Files
voxelforge/tests/testDamage.cpp
T
2026-09-11 15:51:53 +02:00

384 lines
13 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);
EffectSet crippled;
applyEffect(crippled, makeEffect(EffectKind::Weakness, 3, 200));
CHECK_NEAR(meleeAttackDamage(attacker, bare, crippled, false, false, false), 0.0f, 0.001f);
}
VF_TEST(resistanceAndProtectionMultiplyOntoTheArmorReducedHit) {
CHECK_NEAR(protectionFactor(0), 1.0f, 0.001f);
CHECK_NEAR(protectionFactor(16), 0.36f, 0.001f);
CHECK_NEAR(protectionFactor(40), 0.2f, 0.001f);
uint32_t rng = 21u;
CombatStats player;
player.armor = fullSet(Armor::Material::Leather);
enchantWholeSet(player.armor, EnchantKind::Protection, 4);
CHECK_EQ(player.armor.protectionPoints(DamageType::Melee), 16);
EffectSet resisted;
applyEffect(resisted, makeEffect(EffectKind::Resistance, 2, 400));
CombatResult hit = applyDamage(player, resisted, hitFor(DamageType::Melee, 12.0f), rng);
CHECK(hit.applied);
CHECK(hit.afterArmor < 12.0f);
CHECK_NEAR(hit.afterResistance, hit.afterArmor * 0.6f, 0.001f);
CHECK_NEAR(hit.afterProtection, hit.afterResistance * 0.36f, 0.001f);
CHECK_NEAR(hit.healthLost, hit.afterProtection, 0.001f);
}
VF_TEST(featherFallingOnlyHelpsAgainstFallDamage) {
ArmorSet boots;
Armor feet = makeArmor(Armor::Material::Iron, Armor::Slot::Boots);
CHECK(addEnchant(feet.enchants, EnchantKind::FeatherFalling, 4));
boots.equip(feet);
CHECK_EQ(boots.protectionPoints(DamageType::Fall), 12);
CHECK_EQ(boots.protectionPoints(DamageType::Melee), 0);
CHECK_EQ(boots.protectionPoints(DamageType::Explosion), 0);
}
VF_TEST(fallDamageScalesWithDistanceAndJumpBoostRaisesTheSafeDrop) {
EffectSet none;
CHECK_NEAR(fallDamage(2.0f, none), 0.0f, 0.001f);
CHECK_NEAR(fallDamage(3.0f, none), 0.0f, 0.001f);
CHECK_NEAR(fallDamage(10.0f, none), 7.0f, 0.001f);
CHECK_NEAR(fallDamage(23.5f, none), 20.0f, 0.001f);
EffectSet springy;
applyEffect(springy, makeEffect(EffectKind::JumpBoost, 2, 200));
CHECK_NEAR(fallDamage(10.0f, springy), 5.0f, 0.001f);
CHECK_NEAR(fallDamage(5.0f, springy), 0.0f, 0.001f);
}
VF_TEST(armorWearsDownAndFallsOffAfterSustainedPunishment) {
EffectSet none;
uint32_t rng = 4242u;
CombatStats player;
player.armor = fullSet(Armor::Material::Iron);
int startingPoints = player.armor.totalPoints();
CHECK_EQ(startingPoints, 15);
int helmetStart = player.armor.at(Armor::Slot::Helmet).durability;
CHECK_EQ(helmetStart, 165);
for (int hit = 0; hit < 200; ++hit) {
player.health = 20.0f;
player.alive = true;
applyDamage(player, none, hitFor(DamageType::Melee, 8.0f), rng);
idleTicks(player, none, invulnerabilityTicks);
}
CHECK(!player.armor.at(Armor::Slot::Helmet).worn());
CHECK_EQ(player.armor.totalPoints(), 0);
}
VF_TEST(unbreakingStretchesArmorDurabilityOverManyHits) {
uint32_t plainRng = 99u;
ArmorSet plain;
plain.equip(makeArmor(Armor::Material::Iron, Armor::Slot::Chestplate));
uint32_t toughRng = 99u;
ArmorSet tough;
Armor chest = makeArmor(Armor::Material::Iron, Armor::Slot::Chestplate);
CHECK(addEnchant(chest.enchants, EnchantKind::Unbreaking, 3));
tough.equip(chest);
int plainSpent = 0;
int toughSpent = 0;
for (int hit = 0; hit < 40; ++hit) {
plainSpent += wearArmor(plain, 8.0f, plainRng);
toughSpent += wearArmor(tough, 8.0f, toughRng);
}
CHECK_EQ(plainSpent, 80);
CHECK(toughSpent > 0);
CHECK(toughSpent * 2 < plainSpent);
}
VF_TEST(absorptionSoaksDamageBeforeHealthDoes) {
EffectSet none;
uint32_t rng = 5u;
CombatStats player;
player.absorption = 4.0f;
CombatResult hit = applyDamage(player, none, hitFor(DamageType::Magic, 6.0f), rng);
CHECK_NEAR(hit.absorbedByAbsorption, 4.0f, 0.001f);
CHECK_NEAR(hit.healthLost, 2.0f, 0.001f);
CHECK_NEAR(player.absorption, 0.0f, 0.001f);
CHECK_NEAR(player.health, 18.0f, 0.001f);
}
VF_TEST(absorptionEffectRefillsTheShieldOnACombatTick) {
CombatStats player;
EffectSet effects;
applyEffect(effects, makeEffect(EffectKind::Absorption, 2, 400));
applyEffect(effects, makeEffect(EffectKind::HealthBoost, 1, 400));
tickCombat(player, effects);
CHECK_NEAR(player.absorption, 8.0f, 0.001f);
CHECK_NEAR(effectiveMaxHealth(player, effects), 24.0f, 0.001f);
}
VF_TEST(knockbackPushesAwayFromTheAttackerAndScalesWithTheEnchant) {
Vec3 gentle = knockbackVector({0.0f, 0.0f, 0.0f}, {3.0f, 0.0f, 0.0f}, 0.0f);
CHECK_NEAR(gentle.x, 0.4f, 0.001f);
CHECK_NEAR(gentle.y, 0.4f, 0.001f);
CHECK_NEAR(gentle.z, 0.0f, 0.001f);
Vec3 hard = knockbackVector({0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, -2.0f}, 2.0f);
CHECK_NEAR(hard.z, -1.4f, 0.001f);
CHECK_NEAR(hard.x, 0.0f, 0.001f);
EffectSet none;
uint32_t rng = 8u;
CombatStats target;
DamageEvent event;
event.source = meleeSource(1, {0.0f, 0.0f, 0.0f}, true);
event.amount = 4.0f;
event.direction = {1.0f, 0.0f, 0.0f};
event.knockbackStrength = 1.0f;
CombatResult hit = applyDamage(target, none, event, rng);
CHECK_NEAR(hit.knockback.x, 0.9f, 0.001f);
}
VF_TEST(thornsRetaliatesOnSomeHitsAndNeverExceedsFourDamage) {
EffectSet none;
uint32_t rng = 1234u;
CombatStats player;
player.armor = fullSet(Armor::Material::Diamond);
enchantWholeSet(player.armor, EnchantKind::Thorns, 3);
int retaliations = 0;
for (int hit = 0; hit < 300; ++hit) {
player.health = 20.0f;
player.alive = true;
player.invulnerableTicks = 0;
DamageEvent event;
event.source = meleeSource(2, {0.0f, 0.0f, 0.0f}, true);
event.amount = 5.0f;
event.direction = {0.0f, 0.0f, 1.0f};
CombatResult struck = applyDamage(player, none, event, rng);
if (struck.thornsDamage > 0.0f) {
++retaliations;
CHECK(struck.thornsDamage >= 1.0f);
CHECK(struck.thornsDamage <= 4.0f);
}
}
CHECK(retaliations > 60);
CHECK(retaliations < 240);
}
VF_TEST(environmentalDamageWithoutAnAttackerNeverTriggersThorns) {
EffectSet none;
uint32_t rng = 77u;
CombatStats player;
player.armor = fullSet(Armor::Material::Diamond);
enchantWholeSet(player.armor, EnchantKind::Thorns, 3);
for (int tick = 0; tick < 100; ++tick) {
player.health = 20.0f;
player.alive = true;
player.invulnerableTicks = 0;
CombatResult burn = applyDamage(player, none, hitFor(DamageType::Cactus, 2.0f), rng);
CHECK_NEAR(burn.thornsDamage, 0.0f, 0.001f);
}
}
VF_TEST(fireResistanceMakesLavaAndFireTicksHarmless) {
uint32_t rng = 6u;
EffectSet fireproof;
applyEffect(fireproof, makeEffect(EffectKind::FireResistance, 1, 400));
CombatStats player;
CombatResult lava = applyDamage(player, fireproof, hitFor(DamageType::Lava, 4.0f), rng);
CHECK(!lava.applied);
CHECK_NEAR(player.health, 20.0f, 0.001f);
CombatResult drown = applyDamage(player, fireproof, hitFor(DamageType::Drowning, 2.0f), rng);
CHECK(drown.applied);
CHECK_NEAR(player.health, 18.0f, 0.001f);
}
VF_TEST(witherEffectRunsAPlayerDownThroughRepeatedCombatTicks) {
CombatStats player;
EffectSet effects;
applyEffect(effects, makeEffect(EffectKind::Wither, 2, 2000));
int tick = 0;
for (; tick < 2000 && player.alive; ++tick) tickCombat(player, effects);
CHECK(!player.alive);
CHECK_NEAR(player.health, 0.0f, 0.001f);
CHECK(tick < 500);
}
VF_TEST(damageTypeClassificationMatchesTheMitigationRules) {
CHECK(bypassesArmor(DamageType::Void));
CHECK(bypassesArmor(DamageType::Starve));
CHECK(bypassesArmor(DamageType::Suffocation));
CHECK(!bypassesArmor(DamageType::Explosion));
CHECK(bypassesInvulnerability(DamageType::Void));
CHECK(!bypassesInvulnerability(DamageType::Fire));
CHECK(bypassesMitigation(DamageType::Void));
CHECK(isFireDamage(DamageType::Lava));
CHECK(isProjectileDamage(DamageType::Projectile));
CHECK(environmentSource(DamageType::Fire).fiery);
CHECK(!environmentSource(DamageType::Fall).fiery);
CHECK(projectileSource(9, 3, {}, true).ownerId == 3);
}