server/src/battle.test.c

499 lines
15 KiB
C

#include <platform.h>
#include "battle.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/race.h>
#include <kernel/region.h>
#include <kernel/unit.h>
#include <util/functions.h>
#include <CuTest.h>
#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_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 int add_two(const building * b, const 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();
r = test_create_region(0, 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();
r = test_create_region(0, 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();
r = test_create_region(0, 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(*)(const struct building *, const 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();
}
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_cleanup();
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, natural_armor(u));
set_param(&rc->parameters, "armor.stamina", "1");
CuAssertIntEquals(tc, 2, natural_armor(u));
set_param(&rc->parameters, "armor.stamina", "2");
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;
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", 1.0, magres, 0.01);
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));
CuAssertDblEquals_Msg(tc, "magres unmodified", 1.0, 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_magic_resistance(CuTest *tc)
{
troop dt;
battle *b = NULL;
region *r;
unit *du;
armor_type *ashield, *achain;
item_type *ishield, *ichain;
race *rc;
double magres;
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);
rc = test_create_race("human");
du = test_create_unit(test_create_faction(rc), r);
dt.index = 0;
dt.fighter = setup_fighter(&b, du);
calculate_armor(dt, 0, 0, &magres);
CuAssertDblEquals_Msg(tc, "no magres bonus", 0.0, magic_resistance(du), 0.01);
CuAssertDblEquals_Msg(tc, "no magres reduction", 1.0, magres, 0.01);
ashield->flags |= ATF_LAEN;
ashield->magres = 0.1;
calculate_armor(dt, 0, 0, &magres);
free_battle(b);
b = NULL;
i_change(&du->items, ishield, 1);
i_change(&du->items, ichain, 1);
achain->flags |= ATF_LAEN;
achain->magres = 0.1;
ashield->flags |= ATF_LAEN;
ashield->magres = 0.1;
dt.fighter = setup_fighter(&b, du);
calculate_armor(dt, 0, 0, &magres);
CuAssertDblEquals_Msg(tc, "laen reduction", 0.81, magres, 0.01);
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);
CuAssertDblEquals_Msg(tc, "skill bonus", 0.1, magic_resistance(du), 0.01);
CuAssertDblEquals_Msg(tc, "skill reduction", 0.9, magres, 0.01);
rc->magres = 0.5; /* gets added to skill bonus */
calculate_armor(dt, 0, 0, &magres);
CuAssertDblEquals_Msg(tc, "race bonus", 0.6, magic_resistance(du), 0.01);
CuAssertDblEquals_Msg(tc, "race reduction", 0.4, magres, 0.01);
rc->magres = 1.5; /* should not cause negative damage multiplier */
CuAssertDblEquals_Msg(tc, "magic resistance is never > 0.9", 0.9, magic_resistance(du), 0.01);
calculate_armor(dt, 0, 0, &magres);
CuAssertDblEquals_Msg(tc, "damage reduction is never < 0.1", 0.1, magres, 0.01);
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;
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();
}
static void test_battle_skilldiff(CuTest *tc)
{
troop ta, td;
region *r;
unit *ua, *ud;
battle *b = NULL;
test_cleanup();
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 int protect(const building *b, const unit *u, building_bonus bonus) {
return (bonus == DEFENSE_BONUS) ? 4 : 0;
}
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_cleanup();
btype = test_create_buildingtype("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));
btype->protection = protect;
CuAssertIntEquals(tc, -4, skilldiff(ta, td, 0));
create_curse(NULL, &ud->building->attribs, magicwalls_ct, 1, 1, 1, 1);
CuAssertIntEquals(tc, -8, skilldiff(ta, td, 0));
create_curse(NULL, &ud->building->attribs, strongwall_ct, 1, 1, 2, 1);
CuAssertIntEquals(tc, -10, 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;
}