server/src/battle.test.c
Enno Rehling 69c4595282 Build in Visual Studio 2019
simplify test_create_faction
rewrite lots of tests
2020-12-06 15:47:47 +01:00

909 lines
29 KiB
C

#include <platform.h>
#include "battle.h"
#include "guard.h"
#include "reports.h"
#include "skill.h"
#include <kernel/config.h>
#include <kernel/building.h>
#include <kernel/faction.h>
#include <kernel/curse.h>
#include <kernel/item.h>
#include <kernel/order.h>
#include <kernel/race.h>
#include <kernel/region.h>
#include <kernel/ship.h>
#include <kernel/unit.h>
#include <spells/buildingcurse.h>
#include <util/base36.h>
#include <util/functions.h>
#include "util/keyword.h"
#include <util/language.h>
#include <util/message.h>
#include <util/rand.h>
#include <util/rng.h>
#include <util/strings.h>
#include <CuTest.h>
#include <assert.h>
#include <stdio.h>
#include "tests.h"
static void setup_messages(void) {
mt_create_va(mt_new("start_battle", NULL), "factions:string", MT_NEW_END);
mt_create_va(mt_new("para_army_index", NULL), "index:int", "name:string", MT_NEW_END);
mt_create_va(mt_new("battle_msg", NULL), "string:string", MT_NEW_END);
mt_create_va(mt_new("battle_row", NULL), "row:int", MT_NEW_END);
mt_create_va(mt_new("para_lineup_battle", NULL), "turn:int", MT_NEW_END);
mt_create_va(mt_new("para_after_battle", NULL), MT_NEW_END);
mt_create_va(mt_new("army_report", NULL),
"index:int", "abbrev:string", "dead:int", "fled:int", "survived:int",
MT_NEW_END);
mt_create_va(mt_new("casualties", NULL),
"unit:unit", "runto:region", "run:int", "alive:int", "fallen:int",
MT_NEW_END);
}
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, NULL);
f = test_create_faction();
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, NULL, 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_teardown();
}
static void test_select_weapon_restricted(CuTest *tc) {
item_type *itype;
weapon_type * wtype;
unit *au;
fighter *af;
battle *b;
race * rc;
test_setup();
au = test_create_unit(test_create_faction(), test_create_plain(0, 0));
itype = test_create_itemtype("halberd");
wtype = new_weapontype(itype, 0, frac_zero, NULL, 0, 0, 0, SK_MELEE);
i_change(&au->items, itype, 1);
rc = test_create_race("smurf");
CuAssertIntEquals(tc, 0, rc->mask_item & au->_race->mask_item);
b = make_battle(au->region);
af = make_fighter(b, au, make_side(b, au->faction, 0, 0, 0), false);
CuAssertPtrNotNull(tc, af->weapons);
CuAssertPtrEquals(tc, wtype, (void *)af->weapons[0].type);
CuAssertPtrEquals(tc, NULL, (void *)af->weapons[1].type);
free_battle(b);
itype->mask_deny = rc_mask(au->_race);
b = make_battle(au->region);
af = make_fighter(b, au, make_side(b, au->faction, 0, 0, 0), false);
CuAssertPtrNotNull(tc, af->weapons);
CuAssertPtrEquals(tc, NULL, (void *)af->weapons[0].type);
free_battle(b);
itype->mask_deny = 0;
itype->mask_allow = rc_mask(au->_race);
b = make_battle(au->region);
af = make_fighter(b, au, make_side(b, au->faction, 0, 0, 0), false);
CuAssertPtrNotNull(tc, af->weapons);
CuAssertPtrEquals(tc, wtype, (void *)af->weapons[0].type);
CuAssertPtrEquals(tc, NULL, (void *)af->weapons[1].type);
free_battle(b);
itype->mask_deny = 0;
itype->mask_allow = rc_mask(rc);
b = make_battle(au->region);
af = make_fighter(b, au, make_side(b, au->faction, 0, 0, 0), false);
CuAssertPtrNotNull(tc, af->weapons);
CuAssertPtrEquals(tc, NULL, (void *)af->weapons[0].type);
free_battle(b);
itype->mask_deny = 0;
itype->mask_allow = rc_mask(au->_race);
b = make_battle(au->region);
af = make_fighter(b, au, make_side(b, au->faction, 0, 0, 0), false);
CuAssertPtrNotNull(tc, af->weapons);
CuAssertPtrEquals(tc, wtype, (void *)af->weapons[0].type);
CuAssertPtrEquals(tc, NULL, (void *)af->weapons[1].type);
free_battle(b);
test_teardown();
}
static void test_select_armor(CuTest *tc) {
item_type *itype, *iscale;
unit *au;
fighter *af;
battle *b;
test_setup();
au = test_create_unit(test_create_faction(), test_create_plain(0, 0));
itype = test_create_itemtype("plate");
new_armortype(itype, 0.0, frac_zero, 1, 0);
i_change(&au->items, itype, 2);
iscale = test_create_itemtype("scale");
new_armortype(iscale, 0.0, frac_zero, 2, 0);
i_change(&au->items, iscale, 1);
b = make_battle(au->region);
af = make_fighter(b, au, make_side(b, au->faction, 0, 0, 0), false);
CuAssertPtrNotNull(tc, af->armors);
CuAssertIntEquals(tc, 1, af->armors->count);
CuAssertPtrEquals(tc, iscale->rtype->atype, (armor_type *)af->armors->atype);
CuAssertIntEquals(tc, 2, af->armors->next->count);
CuAssertPtrEquals(tc, itype->rtype->atype, (armor_type *)af->armors->next->atype);
CuAssertPtrEquals(tc, NULL, af->armors->next->next);
free_battle(b);
test_teardown();
}
static building_type * setup_castle(void) {
building_type * btype;
construction *cons;
btype = test_create_buildingtype("castle");
assert(btype->stages);
assert(btype->stages->construction);
btype->flags |= BTF_FORTIFICATION;
cons = btype->stages->construction;
cons->maxsize = 5;
btype->stages->next = calloc(1, sizeof(building_stage));
cons = calloc(1, sizeof(construction));
cons->maxsize = -1;
btype->stages->next->construction = cons;
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, NULL);
bld = test_create_building(r, btype);
du = test_create_unit(test_create_faction(), r);
au = test_create_unit(test_create_faction(), 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, NULL, af->building);
dt.fighter = df;
dt.index = 0;
at.fighter = af;
at.index = 0;
bld->size = 10; /* stage 1 building */
CuAssertIntEquals(tc, 1, buildingeffsize(bld, false));
CuAssertIntEquals(tc, -1, skilldiff(at, dt, 0));
CuAssertIntEquals(tc, 0, skilldiff(dt, at, 0));
bld->size = 1; /* stage 0 building */
CuAssertIntEquals(tc, 0, buildingeffsize(bld, false));
CuAssertIntEquals(tc, 0, skilldiff(at, dt, 0));
CuAssertIntEquals(tc, 0, skilldiff(dt, at, 0));
free_battle(b);
test_teardown();
}
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, NULL);
btype = setup_castle();
btype->flags |= BTF_FORTIFICATION;
bld = test_create_building(r, btype);
bld->size = 10;
au = test_create_unit(test_create_faction(), 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, NULL, af->building);
free_battle(b);
test_teardown();
}
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, NULL);
btype->flags |= BTF_FORTIFICATION;
bld = test_create_building(r, btype);
bld->size = 10;
f = test_create_faction();
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, NULL, df->building);
free_battle(b);
test_teardown();
}
static void test_building_defense_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_teardown();
}
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_ex(rc, NULL), test_create_region(0, 0, NULL));
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_teardown();
}
static int test_armor(troop dt, weapon_type *awtype, bool magic) {
return calculate_armor(dt, 0, awtype, select_armor(dt, false), select_armor(dt, true), magic);
}
static int test_resistance(troop dt) {
return apply_resistance(1000, dt,
select_weapon(dt, false, true) ? select_weapon(dt, false, true)->type : 0,
select_armor(dt, false), select_armor(dt, true), true);
}
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 v50p = frac_make(1, 2);
test_setup();
r = test_create_region(0, 0, NULL);
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);
rc = test_create_race("human");
du = test_create_unit(test_create_faction_ex(rc, NULL), r);
dt.index = 0;
dt.fighter = setup_fighter(&b, du);
CuAssertIntEquals_Msg(tc, "default ac", 0, test_armor(dt, 0, false));
CuAssertIntEquals_Msg(tc, "magres unmodified", 1000, test_resistance(dt));
free_battle(b);
b = NULL;
i_change(&du->items, ibelt, 1);
dt.fighter = setup_fighter(&b, du);
CuAssertIntEquals_Msg(tc, "without natural armor", 0, natural_armor(du));
CuAssertIntEquals_Msg(tc, "magical armor", 1, test_armor(dt, 0, false));
rc->armor = 2;
CuAssertIntEquals_Msg(tc, "with natural armor", 2, natural_armor(du));
CuAssertIntEquals_Msg(tc, "natural armor", 3, test_armor(dt, 0, false));
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, test_armor(dt, 0, false));
free_battle(b);
b = NULL;
rc->battle_flags |= BF_EQUIPMENT;
dt.fighter = setup_fighter(&b, du);
CuAssertIntEquals_Msg(tc, "stack equipment rc", 5, test_armor(dt, 0, false));
rc->armor = 2;
CuAssertIntEquals_Msg(tc, "natural armor adds 50%", 6, test_armor(dt, 0, false));
wtype->flags = WTF_NONE;
CuAssertIntEquals_Msg(tc, "regular weapon has no effect", 6, test_armor(dt, wtype, false));
wtype->flags = WTF_ARMORPIERCING;
CuAssertIntEquals_Msg(tc, "armor piercing weapon", 3, test_armor(dt, wtype, false));
wtype->flags = WTF_NONE;
CuAssertIntEquals_Msg(tc, "magical attack", 3, test_armor(dt, wtype, true));
CuAssertIntEquals_Msg(tc, "magres unmodified", 1000,
test_resistance(dt));
ashield->flags |= ATF_LAEN;
achain->flags |= ATF_LAEN;
CuAssertIntEquals_Msg(tc, "laen armor", 3, test_armor(dt, wtype, true));
CuAssertIntEquals_Msg(tc, "laen magres bonus", 250, test_resistance(dt));
free_battle(b);
test_teardown();
}
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, NULL);
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_ex(rc, NULL), r);
dt.index = 0;
i_change(&du->items, ishield, 1);
dt.fighter = setup_fighter(&b, du);
CuAssertIntEquals_Msg(tc, "no magres reduction", 1000, test_resistance(dt));
magres = magic_resistance(du);
CuAssertIntEquals_Msg(tc, "no magres reduction", 0, magres.sa[0]);
ashield->flags |= ATF_LAEN;
ashield->magres = v10p;
CuAssertIntEquals_Msg(tc, "laen reduction => 10%%", 900, test_resistance(dt));
CuAssertIntEquals_Msg(tc, "no magic, no resistance", 1000,
apply_resistance(1000, dt,
select_weapon(dt, false, true) ? select_weapon(dt, false, true)->type : 0,
select_armor(dt, false), select_armor(dt, true), false));
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);
CuAssertIntEquals_Msg(tc, "2x laen reduction => 81%%", 810, test_resistance(dt));
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);
CuAssertIntEquals_Msg(tc, "skill reduction => 90%%", 900, test_resistance(dt));
magres = magic_resistance(du);
CuAssert(tc, "skill reduction", frac_equal(magres, v10p));
rc->magres = v50p; /* percentage, gets added to skill bonus */
CuAssertIntEquals_Msg(tc, "race reduction => 40%%", 400, test_resistance(dt));
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)));
CuAssertIntEquals_Msg(tc, "damage reduction is never < 0.1", 100, test_resistance(dt));
free_battle(b);
test_teardown();
}
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, NULL);
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);
rc = test_create_race("human");
rc->battle_flags |= BF_EQUIPMENT;
du = test_create_unit(test_create_faction_ex(rc, NULL), 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, test_armor(dt, wtype, false));
achain->projectile = 0.0;
ashield->projectile = 1.0;
CuAssertIntEquals_Msg(tc, "projectile shield", -1, test_armor(dt, wtype, false));
wtype->flags = WTF_NONE;
CuAssertIntEquals_Msg(tc, "no projectiles", 4, test_armor(dt, wtype, false));
free_battle(b);
test_teardown();
}
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, NULL);
ud = test_create_unit(test_create_faction(), r);
ua = test_create_unit(test_create_faction(), r);
td.fighter = setup_fighter(&b, ud);
td.index = 0;
ta.fighter = setup_fighter(&b, ua);
ta.index = 0;
CuAssertIntEquals(tc, 0, skilldiff(ta, td, 0));
ta.fighter->person[0].attack = 2;
td.fighter->person[0].defense = 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_teardown();
}
static void test_terminate(CuTest * tc)
{
troop at, dt;
battle *b = NULL;
region *r;
unit *au, *du;
race *rc;
test_setup();
r = test_create_region(0, 0, NULL);
rc = test_create_race("human");
au = test_create_unit(test_create_faction_ex(rc, NULL), r);
du = test_create_unit(test_create_faction_ex(rc, NULL), r);
dt.index = 0;
at.index = 0;
at.fighter = setup_fighter(&b, au);
dt.fighter = setup_fighter(&b, du);
CuAssertIntEquals_Msg(tc, "not killed", 0, terminate(dt, at, AT_STANDARD, "1d1", false));
b = NULL;
at.fighter = setup_fighter(&b, au);
dt.fighter = setup_fighter(&b, du);
CuAssertIntEquals_Msg(tc, "killed", 1, terminate(dt, at, AT_STANDARD, "100d1", false));
CuAssertIntEquals_Msg(tc, "number", 0, dt.fighter->person[0].hp);
free_battle(b);
test_teardown();
}
static void test_battle_report_one(CuTest *tc)
{
battle * b = NULL;
region *r;
unit *u1, *u2;
message *m;
const char *expect;
fighter *fig;
test_setup();
setup_messages();
r = test_create_plain(0, 0);
u1 = test_create_unit(test_create_faction(), r);
u2 = test_create_unit(test_create_faction(), r);
b = make_battle(r);
join_battle(b, u1, true, &fig);
join_battle(b, u2, false, &fig);
faction_setname(u1->faction, "Monster");
expect = factionname(u1->faction);
report_battle_start(b);
CuAssertPtrNotNull(tc, m = test_find_messagetype(u1->faction->battles->msgs, "start_battle"));
CuAssertStrEquals(tc, expect, (const char *)m->parameters[0].v);
free_battle(b);
test_teardown();
}
static void test_battle_report_two(CuTest *tc)
{
battle * b = NULL;
region *r;
unit *u1, *u2;
message *m;
char expect[64];
fighter *fig;
struct locale *lang;
test_setup();
lang = test_create_locale();
locale_setstring(lang, "and", "and");
setup_messages();
r = test_create_plain(0, 0);
u1 = test_create_unit(test_create_faction_ex(NULL, lang), r);
u2 = test_create_unit(test_create_faction_ex(NULL, lang), r);
u2->faction->locale = lang;
str_slprintf(expect, sizeof(expect), "%s and %s", factionname(u1->faction), factionname(u2->faction));
b = make_battle(r);
join_battle(b, u1, true, &fig);
join_battle(b, u2, true, &fig);
report_battle_start(b);
CuAssertPtrNotNull(tc, m = test_find_messagetype(u1->faction->battles->msgs, "start_battle"));
CuAssertStrEquals(tc, expect, (const char *)m->parameters[0].v);
free_battle(b);
test_teardown();
}
static void test_battle_report_three(CuTest *tc)
{
battle * b = NULL;
region *r;
unit *u1, *u2, *u3;
message *m;
char expect[64];
fighter *fig;
struct locale *lang;
test_setup();
lang = test_create_locale();
locale_setstring(lang, "and", "and");
setup_messages();
r = test_create_plain(0, 0);
u1 = test_create_unit(test_create_faction(), r);
u1->faction->locale = lang;
u2 = test_create_unit(test_create_faction(), r);
u2->faction->locale = lang;
u3 = test_create_unit(test_create_faction(), r);
u3->faction->locale = lang;
str_slprintf(expect, sizeof(expect), "%s, %s and %s", factionname(u1->faction), factionname(u2->faction), factionname(u3->faction));
b = make_battle(r);
join_battle(b, u1, true, &fig);
join_battle(b, u2, true, &fig);
join_battle(b, u3, true, &fig);
report_battle_start(b);
CuAssertPtrNotNull(tc, m = test_find_messagetype(u1->faction->battles->msgs, "start_battle"));
CuAssertStrEquals(tc, expect, (const char *)m->parameters[0].v);
free_battle(b);
test_teardown();
}
static void test_battle_skilldiff_building(CuTest *tc)
{
troop ta, td;
region *r;
unit *ua, *ud;
battle *b = NULL;
building_type *btype;
test_setup();
btype = setup_castle();
r = test_create_region(0, 0, NULL);
ud = test_create_unit(test_create_faction(), r);
ud->building = test_create_building(ud->region, btype);
ua = test_create_unit(test_create_faction(), r);
td.fighter = setup_fighter(&b, ud);
td.index = 0;
ta.fighter = setup_fighter(&b, ua);
ta.index = 0;
CuAssertIntEquals(tc, 0, buildingeffsize(ud->building, false));
CuAssertIntEquals(tc, 0, skilldiff(ta, td, 0));
ud->building->size = 10;
CuAssertIntEquals(tc, 1, buildingeffsize(ud->building, false));
CuAssertIntEquals(tc, -1, skilldiff(ta, td, 0));
create_curse(NULL, &ud->building->attribs, &ct_magicwalls, 1, 1, 1, 1);
CuAssertIntEquals(tc, -2, skilldiff(ta, td, 0));
create_curse(NULL, &ud->building->attribs, &ct_strongwall, 1, 1, 2, 1);
CuAssertIntEquals(tc, -4, skilldiff(ta, td, 0));
free_battle(b);
test_teardown();
}
static void assert_skill(CuTest *tc, const char *msg, unit *u, skill_t sk, int level, int week, int weekmax)
{
skill *sv = unit_skill(u, sk);
if (sv) {
char buf[256];
sprintf(buf, "%s level %d != %d", msg, sv->level, level);
CuAssertIntEquals_Msg(tc, buf, level, sv->level);
sprintf(buf, "%s week %d !<= %d !<= %d", msg, week, sv->weeks, weekmax);
CuAssert(tc, buf, sv->weeks >= week && sv->weeks <= weekmax);
}
else {
CuAssertIntEquals_Msg(tc, msg, level, 0);
CuAssertIntEquals_Msg(tc, msg, week, 0);
}
}
static void test_drain_exp(CuTest *tc)
{
unit *u;
const char *msg;
int i;
double rand;
test_setup();
config_set("study.random_progress", "0");
u = test_create_unit(test_create_faction(), test_create_region(0, 0, NULL));
set_level(u, SK_STAMINA, 3);
CuAssertIntEquals(tc, 3, unit_skill(u, SK_STAMINA)->level);
CuAssertIntEquals(tc, 4, unit_skill(u, SK_STAMINA)->weeks);
assert_skill(tc, msg = "base", u, SK_STAMINA, 3, 4, 4);
assert_skill(tc, msg, u, SK_STAMINA, 3, 4, 4);
assert_skill(tc, msg, u, SK_MINING, 0, 0, 0);
for (i = 0; i < 10; ++i) {
set_level(u, SK_STAMINA, 3);
drain_exp(u, 0);
assert_skill(tc, msg = "0 change", u, SK_STAMINA, 3, 4, 4);
assert_skill(tc, msg, u, SK_MINING, 0, 0, 0);
for (rand = 0.0; rand < 2.0; rand += 1) {
random_source_inject_constant(rand);
set_level(u, SK_STAMINA, 3);
drain_exp(u, 29);
assert_skill(tc, msg = "no change yet", u, SK_STAMINA, 3, 4, rand == 0.0 ? 4 : 5);
assert_skill(tc, msg, u, SK_MINING, 0, 0, 0);
set_level(u, SK_STAMINA, 3);
drain_exp(u, 1);
assert_skill(tc, msg = "random change", u, SK_STAMINA, 3, 4, rand == 0.0 ? 4 : 5);
assert_skill(tc, msg, u, SK_MINING, 0, 0, 0);
set_level(u, SK_STAMINA, 3);
drain_exp(u, 30);
assert_skill(tc, msg = "plus one", u, SK_STAMINA, 3, 5, 5);
assert_skill(tc, msg, u, SK_MINING, 0, 0, 0);
}
set_level(u, SK_STAMINA, 3);
drain_exp(u, 90);
assert_skill(tc, msg = "plus three", u, SK_STAMINA, 3, 7, 7);
assert_skill(tc, msg, u, SK_MINING, 0, 0, 0);
set_level(u, SK_STAMINA, 3);
drain_exp(u, 120);
assert_skill(tc, msg = "plus four", u, SK_STAMINA, 2, 5, 5);
assert_skill(tc, msg, u, SK_MINING, 0, 0, 0);
}
test_teardown();
}
static void test_tactics_chance(CuTest *tc) {
unit *u;
ship_type *stype;
test_setup();
u = test_create_unit(test_create_faction(), test_create_ocean(0, 0));
CuAssertDblEquals(tc, 0.1, tactics_chance(u, 1), 0.01);
CuAssertDblEquals(tc, 0.3, tactics_chance(u, 3), 0.01);
stype = test_create_shiptype("brot");
u->ship = test_create_ship(u->region, stype);
CuAssertDblEquals(tc, 0.2, tactics_chance(u, 2), 0.01);
stype->tac_bonus = 2.0;
CuAssertDblEquals(tc, 0.4, tactics_chance(u, 2), 0.01);
test_teardown();
}
static void test_battle_fleeing(CuTest *tc) {
region *r;
unit *u1, *u2;
test_setup();
setup_messages();
r = test_create_plain(0, 0);
u1 = test_create_unit(test_create_faction(), r);
u2 = test_create_unit(test_create_faction(), r);
u1->status = ST_FLEE;
u2->status = ST_AGGRO;
#if 0
setguard(u1, true);
CuAssertIntEquals(tc, UFL_GUARD, (u1->flags & UFL_GUARD));
CuAssertIntEquals(tc, RF_GUARDED, (r->flags & RF_GUARDED));
#endif
config_set_int("rules.combat.flee_chance_base", 100);
config_set_int("rules.combat.flee_chance_limit", 100);
unit_addorder(u2, create_order(K_ATTACK, u2->faction->locale, itoa36(u1->no)));
do_battles();
CuAssertIntEquals(tc, 1, u1->number);
CuAssertIntEquals(tc, 1, u2->number);
#if 0
CuAssertIntEquals(tc, 0, (u1->flags & UFL_GUARD));
CuAssertIntEquals(tc, 0, (r->flags & RF_GUARDED));
#endif
CuAssertIntEquals(tc, UFL_LONGACTION, (u1->flags & UFL_LONGACTION));
CuAssertIntEquals(tc, UFL_LONGACTION | UFL_NOTMOVING, (u2->flags & (UFL_LONGACTION | UFL_NOTMOVING)));
test_teardown();
}
CuSuite *get_battle_suite(void)
{
CuSuite *suite = CuSuiteNew();
SUITE_ADD_TEST(suite, test_make_fighter);
SUITE_ADD_TEST(suite, test_select_weapon_restricted);
SUITE_ADD_TEST(suite, test_select_armor);
SUITE_ADD_TEST(suite, test_battle_fleeing);
SUITE_ADD_TEST(suite, test_battle_skilldiff);
SUITE_ADD_TEST(suite, test_battle_skilldiff_building);
SUITE_ADD_TEST(suite, test_battle_report_one);
SUITE_ADD_TEST(suite, test_battle_report_two);
SUITE_ADD_TEST(suite, test_battle_report_three);
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_defense_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);
SUITE_ADD_TEST(suite, test_tactics_chance);
SUITE_ADD_TEST(suite, test_terminate);
DISABLE_TEST(suite, test_drain_exp);
return suite;
}