#include #include "battle.h" #include "skill.h" #include #include #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_setup(); test_create_horse(); r = test_create_region(0, 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 building_type * setup_castle(void) { building_type * btype; construction *cons; btype = bt_get_or_create("castle"); btype->flags |= BTF_FORTIFICATION; cons = btype->construction = calloc(1, sizeof(construction)); cons->maxsize = 5; cons = cons->improvement = calloc(1, sizeof(construction)); cons->maxsize = -1; return btype; } static void test_defenders_get_building_bonus(CuTest * tc) { unit *du, *au; region *r; building * bld; fighter *df, *af; battle *b; side *ds, *as; troop dt, at; building_type * btype; test_setup(); btype = setup_castle(); r = test_create_region(0, 0, 0); bld = test_create_building(r, btype); 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; bld->size = 10; /* stage 1 building */ CuAssertIntEquals(tc, -1, skilldiff(at, dt, 0)); CuAssertIntEquals(tc, 0, skilldiff(dt, at, 0)); bld->size = 1; /* stage 0 building */ CuAssertIntEquals(tc, 0, skilldiff(at, dt, 0)); CuAssertIntEquals(tc, 0, skilldiff(dt, at, 0)); 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_setup(); r = test_create_region(0, 0, 0); btype = setup_castle(); btype->flags |= BTF_FORTIFICATION; 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_setup(); btype = setup_castle(); r = test_create_region(0, 0, 0); btype->flags |= BTF_FORTIFICATION; 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) { building_type * btype; test_setup(); btype = setup_castle(); btype->maxsize = -1; /* unlimited buildigs get the castle bonus */ CuAssertIntEquals(tc, 0, building_protection(btype, 0)); CuAssertIntEquals(tc, 1, building_protection(btype, 1)); CuAssertIntEquals(tc, 3, building_protection(btype, 2)); CuAssertIntEquals(tc, 5, building_protection(btype, 3)); CuAssertIntEquals(tc, 8, building_protection(btype, 4)); CuAssertIntEquals(tc, 12, building_protection(btype, 5)); CuAssertIntEquals(tc, 12, building_protection(btype, 6)); btype->maxsize = 10; /* limited-size buildings are treated like an E3 watchtower */ CuAssertIntEquals(tc, 0, building_protection(btype, 0)); CuAssertIntEquals(tc, 1, building_protection(btype, 1)); CuAssertIntEquals(tc, 2, building_protection(btype, 2)); CuAssertIntEquals(tc, 2, building_protection(btype, 3)); test_cleanup(); } static fighter *setup_fighter(battle **bp, unit *u) { battle *b = *bp; side *s; if (!b) { *bp = b = make_battle(u->region); } s = make_side(b, u->faction, 0, 0, 0); return make_fighter(b, u, s, false); } static void test_natural_armor(CuTest * tc) { race *rc; unit *u; test_setup(); rc = test_create_race("human"); u = test_create_unit(test_create_faction(rc), test_create_region(0, 0, 0)); set_level(u, SK_STAMINA, 2); CuAssertIntEquals(tc, 0, rc_armor_bonus(rc)); CuAssertIntEquals(tc, 0, natural_armor(u)); rc_set_param(rc, "armor.stamina", "1"); CuAssertIntEquals(tc, 1, rc_armor_bonus(rc)); CuAssertIntEquals(tc, 2, natural_armor(u)); rc_set_param(rc, "armor.stamina", "2"); CuAssertIntEquals(tc, 2, rc_armor_bonus(rc)); CuAssertIntEquals(tc, 1, natural_armor(u)); test_cleanup(); } static void test_calculate_armor(CuTest * tc) { troop dt; battle *b = NULL; region *r; unit *du; weapon_type *wtype; armor_type *ashield, *achain; item_type *ibelt, *ishield, *ichain; race *rc; variant magres = frac_zero; variant v50p = frac_make(1, 2); test_setup(); 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, v50p, 1, ATF_SHIELD); ichain = it_get_or_create(rt_get_or_create("chainmail")); achain = new_armortype(ichain, 0.0, v50p, 3, ATF_NONE); wtype = new_weapontype(it_get_or_create(rt_get_or_create("sword")), 0, v50p, 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)); CuAssertIntEquals_Msg(tc, "magres unmodified", magres.sa[0], magres.sa[1]); free_battle(b); b = NULL; 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); b = NULL; i_change(&du->items, ishield, 1); 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)); 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)); 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)); 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 magres bonus", 4, magres.sa[1]); free_battle(b); test_cleanup(); } static void test_magic_resistance(CuTest *tc) { troop dt; battle *b = NULL; region *r; unit *du; armor_type *ashield, *achain; item_type *ishield, *ichain; race *rc; variant magres; variant v50p = frac_make(1, 2); variant v10p = frac_make(1, 10); test_setup(); r = test_create_region(0, 0, 0); ishield = it_get_or_create(rt_get_or_create("shield")); ashield = new_armortype(ishield, 0.0, v50p, 1, ATF_SHIELD); ichain = it_get_or_create(rt_get_or_create("chainmail")); achain = new_armortype(ichain, 0.0, v50p, 3, ATF_NONE); rc = test_create_race("human"); du = test_create_unit(test_create_faction(rc), r); dt.index = 0; 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]); 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)); free_battle(b); b = NULL; i_change(&du->items, ichain, 1); achain->flags |= ATF_LAEN; achain->magres = v10p; 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)); free_battle(b); b = NULL; i_change(&du->items, ishield, -1); 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))); 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))); 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))); free_battle(b); test_cleanup(); } static void test_projectile_armor(CuTest * tc) { troop dt; battle *b = NULL; region *r; unit *du; weapon_type *wtype; armor_type *ashield, *achain; item_type *ishield, *ichain; race *rc; variant v50p = frac_make(1, 2); test_setup(); r = test_create_region(0, 0, 0); ishield = it_get_or_create(rt_get_or_create("shield")); ashield = new_armortype(ishield, 0.0, v50p, 1, ATF_SHIELD); ichain = it_get_or_create(rt_get_or_create("chainmail")); achain = new_armortype(ichain, 0.0, v50p, 3, ATF_NONE); wtype = new_weapontype(it_get_or_create(rt_get_or_create("sword")), 0, v50p, 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(); } static void test_battle_skilldiff(CuTest *tc) { troop ta, td; region *r; unit *ua, *ud; battle *b = NULL; test_setup(); r = test_create_region(0, 0, 0); ud = test_create_unit(test_create_faction(0), r); ua = test_create_unit(test_create_faction(0), r); td.fighter = setup_fighter(&b, ud); td.index = 0; ta.fighter = setup_fighter(&b, ua); ta.index = 0; ua = test_create_unit(test_create_faction(0), r); CuAssertIntEquals(tc, 0, skilldiff(ta, td, 0)); ta.fighter->person[0].attack = 2; td.fighter->person[0].defence = 1; CuAssertIntEquals(tc, 1, skilldiff(ta, td, 0)); td.fighter->person[0].flags |= FL_SLEEPING; CuAssertIntEquals(tc, 3, skilldiff(ta, td, 0)); /* TODO: unarmed halfling vs. dragon: +5 */ /* TODO: rule_goblin_bonus */ /* TODO: weapon modifiers, missiles, skill_formula */ free_battle(b); test_cleanup(); } static void test_battle_skilldiff_building(CuTest *tc) { troop ta, td; region *r; unit *ua, *ud; battle *b = NULL; building_type *btype; const curse_type *strongwall_ct, *magicwalls_ct; test_setup(); btype = setup_castle(); strongwall_ct = ct_find("strongwall"); magicwalls_ct = ct_find("magicwalls"); r = test_create_region(0, 0, 0); ud = test_create_unit(test_create_faction(0), r); ud->building = test_create_building(ud->region, btype); ua = test_create_unit(test_create_faction(0), r); td.fighter = setup_fighter(&b, ud); td.index = 0; ta.fighter = setup_fighter(&b, ua); ta.index = 0; ua = test_create_unit(test_create_faction(0), r); CuAssertIntEquals(tc, 0, skilldiff(ta, td, 0)); ud->building->size = 10; CuAssertIntEquals(tc, -1, skilldiff(ta, td, 0)); create_curse(NULL, &ud->building->attribs, magicwalls_ct, 1, 1, 1, 1); CuAssertIntEquals(tc, -2, skilldiff(ta, td, 0)); create_curse(NULL, &ud->building->attribs, strongwall_ct, 1, 1, 2, 1); CuAssertIntEquals(tc, -4, skilldiff(ta, td, 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_battle_skilldiff); SUITE_ADD_TEST(suite, test_battle_skilldiff_building); 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_natural_armor); SUITE_ADD_TEST(suite, test_magic_resistance); SUITE_ADD_TEST(suite, test_projectile_armor); return suite; }