481 lines
19 KiB
C++
481 lines
19 KiB
C++
#include <algorithm>
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#include <vector>
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#include "testHarness.h"
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#include "vf/LootTables.h"
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using namespace vf;
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namespace {
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using Species = MobDropRule::Species;
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using Structure = ChestFill::Structure;
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uint32_t seedFor(int index) {
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uint32_t mixed = static_cast<uint32_t>(index) + 1u;
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mixed ^= mixed >> 16;
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mixed *= 0x7feb352du;
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mixed ^= mixed >> 15;
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mixed *= 0x846ca68bu;
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mixed ^= mixed >> 16;
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return mixed == 0u ? 1u : mixed;
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}
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LootContext contextWith(ItemId tool, uint32_t seed) {
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LootContext context;
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context.tool = tool;
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context.seed = seed;
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return context;
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}
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LootContext enchantedWith(ItemId tool, EnchantKind kind, int level, uint32_t seed) {
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LootContext context = contextWith(tool, seed);
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addEnchant(context.toolEnchants, kind, level);
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return context;
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}
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bool sameRoll(const LootRoll& left, const LootRoll& right) {
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if (left.items.size() != right.items.size()) return false;
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for (std::size_t i = 0; i < left.items.size(); ++i) {
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if (left.items[i].item != right.items[i].item) return false;
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if (left.items[i].count != right.items[i].count) return false;
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if (left.items[i].durability != right.items[i].durability) return false;
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}
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return true;
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}
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ItemId bestToolFor(ToolType type) {
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switch (type) {
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case ToolType::Pickaxe: return ItemId::DiamondPickaxe;
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case ToolType::Axe: return ItemId::DiamondAxe;
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case ToolType::Shovel: return ItemId::DiamondShovel;
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case ToolType::Sword: return ItemId::DiamondSword;
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case ToolType::Hoe: return ItemId::DiamondHoe;
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case ToolType::None: return ItemId::None;
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}
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return ItemId::None;
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}
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const std::vector<ItemId>& toolPalette() {
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static const std::vector<ItemId> tools = {
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ItemId::None, ItemId::WoodPickaxe, ItemId::WoodAxe, ItemId::WoodShovel,
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ItemId::WoodSword, ItemId::WoodHoe, ItemId::StonePickaxe, ItemId::StoneAxe,
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ItemId::StoneShovel, ItemId::StoneSword, ItemId::StoneHoe, ItemId::IronPickaxe,
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ItemId::IronAxe, ItemId::IronShovel, ItemId::IronSword, ItemId::IronHoe,
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ItemId::GoldPickaxe, ItemId::GoldAxe, ItemId::GoldShovel, ItemId::GoldSword,
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ItemId::GoldHoe, ItemId::DiamondPickaxe, ItemId::DiamondAxe, ItemId::DiamondShovel,
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ItemId::DiamondSword, ItemId::DiamondHoe,
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};
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return tools;
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}
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bool ruleCanYield(const BlockDropRule& rule, ItemId item) {
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return item == rule.drop || item == rule.silkTouchDrop() || item == rule.firedDrop ||
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item == rule.bonusDrop;
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}
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bool poolCanYield(const LootPool& pool, ItemId item) {
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for (const LootEntry& entry : pool.entries) {
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if (entry.item == item) return true;
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}
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return false;
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}
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ItemId firstEntryOfPool(const LootTable& table, std::size_t poolIndex) {
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if (poolIndex >= table.pools.size()) return ItemId::None;
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if (table.pools[poolIndex].entries.empty()) return ItemId::None;
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return table.pools[poolIndex].entries[0].item;
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}
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} // namespace
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VF_TEST(theRegistrysPublishedConstantsAreTheOnesTheBoundsWereDerivedFrom) {
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CHECK_EQ(fishingBaseWaitTicks, 600);
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CHECK_EQ(fishingMinWaitTicks, 100);
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CHECK_EQ(fishingLureTicksPerLevel, 100);
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CHECK_EQ(fishingFishWeight, 85);
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CHECK_EQ(fishingTreasureWeight, 5);
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CHECK_EQ(fishingJunkWeight, 10);
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CHECK_EQ(fishingLuckWeightShift, 2);
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CHECK_EQ(fishingFishWeight + fishingTreasureWeight + fishingJunkWeight, 100);
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CHECK_EQ(shearToolType, ToolType::Hoe);
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CHECK_EQ(static_cast<int>(Block::Count), 130);
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CHECK_EQ(static_cast<int>(Species::Count), 17);
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CHECK_EQ(static_cast<int>(Structure::Count), 6);
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CHECK_EQ(static_cast<int>(FishingLoot::Pool::Count), 3);
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}
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VF_TEST(everyBlockInThePaletteCarriesAnAuthoredRuleInEnumOrder) {
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const LootRegistry& registry = lootRegistry();
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CHECK(registry.coversEveryBlock());
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CHECK_EQ(registry.blockRules().size(), static_cast<std::size_t>(Block::Count));
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int outOfOrder = 0;
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for (int index = 0; index < static_cast<int>(Block::Count); ++index) {
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Block block = static_cast<Block>(index);
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const BlockDropRule& rule = registry.blockRule(block);
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if (rule.block != block) ++outOfOrder;
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CHECK(rule.minCount >= 0);
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CHECK(rule.maxCount >= rule.minCount);
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CHECK(rule.dropChance > 0.0f);
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CHECK(rule.dropChance <= 1.0f);
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}
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CHECK_EQ(outOfOrder, 0);
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CHECK(registry.coversEveryMob());
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CHECK_EQ(registry.mobRules().size(), static_cast<std::size_t>(Species::Count));
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CHECK(registry.coversEveryStructure());
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CHECK_EQ(registry.chestFills().size(), static_cast<std::size_t>(Structure::Count));
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}
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VF_TEST(everyRuleNamesTheSameToolClassTheItemModuleAlreadyDeclares) {
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const LootRegistry& registry = lootRegistry();
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int mismatches = 0;
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int constrained = 0;
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for (int index = 0; index < static_cast<int>(Block::Count); ++index) {
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Block block = static_cast<Block>(index);
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ToolType declared = correctToolFor(block);
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if (declared == ToolType::None) continue;
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++constrained;
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if (registry.blockRule(block).harvestTool != declared) ++mismatches;
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}
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CHECK_EQ(mismatches, 0);
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CHECK_EQ(constrained, 28);
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}
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VF_TEST(theRegistryIsNeverMorePermissiveThanTheSalvagedToolCheck) {
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const LootRegistry& registry = lootRegistry();
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int leaks = 0;
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int gatedCases = 0;
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for (int index = 0; index < static_cast<int>(Block::Count); ++index) {
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Block block = static_cast<Block>(index);
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for (ItemId tool : toolPalette()) {
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if (toolQualifiesFor(block, tool)) continue;
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++gatedCases;
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if (!registry.rollBlock(block, contextWith(tool, 1234u)).empty()) ++leaks;
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}
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}
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CHECK_EQ(leaks, 0);
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CHECK(gatedCases > 100);
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}
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VF_TEST(harvestLevelsGateTheOresExactlyWhereTheTiersSay) {
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CHECK_EQ(toolHarvestLevel(ToolTier::None), 0);
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CHECK_EQ(toolHarvestLevel(ToolTier::Wood), 1);
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CHECK_EQ(toolHarvestLevel(ToolTier::Gold), 1);
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CHECK_EQ(toolHarvestLevel(ToolTier::Stone), 2);
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CHECK_EQ(toolHarvestLevel(ToolTier::Iron), 3);
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CHECK_EQ(toolHarvestLevel(ToolTier::Diamond), 4);
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const LootRegistry& registry = lootRegistry();
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const struct { Block block; ItemId tool; bool allowed; } cases[] = {
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{Block::Stone, ItemId::None, false},
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{Block::Stone, ItemId::DiamondShovel, false},
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{Block::Stone, ItemId::WoodPickaxe, true},
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{Block::IronOre, ItemId::WoodPickaxe, false},
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{Block::IronOre, ItemId::GoldPickaxe, false},
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{Block::IronOre, ItemId::StonePickaxe, true},
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{Block::DiamondOre, ItemId::StonePickaxe, false},
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{Block::DiamondOre, ItemId::IronPickaxe, true},
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{Block::Obsidian, ItemId::IronPickaxe, false},
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{Block::Obsidian, ItemId::DiamondPickaxe, true},
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{Block::CryingObsidian, ItemId::IronPickaxe, false},
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{Block::CopperOre, ItemId::WoodPickaxe, false},
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{Block::CopperOre, ItemId::StonePickaxe, true},
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{Block::Dirt, ItemId::None, true},
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{Block::Wood, ItemId::None, true},
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};
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for (const auto& item : cases) {
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CHECK_EQ(toolAllows(registry.blockRule(item.block), item.tool), item.allowed);
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}
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CHECK(registry.rollBlock(Block::Obsidian, contextWith(ItemId::IronPickaxe, 9u)).empty());
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CHECK_EQ(registry.rollBlock(Block::Obsidian, contextWith(ItemId::DiamondPickaxe, 9u))
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.countOf(ItemId::Obsidian),
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1);
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}
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VF_TEST(stoneBecomesCobblestoneUnlessItIsTakenWholeOrBrokenInsideFire) {
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const LootRegistry& registry = lootRegistry();
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LootContext plain = contextWith(ItemId::IronPickaxe, 17u);
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CHECK_EQ(registry.rollBlock(Block::Stone, plain).countOf(ItemId::Cobblestone), 1);
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LootContext silk = enchantedWith(ItemId::IronPickaxe, EnchantKind::SilkTouch, 1, 17u);
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LootRoll harvested = registry.rollBlock(Block::Stone, silk);
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CHECK_EQ(harvested.countOf(ItemId::Stone), 1);
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CHECK_EQ(harvested.totalCount(), 1);
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LootContext burning = contextWith(ItemId::IronPickaxe, 17u);
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burning.fiery = true;
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LootRoll melted = registry.rollBlock(Block::Stone, burning);
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CHECK_EQ(melted.countOf(ItemId::Stone), 1);
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CHECK_EQ(melted.countOf(ItemId::Cobblestone), 0);
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// Cobblestone bakes back into stone the same way, and iron and gold ore
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// come out as ingots.
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LootRoll cobble = registry.rollBlock(Block::Cobblestone, burning);
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CHECK_EQ(cobble.countOf(ItemId::Stone), 1);
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CHECK_EQ(registry.rollBlock(Block::IronOre, burning).countOf(ItemId::IronIngot), 1);
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CHECK_EQ(registry.rollBlock(Block::GoldOre, burning).countOf(ItemId::GoldIngot), 1);
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CHECK_EQ(registry.rollBlock(Block::IronOre, plain).countOf(ItemId::IronOre), 1);
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}
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VF_TEST(oreRulesMultiplyWithFortuneAndHandBackTheOreBlockUnderSilkTouch) {
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const LootRegistry& registry = lootRegistry();
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const struct { Block block; ItemId raw; int lowest; int highest; } ores[] = {
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{Block::CoalOre, ItemId::CoalLump, 1, 1},
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{Block::DiamondOre, ItemId::DiamondGem, 1, 1},
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{Block::RedstoneOre, ItemId::RedstoneDust, 4, 5},
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{Block::LapisOre, ItemId::LapisLazuli, 4, 9},
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{Block::Glowstone, ItemId::Glowstone, 2, 4},
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};
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for (const auto& ore : ores) {
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int seenLowest = 1000;
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int seenHighest = 0;
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int fortuneHighest = 0;
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for (int i = 0; i < 500; ++i) {
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LootContext plain = contextWith(ItemId::DiamondPickaxe, seedFor(i));
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int count = registry.rollBlock(ore.block, plain).countOf(ore.raw);
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seenLowest = std::min(seenLowest, count);
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seenHighest = std::max(seenHighest, count);
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LootContext lucky = enchantedWith(ItemId::DiamondPickaxe, EnchantKind::Fortune, 3,
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seedFor(i));
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fortuneHighest = std::max(fortuneHighest,
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registry.rollBlock(ore.block, lucky).countOf(ore.raw));
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}
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CHECK_EQ(seenLowest, ore.lowest);
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CHECK_EQ(seenHighest, ore.highest);
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CHECK_EQ(fortuneHighest, ore.highest * 4);
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LootContext silk = enchantedWith(ItemId::DiamondPickaxe, EnchantKind::SilkTouch, 1, 5u);
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LootRoll whole = registry.rollBlock(ore.block, silk);
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CHECK_EQ(whole.countOf(itemForBlock(ore.block)), 1);
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CHECK_EQ(whole.totalCount(), 1);
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}
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}
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VF_TEST(shearClassToolsTakeTheBlockItselfWithoutNeedingSilkTouch) {
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const LootRegistry& registry = lootRegistry();
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for (ItemId hoe : {ItemId::WoodHoe, ItemId::DiamondHoe}) {
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LootRoll sheared = registry.rollBlock(Block::Leaves, contextWith(hoe, 42u));
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CHECK_EQ(sheared.countOf(ItemId::Leaves), 1);
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CHECK_EQ(sheared.totalCount(), 1);
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}
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// A pickaxe falls through to the chance table instead.
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int leafBlocks = 0;
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int cuttings = 0;
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for (int i = 0; i < 800; ++i) {
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LootRoll roll = registry.rollBlock(Block::Leaves,
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contextWith(ItemId::IronPickaxe, seedFor(i)));
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leafBlocks += roll.countOf(ItemId::Leaves);
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cuttings += roll.countOf(ItemId::Wood);
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}
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CHECK_EQ(leafBlocks, 0);
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CHECK(cuttings > 0);
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// Shearing a block the palette has no item for still yields nothing.
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for (Block block : {Block::Wool, Block::Cobweb, Block::Vine, Block::Kelp, Block::Moss}) {
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CHECK(registry.blockRule(block).shearHarvest);
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CHECK(registry.rollBlock(block, contextWith(ItemId::DiamondHoe, 8u)).empty());
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}
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}
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VF_TEST(everyBlockRuleOnlyEverProducesItemsItDeclaredUpFront) {
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const LootRegistry& registry = lootRegistry();
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int strayItems = 0;
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int rollsMade = 0;
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for (int index = 0; index < static_cast<int>(Block::Count); ++index) {
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Block block = static_cast<Block>(index);
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const BlockDropRule& rule = registry.blockRule(block);
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for (int sample = 0; sample < 12; ++sample) {
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LootContext context = contextWith(bestToolFor(rule.harvestTool), seedFor(sample));
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if (sample % 3 == 1) addEnchant(context.toolEnchants, EnchantKind::SilkTouch, 1);
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if (sample % 3 == 2) addEnchant(context.toolEnchants, EnchantKind::Fortune, 3);
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if (sample % 4 == 3) context.fiery = true;
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LootRoll roll = registry.rollBlock(block, context);
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++rollsMade;
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for (const ItemSlot& stack : roll.items) {
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if (!ruleCanYield(rule, stack.item)) ++strayItems;
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if (stack.count <= 0) ++strayItems;
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}
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}
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}
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CHECK_EQ(strayItems, 0);
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CHECK_EQ(rollsMade, static_cast<int>(Block::Count) * 12);
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}
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VF_TEST(everyBlockThatDeclaresACertainDropActuallyHandsItOver) {
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const LootRegistry& registry = lootRegistry();
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int certainDrops = 0;
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int missed = 0;
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for (int index = 0; index < static_cast<int>(Block::Count); ++index) {
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Block block = static_cast<Block>(index);
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const BlockDropRule& rule = registry.blockRule(block);
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if (rule.drop == ItemId::None || rule.dropChance < 1.0f) continue;
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++certainDrops;
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LootContext context = contextWith(bestToolFor(rule.harvestTool), seedFor(index));
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LootRoll roll = registry.rollBlock(block, context);
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if (roll.countOf(rule.drop) < rule.minCount) ++missed;
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}
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CHECK_EQ(missed, 0);
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CHECK_EQ(certainDrops, 62);
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}
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VF_TEST(blocksTheItemPaletteCannotExpressStillCarryARuleThatYieldsNothing) {
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const LootRegistry& registry = lootRegistry();
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int barren = 0;
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for (int index = 0; index < static_cast<int>(Block::Count); ++index) {
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Block block = static_cast<Block>(index);
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const BlockDropRule& rule = registry.blockRule(block);
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if (!rule.yieldsNothing()) continue;
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++barren;
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CHECK_EQ(rule.block, block);
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CHECK(blockRuleTable(rule).empty());
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LootContext generous = enchantedWith(bestToolFor(rule.harvestTool), EnchantKind::Fortune, 3,
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seedFor(index));
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addEnchant(generous.toolEnchants, EnchantKind::SilkTouch, 1);
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CHECK(registry.rollBlock(block, generous).empty());
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}
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CHECK_EQ(barren, static_cast<int>(Block::Count) - 64);
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}
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VF_TEST(theSameSeedReproducesTheSameDropForEveryBlockInThePalette) {
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const LootRegistry& registry = lootRegistry();
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int divergences = 0;
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for (int index = 0; index < static_cast<int>(Block::Count); ++index) {
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Block block = static_cast<Block>(index);
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LootContext context = enchantedWith(ItemId::DiamondPickaxe, EnchantKind::Fortune, 2,
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seedFor(index));
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LootRoll first = registry.rollBlock(block, context);
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LootRoll second = registry.rollBlock(block, context);
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if (!sameRoll(first, second)) ++divergences;
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}
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CHECK_EQ(divergences, 0);
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}
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VF_TEST(everyMobRuleOnlyEverProducesItemsItDeclaredUpFront) {
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const LootRegistry& registry = lootRegistry();
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int strayItems = 0;
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for (int index = 0; index < static_cast<int>(Species::Count); ++index) {
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Species species = static_cast<Species>(index);
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const MobDropRule& rule = registry.mobRule(species);
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CHECK_EQ(rule.species, species);
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CHECK(rule.maxCount >= rule.minCount);
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for (int sample = 0; sample < 40; ++sample) {
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LootContext context = contextWith(ItemId::IronSword, seedFor(sample));
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context.playerKill = sample % 2 == 0;
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context.fiery = sample % 3 == 0;
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if (sample % 5 == 0) addEnchant(context.toolEnchants, EnchantKind::Looting, 3);
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for (const ItemSlot& stack : registry.rollMob(species, context).items) {
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bool declared = stack.item == rule.drop || stack.item == rule.firedDrop ||
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stack.item == rule.rareDrop;
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if (!declared) ++strayItems;
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}
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}
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}
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CHECK_EQ(strayItems, 0);
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CHECK(registry.rollMob(Species::Count, contextWith(ItemId::None, 1u)).empty());
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}
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VF_TEST(theRegistryAgreesWithTheSalvagedMobTablesOnEverySharedSpecies) {
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const LootRegistry& registry = lootRegistry();
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const struct { Species species; LootTable::MobKind kind; } shared[] = {
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{Species::Zombie, LootTable::MobKind::Zombie},
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{Species::Skeleton, LootTable::MobKind::Skeleton},
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{Species::Creeper, LootTable::MobKind::Creeper},
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{Species::Sheep, LootTable::MobKind::Sheep},
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{Species::Cow, LootTable::MobKind::Cow},
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{Species::Pig, LootTable::MobKind::Pig},
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};
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for (const auto& pair : shared) {
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const MobDropRule& rule = registry.mobRule(pair.species);
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const LootTable& salvaged = mobLootTable(pair.kind);
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CHECK_EQ(rule.drop, firstEntryOfPool(salvaged, 0));
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if (rule.rareDrop != ItemId::None) {
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CHECK_EQ(rule.rareDrop, firstEntryOfPool(salvaged, 1));
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}
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}
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}
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VF_TEST(livestockComesOutCookedWhenTheKillWasFieryAndRawOtherwise) {
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const LootRegistry& registry = lootRegistry();
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const struct { Species species; ItemId raw; ItemId cooked; } herd[] = {
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{Species::Sheep, ItemId::RawMutton, ItemId::CookedMutton},
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{Species::Cow, ItemId::RawBeef, ItemId::CookedBeef},
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{Species::Pig, ItemId::RawPorkchop, ItemId::CookedPorkchop},
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};
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for (const auto& animal : herd) {
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CHECK(!registry.mobRule(animal.species).hostile);
|
|
int raw = 0;
|
|
int cooked = 0;
|
|
for (int i = 0; i < 300; ++i) {
|
|
LootContext cold = contextWith(ItemId::IronSword, seedFor(i));
|
|
LootRoll rawRoll = registry.rollMob(animal.species, cold);
|
|
raw += rawRoll.countOf(animal.raw);
|
|
CHECK_EQ(rawRoll.countOf(animal.cooked), 0);
|
|
|
|
LootContext burning = cold;
|
|
burning.fiery = true;
|
|
LootRoll cookedRoll = registry.rollMob(animal.species, burning);
|
|
cooked += cookedRoll.countOf(animal.cooked);
|
|
CHECK_EQ(cookedRoll.countOf(animal.raw), 0);
|
|
}
|
|
CHECK(raw > 0);
|
|
CHECK_EQ(raw, cooked);
|
|
}
|
|
}
|
|
|
|
VF_TEST(dropsThatNeedAPlayerKillNeverShowUpFromAnEnvironmentalDeath) {
|
|
const LootRegistry& registry = lootRegistry();
|
|
CHECK(registry.mobRule(Species::Blaze).dropNeedsPlayerKill);
|
|
|
|
int fromPlayers = 0;
|
|
int fromTheWorld = 0;
|
|
int witchGlowstoneFromTheWorld = 0;
|
|
for (int i = 0; i < 2000; ++i) {
|
|
LootContext byPlayer = contextWith(ItemId::IronSword, seedFor(i));
|
|
byPlayer.playerKill = true;
|
|
LootContext byWorld = contextWith(ItemId::None, seedFor(i));
|
|
|
|
fromPlayers += registry.rollMob(Species::Blaze, byPlayer).countOf(ItemId::CoalLump);
|
|
fromTheWorld += registry.rollMob(Species::Blaze, byWorld).countOf(ItemId::CoalLump);
|
|
witchGlowstoneFromTheWorld +=
|
|
registry.rollMob(Species::Witch, byWorld).countOf(ItemId::Glowstone);
|
|
}
|
|
CHECK(fromPlayers > 0);
|
|
CHECK_EQ(fromTheWorld, 0);
|
|
|
|
// A witch is the counter example: her glowstone is not player gated.
|
|
CHECK(!registry.mobRule(Species::Witch).rareNeedsPlayerKill);
|
|
CHECK(witchGlowstoneFromTheWorld > 0);
|
|
}
|
|
|
|
VF_TEST(ironGolemsIgnoreLootingWhileZombiesDoNot) {
|
|
const LootRegistry& registry = lootRegistry();
|
|
CHECK(!registry.mobRule(Species::IronGolem).lootingRaisesCount);
|
|
|
|
int golemLowest = 100;
|
|
int golemHighest = 0;
|
|
int golemLootedHighest = 0;
|
|
int zombieHighest = 0;
|
|
int zombieLootedHighest = 0;
|
|
for (int i = 0; i < 1500; ++i) {
|
|
LootContext plain = contextWith(ItemId::IronSword, seedFor(i));
|
|
plain.playerKill = true;
|
|
LootContext looted = plain;
|
|
addEnchant(looted.toolEnchants, EnchantKind::Looting, 3);
|
|
|