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voxelforge/tests/testDamage.cpp
T

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5.5 KiB
C++

#include "testHarness.h"
#include "vf/Damage.h"
using namespace vf;
namespace {
ArmorSet fullSet(Armor::Material material) {
ArmorSet set;
set.equip(makeArmor(material, Armor::Slot::Helmet));
set.equip(makeArmor(material, Armor::Slot::Chestplate));
set.equip(makeArmor(material, Armor::Slot::Leggings));
set.equip(makeArmor(material, Armor::Slot::Boots));
return set;
}
void enchantWholeSet(ArmorSet& set, EnchantKind kind, int level) {
for (Armor& piece : set.pieces) addEnchant(piece.enchants, kind, level);
}
DamageEvent hitFor(DamageType type, float amount) {
DamageEvent event;
event.source = environmentSource(type);
event.amount = amount;
return event;
}
void idleTicks(CombatStats& stats, EffectSet& effects, int count) {
for (int i = 0; i < count; ++i) tickCombat(stats, effects);
}
} // namespace
VF_TEST(diamondArmorReducesMeleeDamageByTheVanillaCurve) {
ArmorSet diamond = fullSet(Armor::Material::Diamond);
CHECK_EQ(diamond.totalPoints(), 20);
CHECK_NEAR(diamond.totalToughness(), 8.0f, 0.001f);
CHECK_NEAR(armorReduction(20, 8.0f, 10.0f), 3.0f, 0.001f);
ArmorSet leather = fullSet(Armor::Material::Leather);
CHECK_EQ(leather.totalPoints(), 7);
CHECK_NEAR(leather.totalToughness(), 0.0f, 0.001f);
// Weak armour hits the points/5 floor against a big blow.
CHECK_NEAR(armorReduction(7, 0.0f, 20.0f), 20.0f * (1.0f - 1.4f / 25.0f), 0.001f);
}
VF_TEST(voidAndStarveDamageIgnoreArmorEntirely) {
EffectSet none;
uint32_t rng = 7u;
CombatStats player;
player.armor = fullSet(Armor::Material::Diamond);
CombatResult voided = applyDamage(player, none, hitFor(DamageType::Void, 6.0f), rng);
CHECK(voided.applied);
CHECK_NEAR(voided.healthLost, 6.0f, 0.001f);
CHECK_EQ(voided.armorDurabilityLost, 0);
player.health = 20.0f;
CombatResult melee = applyDamage(player, none, hitFor(DamageType::Melee, 6.0f), rng);
CHECK(melee.applied);
CHECK(melee.healthLost < 3.0f);
CHECK(melee.armorDurabilityLost > 0);
}
VF_TEST(invulnerabilityWindowSwallowsWeakerFollowUpsButNotStrongerOnes) {
EffectSet none;
uint32_t rng = 11u;
CombatStats player;
CombatResult first = applyDamage(player, none, hitFor(DamageType::Melee, 5.0f), rng);
CHECK(first.applied);
CHECK_NEAR(player.health, 15.0f, 0.001f);
CHECK_EQ(player.invulnerableTicks, invulnerabilityTicks);
CombatResult weaker = applyDamage(player, none, hitFor(DamageType::Melee, 3.0f), rng);
CHECK(weaker.blockedByInvulnerability);
CHECK(!weaker.applied);
CHECK_NEAR(player.health, 15.0f, 0.001f);
CombatResult stronger = applyDamage(player, none, hitFor(DamageType::Melee, 8.0f), rng);
CHECK(stronger.applied);
CHECK_NEAR(player.health, 12.0f, 0.001f);
idleTicks(player, none, invulnerabilityTicks);
CHECK_EQ(player.invulnerableTicks, 0);
CombatResult fresh = applyDamage(player, none, hitFor(DamageType::Melee, 2.0f), rng);
CHECK(fresh.applied);
CHECK_NEAR(player.health, 10.0f, 0.001f);
}
VF_TEST(starvationLandsEveryTickBecauseItIgnoresTheInvulnerabilityWindow) {
EffectSet none;
uint32_t rng = 3u;
CombatStats player;
for (int i = 0; i < 5; ++i) {
CombatResult starve = applyDamage(player, none, hitFor(DamageType::Starve, 1.0f), rng);
CHECK(starve.applied);
}
CHECK_NEAR(player.health, 15.0f, 0.001f);
}
VF_TEST(attackChargeRampsBackToFullAndScalesSwingDamage) {
EffectSet none;
CombatStats attacker;
attacker.baseAttackDamage = 7.0f;
attacker.attackSpeed = 4.0f;
CHECK_EQ(attackCooldownTicks(4.0f), 5);
registerSwing(attacker);
CHECK_NEAR(attackCharge(attacker), 0.0f, 0.001f);
EnchantSet bare;
float coldSwing = meleeAttackDamage(attacker, bare, none, false, false, false);
CHECK_NEAR(coldSwing, 7.0f * 0.2f, 0.001f);
for (int i = 0; i < 5; ++i) tickCombat(attacker, none);
CHECK_NEAR(attackCharge(attacker), 1.0f, 0.001f);
float fullSwing = meleeAttackDamage(attacker, bare, none, false, false, false);
CHECK_NEAR(fullSwing, 7.0f, 0.001f);
// The bar caps, extra ticks change nothing.
for (int i = 0; i < 20; ++i) tickCombat(attacker, none);
CHECK_NEAR(attackCharge(attacker), 1.0f, 0.001f);
}
VF_TEST(sharpnessAndCriticalHitsStackOnTopOfBaseSwingDamage) {
EffectSet none;
CombatStats attacker;
attacker.baseAttackDamage = 7.0f;
attacker.attackChargeTicks = 5;
EnchantSet plain;
EnchantSet sharp;
CHECK(addEnchant(sharp, EnchantKind::Sharpness, 5));
CHECK_NEAR(meleeAttackDamage(attacker, plain, none, false, false, false), 7.0f, 0.001f);
CHECK_NEAR(meleeAttackDamage(attacker, sharp, none, false, false, false), 10.0f, 0.001f);
CHECK_NEAR(meleeAttackDamage(attacker, sharp, none, false, false, true), 15.0f, 0.001f);
EnchantSet smite;
CHECK(addEnchant(smite, EnchantKind::Smite, 4));
CHECK_NEAR(meleeAttackDamage(attacker, smite, none, false, false, false), 7.0f, 0.001f);
CHECK_NEAR(meleeAttackDamage(attacker, smite, none, true, false, false), 17.0f, 0.001f);
}
VF_TEST(strengthAddsAndWeaknessRemovesFlatMeleeDamage) {
CombatStats attacker;
attacker.baseAttackDamage = 7.0f;
attacker.attackChargeTicks = 5;
EnchantSet bare;
EffectSet strong;
applyEffect(strong, makeEffect(EffectKind::Strength, 2, 200));
CHECK_NEAR(meleeAttackDamage(attacker, bare, strong, false, false, false), 13.0f, 0.001f);
EffectSet weak;
applyEffect(weak, makeEffect(EffectKind::Weakness, 1, 200));
CHECK_NEAR(meleeAttackDamage(attacker, bare, weak, false, false, false), 3.0f, 0.001f);