rc = test_create_race("human"); rc->battle_flags |= BF_EQUIPMENT; du = test_create_unit(test_create_faction(rc), r); dt.index = 0; i_change(&du->items, ishield, 1); i_change(&du->items, ichain, 1); 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)); achain->projectile = 0.0; ashield->projectile = 1.0; CuAssertIntEquals_Msg(tc, "projectile shield", -1, calculate_armor(dt, 0, wtype, 0)); wtype->flags = WTF_NONE; CuAssertIntEquals_Msg(tc, "no projectiles", 4, calculate_armor(dt, 0, wtype, 0)); free_battle(b); test_cleanup(); } CuSuite *get_battle_suite(void) { CuSuite *suite = CuSuiteNew(); SUITE_ADD_TEST(suite, test_make_fighter); SUITE_ADD_TEST(suite, test_defenders_get_building_bonus); SUITE_ADD_TEST(suite, test_attackers_get_no_building_bonus); SUITE_ADD_TEST(suite, test_building_bonus_respects_size); SUITE_ADD_TEST(suite, test_building_defence_bonus); SUITE_ADD_TEST(suite, test_calculate_armor); SUITE_ADD_TEST(suite, test_projectile_armor); return suite; }