322 lines
12 KiB
C++
322 lines
12 KiB
C++
#include "testHarness.h"
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#include "vf/Raid.h"
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using namespace vf;
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namespace {
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constexpr int groundTop = 4;
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constexpr int walkY = groundTop + 1;
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const Vec3i villageCenter{0, walkY, 0};
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World makeRaidWorld() {
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World world;
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for (int x = -28; x <= 28; ++x)
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for (int z = -28; z <= 28; ++z)
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for (int y = 0; y <= groundTop; ++y)
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world.setBlock(x, y, z, Block::Stone);
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world.setBlock(0, walkY, 0, Block::Bell);
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world.setBlock(4, walkY, 0, Block::Bed);
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world.setBlock(4, walkY, 2, Block::Bed);
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world.setBlock(4, walkY, 4, Block::Bed);
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world.setBlock(4, walkY, 6, Block::Bed);
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world.setBlock(-4, walkY, 0, Block::Lectern);
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world.setBlock(-4, walkY, 2, Block::Composter);
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return world;
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}
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std::vector<Villager> makeVillagers(int count) {
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std::vector<Villager> villagers;
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for (int i = 0; i < count; ++i) {
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Villager villager = makeVillager(i + 1,
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{static_cast<float>(i) + 0.5f, static_cast<float>(walkY),
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1.5f},
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100u + static_cast<uint32_t>(i));
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villager.profession = VillagerProfession::Unemployed;
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villagers.push_back(villager);
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}
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return villagers;
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}
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OmenState omenAt(int level) {
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OmenState omen;
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applyBadOmen(omen, level);
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return omen;
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}
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float distanceToCentre(const Vec3& position) {
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float dx = position.x - (static_cast<float>(villageCenter.x) + 0.5f);
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float dz = position.z - (static_cast<float>(villageCenter.z) + 0.5f);
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return std::sqrt(dx * dx + dz * dz);
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}
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int livingVillagerCount(const std::vector<Villager>& villagers) {
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int count = 0;
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for (const Villager& villager : villagers)
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if (villager.alive) ++count;
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return count;
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}
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} // namespace
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VF_TEST(badOmenExpiresOnItsOwnAndCannotArmARaidAfterwards) {
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OmenState omen = omenAt(2);
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CHECK(omen.hasBadOmen());
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CHECK_EQ(omen.level, 2);
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CHECK_EQ(omen.ticksRemaining, badOmenDurationTicks);
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applyBadOmen(omen, 1);
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CHECK_EQ(omen.level, 2);
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applyBadOmen(omen, 4);
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CHECK_EQ(omen.level, 4);
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applyBadOmen(omen, badOmenMaxLevel + 3);
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CHECK_EQ(omen.level, badOmenMaxLevel);
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tickOmen(omen, badOmenDurationTicks - 1);
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CHECK(omen.hasBadOmen());
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tickOmen(omen, 5);
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CHECK(!omen.hasBadOmen());
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CHECK_EQ(omen.level, 0);
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RaidManager raid(villageCenter, 1u);
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CHECK(!raid.tryStart(omen, {0.5f, static_cast<float>(walkY), 0.5f}, 32.0f));
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CHECK(raid.state() == RaidState::Inactive);
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}
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VF_TEST(aRaidStartsOnlyForAnOmenBearingPlayerInsideTheVillage) {
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RaidManager raid(villageCenter, 7u);
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OmenState clean;
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CHECK(!raid.tryStart(clean, {0.5f, static_cast<float>(walkY), 0.5f}, 32.0f));
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OmenState omen = omenAt(1);
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CHECK(!raid.tryStart(omen, {200.5f, static_cast<float>(walkY), 0.5f}, 32.0f));
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CHECK(raid.state() == RaidState::Inactive);
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CHECK(omen.hasBadOmen());
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CHECK(raid.tryStart(omen, {6.5f, static_cast<float>(walkY), 3.5f}, 32.0f));
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CHECK(raid.state() == RaidState::Spawning);
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CHECK(raid.active());
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CHECK(raid.villageThreatened());
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CHECK_EQ(raid.badOmenLevel(), 1);
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CHECK(!omen.hasBadOmen());
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CHECK_EQ(raid.waveCount(), raidWaveCount(raidDifficultyNormal));
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CHECK_EQ(raid.waveIndex(), 0);
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OmenState second = omenAt(1);
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CHECK(!raid.tryStart(second, {0.5f, static_cast<float>(walkY), 0.5f}, 32.0f));
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CHECK(second.hasBadOmen());
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}
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VF_TEST(wavesGrowWithTheirIndexTheDifficultyAndTheOmenLevel) {
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int previous = 0;
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for (int index = 0; index < 7; ++index) {
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RaidWave plan = planRaidWave(index, 1, raidDifficultyNormal);
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CHECK_EQ(plan.index, index);
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CHECK(plan.total() > previous);
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previous = plan.total();
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CHECK_EQ(plan.countOf(RaiderKind::Raider), plan.raiders);
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CHECK_EQ(plan.countOf(RaiderKind::Ravager), plan.ravagers);
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}
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CHECK_EQ(planRaidWave(0, 1, raidDifficultyNormal).vindicators, 0);
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CHECK(planRaidWave(1, 1, raidDifficultyNormal).vindicators > 0);
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CHECK_EQ(planRaidWave(1, 1, raidDifficultyNormal).witches, 0);
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CHECK(planRaidWave(2, 1, raidDifficultyNormal).witches > 0);
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CHECK_EQ(planRaidWave(2, 1, raidDifficultyNormal).ravagers, 0);
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CHECK(planRaidWave(3, 1, raidDifficultyNormal).ravagers > 0);
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CHECK(planRaidWave(3, 1, raidDifficultyHard).total() >
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planRaidWave(3, 1, raidDifficultyEasy).total());
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CHECK(planRaidWave(3, 5, raidDifficultyNormal).total() >
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planRaidWave(3, 1, raidDifficultyNormal).total());
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CHECK_EQ(raidWaveCount(raidDifficultyEasy), 3);
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CHECK_EQ(raidWaveCount(raidDifficultyNormal), 5);
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CHECK_EQ(raidWaveCount(raidDifficultyHard), 7);
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}
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VF_TEST(everySpawnedRaiderStartsOnTheOutskirtsAndWalksTowardsTheBell) {
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World world = makeRaidWorld();
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PoiRegistry pois;
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pois.scan(world, villageCenter, 12, 4);
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std::vector<Villager> villagers = makeVillagers(4);
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VillagerSchedule schedule;
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TimeOfDay clock(static_cast<WorldTick>(0.35 * 24000.0));
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OmenState omen = omenAt(1);
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RaidManager raid(villageCenter, 2024u);
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CHECK(raid.tryStart(omen, {0.5f, static_cast<float>(walkY), 0.5f}, 32.0f));
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raid.tick(world, villagers, pois, omen, schedule, clock, 1);
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CHECK(raid.state() == RaidState::Fighting);
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CHECK_EQ(static_cast<int>(raid.raiders().size()), raid.wave().total());
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CHECK_EQ(raid.livingRaiders(), raid.wave().total());
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std::vector<float> startDistances;
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for (const Raider& attacker : raid.raiders()) {
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float distance = distanceToCentre(attacker.position);
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CHECK(distance > raidSpawnRadius * 0.5f);
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CHECK(!attacker.path.empty());
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startDistances.push_back(distance);
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}
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raid.tick(world, villagers, pois, omen, schedule, clock, 200);
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for (std::size_t i = 0; i < raid.raiders().size(); ++i) {
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if (!raid.raiders()[i].alive) continue;
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CHECK(distanceToCentre(raid.raiders()[i].position) < startDistances[i]);
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}
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}
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VF_TEST(theRaidRunsThroughEveryWaveAndEndsInVictory) {
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World world = makeRaidWorld();
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PoiRegistry pois;
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pois.scan(world, villageCenter, 12, 4);
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std::vector<Villager> villagers = makeVillagers(4);
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VillagerSchedule schedule;
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TimeOfDay clock(static_cast<WorldTick>(0.35 * 24000.0));
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OmenState omen = omenAt(2);
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RaidManager raid(villageCenter, 555u, raidDifficultyNormal);
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CHECK(raid.tryStart(omen, {0.5f, static_cast<float>(walkY), 0.5f}, 32.0f));
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int expectedSpawns = 0;
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for (int index = 0; index < raid.waveCount(); ++index)
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expectedSpawns += planRaidWave(index, 2, raidDifficultyNormal).total();
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int guard = 0;
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std::vector<int> wavesSeen;
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while (raid.active() && guard++ < 20000) {
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raid.tick(world, villagers, pois, omen, schedule, clock, 1);
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if (wavesSeen.empty() || wavesSeen.back() != raid.waveIndex())
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wavesSeen.push_back(raid.waveIndex());
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for (int i = 0; i < static_cast<int>(raid.raiders().size()); ++i)
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raid.damageRaider(i, 1000.0f);
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}
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CHECK(raid.state() == RaidState::Victory);
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CHECK_EQ(static_cast<int>(wavesSeen.size()), raid.waveCount());
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CHECK_EQ(raid.waveIndex(), raid.waveCount() - 1);
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CHECK_EQ(raid.totalSpawned(), expectedSpawns);
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CHECK_EQ(raid.livingRaiders(), 0);
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CHECK_EQ(raid.villagersLost(), 0);
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CHECK_EQ(livingVillagerCount(villagers), 4);
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CHECK(!raid.active());
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CHECK(raid.elapsedTicks() > raidWaveDelayTicks * (raid.waveCount() - 1));
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}
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VF_TEST(victoryLeavesMajorPositiveGossipAndHeroOfTheVillageWithEverySurvivor) {
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World world = makeRaidWorld();
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PoiRegistry pois;
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pois.scan(world, villageCenter, 12, 4);
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std::vector<Villager> villagers = makeVillagers(4);
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VillagerSchedule schedule;
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TimeOfDay clock(static_cast<WorldTick>(0.35 * 24000.0));
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OmenState omen = omenAt(3);
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RaidManager raid(villageCenter, 909u, raidDifficultyEasy);
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CHECK(raid.tryStart(omen, {0.5f, static_cast<float>(walkY), 0.5f}, 32.0f));
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int guard = 0;
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while (raid.active() && guard++ < 20000) {
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raid.tick(world, villagers, pois, omen, schedule, clock, 1);
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for (int i = 0; i < static_cast<int>(raid.raiders().size()); ++i)
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raid.damageRaider(i, 1000.0f);
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}
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CHECK(raid.state() == RaidState::Victory);
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for (const Villager& villager : villagers) {
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CHECK_EQ(villager.gossip.valueOf(GossipKind::MajorPositive), gossipMajorPositiveGain);
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CHECK(villager.gossip.reputation() > 0);
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}
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CHECK(omen.isHero());
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CHECK_EQ(omen.heroLevel, 3);
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CHECK_EQ(omen.heroTicksRemaining, heroDurationTicks);
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CHECK(!omen.hasBadOmen());
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tickOmen(omen, heroDurationTicks);
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CHECK(!omen.isHero());
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CHECK_EQ(omen.heroLevel, 0);
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}
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VF_TEST(aRaidThatKillsEveryVillagerEndsInDefeat) {
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World world = makeRaidWorld();
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PoiRegistry pois;
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pois.scan(world, villageCenter, 12, 4);
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std::vector<Villager> villagers = makeVillagers(2);
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VillagerSchedule schedule;
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TimeOfDay clock(static_cast<WorldTick>(0.35 * 24000.0));
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OmenState omen = omenAt(1);
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RaidManager raid(villageCenter, 31u, raidDifficultyEasy);
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CHECK(raid.tryStart(omen, {0.5f, static_cast<float>(walkY), 0.5f}, 32.0f));
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CHECK_EQ(golemCapFor(2), 0);
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int guard = 0;
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while (raid.active() && guard++ < 20000)
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raid.tick(world, villagers, pois, omen, schedule, clock, 1);
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CHECK(raid.state() == RaidState::Defeat);
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CHECK_EQ(livingVillagerCount(villagers), 0);
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CHECK_EQ(raid.villagersLost(), 2);
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CHECK_EQ(raid.golems().spawnedTotal, 0);
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CHECK(!omen.isHero());
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for (const Villager& villager : villagers) {
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CHECK_EQ(villager.gossip.valueOf(GossipKind::MajorPositive), 0);
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CHECK_EQ(villager.workstationIndex, -1);
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CHECK_EQ(villager.bedIndex, -1);
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}
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CHECK_EQ(pois.freeBedCount(), pois.bedCount());
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}
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VF_TEST(golemsSpawnInProportionToThePopulationAndStopAtTheCap) {
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CHECK_EQ(golemCapFor(0), 0);
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CHECK_EQ(golemCapFor(golemMinimumVillagers - 1), 0);
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CHECK_EQ(golemCapFor(golemMinimumVillagers), 1);
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CHECK_EQ(golemCapFor(8), 2);
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CHECK_EQ(golemCapFor(12), 3);
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GolemSpawner spawner;
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int spawns = 0;
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for (int tick = 0; tick < 2000; ++tick)
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if (tickGolemSpawner(spawner, 12, 1)) ++spawns;
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CHECK_EQ(spawns, 3);
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CHECK_EQ(spawner.golemsAlive, 3);
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CHECK_EQ(spawner.spawnedTotal, 3);
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spawner.golemsAlive = 0;
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CHECK(tickGolemSpawner(spawner, 12, spawner.intervalTicks + 1));
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CHECK_EQ(spawner.spawnedTotal, 4);
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GolemSpawner hamlet;
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for (int tick = 0; tick < 2000; ++tick) tickGolemSpawner(hamlet, 2, 1);
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CHECK_EQ(hamlet.spawnedTotal, 0);
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CHECK(!tickGolemSpawner(hamlet, 12, 0));
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}
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VF_TEST(aDefendedVillageFieldsGolemsWhileTheRaidIsRunning) {
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World world = makeRaidWorld();
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PoiRegistry pois;
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pois.scan(world, villageCenter, 12, 4);
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std::vector<Villager> villagers = makeVillagers(4);
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VillagerSchedule schedule;
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TimeOfDay clock(static_cast<WorldTick>(0.35 * 24000.0));
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OmenState omen = omenAt(1);
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RaidManager raid(villageCenter, 77u, raidDifficultyEasy);
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CHECK(raid.tryStart(omen, {0.5f, static_cast<float>(walkY), 0.5f}, 32.0f));
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raid.tick(world, villagers, pois, omen, schedule, clock, 400);
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CHECK(raid.golems().spawnedTotal >= 1);
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CHECK(raid.golems().golemsAlive >= 1);
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CHECK(raid.golems().golemsAlive <= golemCapFor(4));
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CHECK(raid.livingRaiders() < raid.wave().total());
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}
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VF_TEST(golemsTurnOnThePlayerOnceTheVillageReputationCollapses) {
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GolemSpawner spawner;
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GossipLedger calm;
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calm.add(GossipKind::Trading, gossipTradingGain * 4);
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updateGolemHostility(spawner, buildReputation(calm, {}));
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CHECK(!spawner.hostileToPlayer);
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