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