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voxelforge/tests/testLootTables.cpp
T

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26 KiB
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#include <algorithm>
#include <vector>
#include "testHarness.h"
#include "vf/LootTables.h"
using namespace vf;
namespace {
using Species = MobDropRule::Species;
using Structure = ChestFill::Structure;
uint32_t seedFor(int index) {
uint32_t mixed = static_cast<uint32_t>(index) + 1u;
mixed ^= mixed >> 16;
mixed *= 0x7feb352du;
mixed ^= mixed >> 15;
mixed *= 0x846ca68bu;
mixed ^= mixed >> 16;
return mixed == 0u ? 1u : mixed;
}
LootContext contextWith(ItemId tool, uint32_t seed) {
LootContext context;
context.tool = tool;
context.seed = seed;
return context;
}
LootContext enchantedWith(ItemId tool, EnchantKind kind, int level, uint32_t seed) {
LootContext context = contextWith(tool, seed);
addEnchant(context.toolEnchants, kind, level);
return context;
}
bool sameRoll(const LootRoll& left, const LootRoll& right) {
if (left.items.size() != right.items.size()) return false;
for (std::size_t i = 0; i < left.items.size(); ++i) {
if (left.items[i].item != right.items[i].item) return false;
if (left.items[i].count != right.items[i].count) return false;
if (left.items[i].durability != right.items[i].durability) return false;
}
return true;
}
ItemId bestToolFor(ToolType type) {
switch (type) {
case ToolType::Pickaxe: return ItemId::DiamondPickaxe;
case ToolType::Axe: return ItemId::DiamondAxe;
case ToolType::Shovel: return ItemId::DiamondShovel;
case ToolType::Sword: return ItemId::DiamondSword;
case ToolType::Hoe: return ItemId::DiamondHoe;
case ToolType::None: return ItemId::None;
}
return ItemId::None;
}
const std::vector<ItemId>& toolPalette() {
static const std::vector<ItemId> tools = {
ItemId::None, ItemId::WoodPickaxe, ItemId::WoodAxe, ItemId::WoodShovel,
ItemId::WoodSword, ItemId::WoodHoe, ItemId::StonePickaxe, ItemId::StoneAxe,
ItemId::StoneShovel, ItemId::StoneSword, ItemId::StoneHoe, ItemId::IronPickaxe,
ItemId::IronAxe, ItemId::IronShovel, ItemId::IronSword, ItemId::IronHoe,
ItemId::GoldPickaxe, ItemId::GoldAxe, ItemId::GoldShovel, ItemId::GoldSword,
ItemId::GoldHoe, ItemId::DiamondPickaxe, ItemId::DiamondAxe, ItemId::DiamondShovel,
ItemId::DiamondSword, ItemId::DiamondHoe,
};
return tools;
}
bool ruleCanYield(const BlockDropRule& rule, ItemId item) {
return item == rule.drop || item == rule.silkTouchDrop() || item == rule.firedDrop ||
item == rule.bonusDrop;
}
bool poolCanYield(const LootPool& pool, ItemId item) {
for (const LootEntry& entry : pool.entries) {
if (entry.item == item) return true;
}
return false;
}
ItemId firstEntryOfPool(const LootTable& table, std::size_t poolIndex) {
if (poolIndex >= table.pools.size()) return ItemId::None;
if (table.pools[poolIndex].entries.empty()) return ItemId::None;
return table.pools[poolIndex].entries[0].item;
}
} // namespace
VF_TEST(theRegistrysPublishedConstantsAreTheOnesTheBoundsWereDerivedFrom) {
CHECK_EQ(fishingBaseWaitTicks, 600);
CHECK_EQ(fishingMinWaitTicks, 100);
CHECK_EQ(fishingLureTicksPerLevel, 100);
CHECK_EQ(fishingFishWeight, 85);
CHECK_EQ(fishingTreasureWeight, 5);
CHECK_EQ(fishingJunkWeight, 10);
CHECK_EQ(fishingLuckWeightShift, 2);
CHECK_EQ(fishingFishWeight + fishingTreasureWeight + fishingJunkWeight, 100);
CHECK_EQ(shearToolType, ToolType::Hoe);
CHECK_EQ(static_cast<int>(Block::Count), 130);
CHECK_EQ(static_cast<int>(Species::Count), 17);
CHECK_EQ(static_cast<int>(Structure::Count), 6);
CHECK_EQ(static_cast<int>(FishingLoot::Pool::Count), 3);
}
VF_TEST(everyBlockInThePaletteCarriesAnAuthoredRuleInEnumOrder) {
const LootRegistry& registry = lootRegistry();
CHECK(registry.coversEveryBlock());
CHECK_EQ(registry.blockRules().size(), static_cast<std::size_t>(Block::Count));
int outOfOrder = 0;
for (int index = 0; index < static_cast<int>(Block::Count); ++index) {
Block block = static_cast<Block>(index);
const BlockDropRule& rule = registry.blockRule(block);
if (rule.block != block) ++outOfOrder;
CHECK(rule.minCount >= 0);
CHECK(rule.maxCount >= rule.minCount);
CHECK(rule.dropChance > 0.0f);
CHECK(rule.dropChance <= 1.0f);
}
CHECK_EQ(outOfOrder, 0);
CHECK(registry.coversEveryMob());
CHECK_EQ(registry.mobRules().size(), static_cast<std::size_t>(Species::Count));
CHECK(registry.coversEveryStructure());
CHECK_EQ(registry.chestFills().size(), static_cast<std::size_t>(Structure::Count));
}
VF_TEST(everyRuleNamesTheSameToolClassTheItemModuleAlreadyDeclares) {
const LootRegistry& registry = lootRegistry();
int mismatches = 0;
int constrained = 0;
for (int index = 0; index < static_cast<int>(Block::Count); ++index) {
Block block = static_cast<Block>(index);
ToolType declared = correctToolFor(block);
if (declared == ToolType::None) continue;
++constrained;
if (registry.blockRule(block).harvestTool != declared) ++mismatches;
}
CHECK_EQ(mismatches, 0);
CHECK_EQ(constrained, 28);
}
VF_TEST(theRegistryIsNeverMorePermissiveThanTheSalvagedToolCheck) {
const LootRegistry& registry = lootRegistry();
int leaks = 0;
int gatedCases = 0;
for (int index = 0; index < static_cast<int>(Block::Count); ++index) {
Block block = static_cast<Block>(index);
for (ItemId tool : toolPalette()) {
if (toolQualifiesFor(block, tool)) continue;
++gatedCases;
if (!registry.rollBlock(block, contextWith(tool, 1234u)).empty()) ++leaks;
}
}
CHECK_EQ(leaks, 0);
CHECK(gatedCases > 100);
}
VF_TEST(harvestLevelsGateTheOresExactlyWhereTheTiersSay) {
CHECK_EQ(toolHarvestLevel(ToolTier::None), 0);
CHECK_EQ(toolHarvestLevel(ToolTier::Wood), 1);
CHECK_EQ(toolHarvestLevel(ToolTier::Gold), 1);
CHECK_EQ(toolHarvestLevel(ToolTier::Stone), 2);
CHECK_EQ(toolHarvestLevel(ToolTier::Iron), 3);
CHECK_EQ(toolHarvestLevel(ToolTier::Diamond), 4);
const LootRegistry& registry = lootRegistry();
const struct { Block block; ItemId tool; bool allowed; } cases[] = {
{Block::Stone, ItemId::None, false},
{Block::Stone, ItemId::DiamondShovel, false},
{Block::Stone, ItemId::WoodPickaxe, true},
{Block::IronOre, ItemId::WoodPickaxe, false},
{Block::IronOre, ItemId::GoldPickaxe, false},
{Block::IronOre, ItemId::StonePickaxe, true},
{Block::DiamondOre, ItemId::StonePickaxe, false},
{Block::DiamondOre, ItemId::IronPickaxe, true},
{Block::Obsidian, ItemId::IronPickaxe, false},
{Block::Obsidian, ItemId::DiamondPickaxe, true},
{Block::CryingObsidian, ItemId::IronPickaxe, false},
{Block::CopperOre, ItemId::WoodPickaxe, false},
{Block::CopperOre, ItemId::StonePickaxe, true},
{Block::Dirt, ItemId::None, true},
{Block::Wood, ItemId::None, true},
};
for (const auto& item : cases) {
CHECK_EQ(toolAllows(registry.blockRule(item.block), item.tool), item.allowed);
}
CHECK(registry.rollBlock(Block::Obsidian, contextWith(ItemId::IronPickaxe, 9u)).empty());
CHECK_EQ(registry.rollBlock(Block::Obsidian, contextWith(ItemId::DiamondPickaxe, 9u))
.countOf(ItemId::Obsidian),
1);
}
VF_TEST(stoneBecomesCobblestoneUnlessItIsTakenWholeOrBrokenInsideFire) {
const LootRegistry& registry = lootRegistry();
LootContext plain = contextWith(ItemId::IronPickaxe, 17u);
CHECK_EQ(registry.rollBlock(Block::Stone, plain).countOf(ItemId::Cobblestone), 1);
LootContext silk = enchantedWith(ItemId::IronPickaxe, EnchantKind::SilkTouch, 1, 17u);
LootRoll harvested = registry.rollBlock(Block::Stone, silk);
CHECK_EQ(harvested.countOf(ItemId::Stone), 1);
CHECK_EQ(harvested.totalCount(), 1);
LootContext burning = contextWith(ItemId::IronPickaxe, 17u);
burning.fiery = true;
LootRoll melted = registry.rollBlock(Block::Stone, burning);
CHECK_EQ(melted.countOf(ItemId::Stone), 1);
CHECK_EQ(melted.countOf(ItemId::Cobblestone), 0);
// Cobblestone bakes back into stone the same way, and iron and gold ore
// come out as ingots.
LootRoll cobble = registry.rollBlock(Block::Cobblestone, burning);
CHECK_EQ(cobble.countOf(ItemId::Stone), 1);
CHECK_EQ(registry.rollBlock(Block::IronOre, burning).countOf(ItemId::IronIngot), 1);
CHECK_EQ(registry.rollBlock(Block::GoldOre, burning).countOf(ItemId::GoldIngot), 1);
CHECK_EQ(registry.rollBlock(Block::IronOre, plain).countOf(ItemId::IronOre), 1);
}
VF_TEST(oreRulesMultiplyWithFortuneAndHandBackTheOreBlockUnderSilkTouch) {
const LootRegistry& registry = lootRegistry();
const struct { Block block; ItemId raw; int lowest; int highest; } ores[] = {
{Block::CoalOre, ItemId::CoalLump, 1, 1},
{Block::DiamondOre, ItemId::DiamondGem, 1, 1},
{Block::RedstoneOre, ItemId::RedstoneDust, 4, 5},
{Block::LapisOre, ItemId::LapisLazuli, 4, 9},
{Block::Glowstone, ItemId::Glowstone, 2, 4},
};
for (const auto& ore : ores) {
int seenLowest = 1000;
int seenHighest = 0;
int fortuneHighest = 0;
for (int i = 0; i < 500; ++i) {
LootContext plain = contextWith(ItemId::DiamondPickaxe, seedFor(i));
int count = registry.rollBlock(ore.block, plain).countOf(ore.raw);
seenLowest = std::min(seenLowest, count);
seenHighest = std::max(seenHighest, count);
LootContext lucky = enchantedWith(ItemId::DiamondPickaxe, EnchantKind::Fortune, 3,
seedFor(i));
fortuneHighest = std::max(fortuneHighest,
registry.rollBlock(ore.block, lucky).countOf(ore.raw));
}
CHECK_EQ(seenLowest, ore.lowest);
CHECK_EQ(seenHighest, ore.highest);
CHECK_EQ(fortuneHighest, ore.highest * 4);
LootContext silk = enchantedWith(ItemId::DiamondPickaxe, EnchantKind::SilkTouch, 1, 5u);
LootRoll whole = registry.rollBlock(ore.block, silk);
CHECK_EQ(whole.countOf(itemForBlock(ore.block)), 1);
CHECK_EQ(whole.totalCount(), 1);
}
}
VF_TEST(shearClassToolsTakeTheBlockItselfWithoutNeedingSilkTouch) {
const LootRegistry& registry = lootRegistry();
for (ItemId hoe : {ItemId::WoodHoe, ItemId::DiamondHoe}) {
LootRoll sheared = registry.rollBlock(Block::Leaves, contextWith(hoe, 42u));
CHECK_EQ(sheared.countOf(ItemId::Leaves), 1);
CHECK_EQ(sheared.totalCount(), 1);
}
// A pickaxe falls through to the chance table instead.
int leafBlocks = 0;
int cuttings = 0;
for (int i = 0; i < 800; ++i) {
LootRoll roll = registry.rollBlock(Block::Leaves,
contextWith(ItemId::IronPickaxe, seedFor(i)));
leafBlocks += roll.countOf(ItemId::Leaves);
cuttings += roll.countOf(ItemId::Wood);
}
CHECK_EQ(leafBlocks, 0);
CHECK(cuttings > 0);
// Shearing a block the palette has no item for still yields nothing.
for (Block block : {Block::Wool, Block::Cobweb, Block::Vine, Block::Kelp, Block::Moss}) {
CHECK(registry.blockRule(block).shearHarvest);
CHECK(registry.rollBlock(block, contextWith(ItemId::DiamondHoe, 8u)).empty());
}
}
VF_TEST(everyBlockRuleOnlyEverProducesItemsItDeclaredUpFront) {
const LootRegistry& registry = lootRegistry();
int strayItems = 0;
int rollsMade = 0;
for (int index = 0; index < static_cast<int>(Block::Count); ++index) {
Block block = static_cast<Block>(index);
const BlockDropRule& rule = registry.blockRule(block);
for (int sample = 0; sample < 12; ++sample) {
LootContext context = contextWith(bestToolFor(rule.harvestTool), seedFor(sample));
if (sample % 3 == 1) addEnchant(context.toolEnchants, EnchantKind::SilkTouch, 1);
if (sample % 3 == 2) addEnchant(context.toolEnchants, EnchantKind::Fortune, 3);
if (sample % 4 == 3) context.fiery = true;
LootRoll roll = registry.rollBlock(block, context);
++rollsMade;
for (const ItemSlot& stack : roll.items) {
if (!ruleCanYield(rule, stack.item)) ++strayItems;
if (stack.count <= 0) ++strayItems;
}
}
}
CHECK_EQ(strayItems, 0);
CHECK_EQ(rollsMade, static_cast<int>(Block::Count) * 12);
}
VF_TEST(everyBlockThatDeclaresACertainDropActuallyHandsItOver) {
const LootRegistry& registry = lootRegistry();
int certainDrops = 0;
int missed = 0;
for (int index = 0; index < static_cast<int>(Block::Count); ++index) {
Block block = static_cast<Block>(index);
const BlockDropRule& rule = registry.blockRule(block);
if (rule.drop == ItemId::None || rule.dropChance < 1.0f) continue;
++certainDrops;
LootContext context = contextWith(bestToolFor(rule.harvestTool), seedFor(index));
LootRoll roll = registry.rollBlock(block, context);
if (roll.countOf(rule.drop) < rule.minCount) ++missed;
}
CHECK_EQ(missed, 0);
CHECK_EQ(certainDrops, 62);
}
VF_TEST(blocksTheItemPaletteCannotExpressStillCarryARuleThatYieldsNothing) {
const LootRegistry& registry = lootRegistry();
int barren = 0;
for (int index = 0; index < static_cast<int>(Block::Count); ++index) {
Block block = static_cast<Block>(index);
const BlockDropRule& rule = registry.blockRule(block);
if (!rule.yieldsNothing()) continue;
++barren;
CHECK_EQ(rule.block, block);
CHECK(blockRuleTable(rule).empty());
LootContext generous = enchantedWith(bestToolFor(rule.harvestTool), EnchantKind::Fortune, 3,
seedFor(index));
addEnchant(generous.toolEnchants, EnchantKind::SilkTouch, 1);
CHECK(registry.rollBlock(block, generous).empty());
}
CHECK_EQ(barren, static_cast<int>(Block::Count) - 64);
}
VF_TEST(theSameSeedReproducesTheSameDropForEveryBlockInThePalette) {
const LootRegistry& registry = lootRegistry();
int divergences = 0;
for (int index = 0; index < static_cast<int>(Block::Count); ++index) {
Block block = static_cast<Block>(index);
LootContext context = enchantedWith(ItemId::DiamondPickaxe, EnchantKind::Fortune, 2,
seedFor(index));
LootRoll first = registry.rollBlock(block, context);
LootRoll second = registry.rollBlock(block, context);
if (!sameRoll(first, second)) ++divergences;
}
CHECK_EQ(divergences, 0);
}
VF_TEST(everyMobRuleOnlyEverProducesItemsItDeclaredUpFront) {
const LootRegistry& registry = lootRegistry();
int strayItems = 0;
for (int index = 0; index < static_cast<int>(Species::Count); ++index) {
Species species = static_cast<Species>(index);
const MobDropRule& rule = registry.mobRule(species);
CHECK_EQ(rule.species, species);
CHECK(rule.maxCount >= rule.minCount);
for (int sample = 0; sample < 40; ++sample) {
LootContext context = contextWith(ItemId::IronSword, seedFor(sample));
context.playerKill = sample % 2 == 0;
context.fiery = sample % 3 == 0;
if (sample % 5 == 0) addEnchant(context.toolEnchants, EnchantKind::Looting, 3);
for (const ItemSlot& stack : registry.rollMob(species, context).items) {
bool declared = stack.item == rule.drop || stack.item == rule.firedDrop ||
stack.item == rule.rareDrop;
if (!declared) ++strayItems;
}
}
}
CHECK_EQ(strayItems, 0);
CHECK(registry.rollMob(Species::Count, contextWith(ItemId::None, 1u)).empty());
}
VF_TEST(theRegistryAgreesWithTheSalvagedMobTablesOnEverySharedSpecies) {
const LootRegistry& registry = lootRegistry();
const struct { Species species; LootTable::MobKind kind; } shared[] = {
{Species::Zombie, LootTable::MobKind::Zombie},
{Species::Skeleton, LootTable::MobKind::Skeleton},
{Species::Creeper, LootTable::MobKind::Creeper},
{Species::Sheep, LootTable::MobKind::Sheep},
{Species::Cow, LootTable::MobKind::Cow},
{Species::Pig, LootTable::MobKind::Pig},
};
for (const auto& pair : shared) {
const MobDropRule& rule = registry.mobRule(pair.species);
const LootTable& salvaged = mobLootTable(pair.kind);
CHECK_EQ(rule.drop, firstEntryOfPool(salvaged, 0));
if (rule.rareDrop != ItemId::None) {
CHECK_EQ(rule.rareDrop, firstEntryOfPool(salvaged, 1));
}
}
}
VF_TEST(livestockComesOutCookedWhenTheKillWasFieryAndRawOtherwise) {
const LootRegistry& registry = lootRegistry();
const struct { Species species; ItemId raw; ItemId cooked; } herd[] = {
{Species::Sheep, ItemId::RawMutton, ItemId::CookedMutton},
{Species::Cow, ItemId::RawBeef, ItemId::CookedBeef},
{Species::Pig, ItemId::RawPorkchop, ItemId::CookedPorkchop},
};
for (const auto& animal : herd) {
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);
int golem = registry.rollMob(Species::IronGolem, plain).countOf(ItemId::IronIngot);
golemLowest = std::min(golemLowest, golem);
golemHighest = std::max(golemHighest, golem);
golemLootedHighest = std::max(golemLootedHighest,
registry.rollMob(Species::IronGolem, looted)
.countOf(ItemId::IronIngot));
zombieHighest = std::max(zombieHighest,
registry.rollMob(Species::Zombie, plain)
.countOf(ItemId::RottenFlesh));
zombieLootedHighest = std::max(zombieLootedHighest,
registry.rollMob(Species::Zombie, looted)
.countOf(ItemId::RottenFlesh));
}
CHECK_EQ(golemLowest, 3);
CHECK_EQ(golemHighest, 5);
CHECK_EQ(golemLootedHighest, 5);
CHECK_EQ(zombieHighest, 2);
CHECK_EQ(zombieLootedHighest, 5);
}
VF_TEST(villagersLeaveNothingBehindAndSayItInTheirRule) {
const LootRegistry& registry = lootRegistry();
const MobDropRule& villager = registry.mobRule(Species::Villager);
CHECK_EQ(villager.drop, ItemId::None);
CHECK_EQ(villager.rareDrop, ItemId::None);
CHECK(!villager.hostile);
CHECK(mobRuleTable(villager).empty());
for (int i = 0; i < 200; ++i) {
LootContext context = enchantedWith(ItemId::DiamondSword, EnchantKind::Looting, 3,
seedFor(i));
context.playerKill = true;
CHECK(registry.rollMob(Species::Villager, context).empty());
}
}
VF_TEST(everyStructureChestFillsInsideItsDeclaredBoundsAndOnlyFromItsOwnPool) {
const LootRegistry& registry = lootRegistry();
const struct { Structure structure; int lowest; int highest; } bounds[] = {
{Structure::Village, 3, 20}, {Structure::Dungeon, 2, 16},
{Structure::Mineshaft, 3, 40}, {Structure::Temple, 2, 32},
{Structure::NetherFortress, 2, 20}, {Structure::EndShip, 2, 18},
};
for (const auto& entry : bounds) {
const ChestFill& fill = registry.chestFill(entry.structure);
CHECK_EQ(fill.structure, entry.structure);
CHECK(!fill.pool.entries.empty());
int seenLowest = 1000;
int seenHighest = 0;
int strayItems = 0;
for (int i = 0; i < 700; ++i) {
LootRoll roll = registry.rollChest(entry.structure, contextWith(ItemId::None,
seedFor(i)));
seenLowest = std::min(seenLowest, roll.totalCount());
seenHighest = std::max(seenHighest, roll.totalCount());
for (const ItemSlot& stack : roll.items) {
if (!poolCanYield(fill.pool, stack.item)) ++strayItems;
}
}
CHECK_EQ(strayItems, 0);
CHECK(seenLowest >= entry.lowest);
CHECK(seenHighest <= entry.highest);
CHECK(seenHighest > seenLowest);
}
CHECK(registry.rollChest(Structure::Count, contextWith(ItemId::None, 1u)).empty());
}
VF_TEST(structureChestCountsStayInsideTheRangeTheStructureDeclares) {
const LootRegistry& registry = lootRegistry();
for (int index = 0; index < static_cast<int>(Structure::Count); ++index) {
Structure structure = static_cast<Structure>(index);
const ChestFill& fill = registry.chestFill(structure);
CHECK(fill.chestsMin >= 1);
CHECK(fill.chestsMax >= fill.chestsMin);
int seenLowest = 1000;
int seenHighest = 0;
for (int i = 0; i < 400; ++i) {
int count = registry.chestCountFor(structure, seedFor(i));
seenLowest = std::min(seenLowest, count);
seenHighest = std::max(seenHighest, count);
}
CHECK_EQ(seenLowest, fill.chestsMin);
CHECK_EQ(seenHighest, fill.chestsMax);
CHECK_EQ(registry.chestCountFor(structure, 77u), registry.chestCountFor(structure, 77u));
}
CHECK_EQ(registry.chestCountFor(Structure::Count, 5u), 0);
}
VF_TEST(diamondGearOnlyTurnsUpInTheEndShipAndPickaxesOnlyInMineshafts) {
const LootRegistry& registry = lootRegistry();
int endShipSwords = 0;
int mineshaftPickaxes = 0;
int elsewhereGear = 0;
for (int index = 0; index < static_cast<int>(Structure::Count); ++index) {
Structure structure = static_cast<Structure>(index);
for (int i = 0; i < 600; ++i) {
LootRoll roll = registry.rollChest(structure, contextWith(ItemId::None, seedFor(i)));
int swords = roll.countOf(ItemId::DiamondSword);
int pickaxes = roll.countOf(ItemId::IronPickaxe);
if (structure == Structure::EndShip) {
endShipSwords += swords;
} else {
elsewhereGear += swords;
}
if (structure == Structure::Mineshaft) {
mineshaftPickaxes += pickaxes;
} else {
elsewhereGear += pickaxes;
}
}
}
CHECK(endShipSwords > 0);
CHECK(mineshaftPickaxes > 0);
CHECK_EQ(elsewhereGear, 0);
}
VF_TEST(fishingSplitsIntoThreePoolsAndLuckShiftsTheWeightsAwayFromJunk) {
const LootRegistry& registry = lootRegistry();
int plainFish = 0;
int plainTreasure = 0;
int plainJunk = 0;
int luckyTreasure = 0;
int luckyJunk = 0;
for (int i = 0; i < 4000; ++i) {
FishingLoot plain = registry.rollFishing(contextWith(ItemId::WoodHoe, seedFor(i)));
CHECK_EQ(plain.fishWeight, fishingFishWeight);
CHECK_EQ(plain.treasureWeight, fishingTreasureWeight);
CHECK_EQ(plain.junkWeight, fishingJunkWeight);
if (plain.pool == FishingLoot::Pool::Fish) ++plainFish;
if (plain.pool == FishingLoot::Pool::Treasure) ++plainTreasure;
if (plain.pool == FishingLoot::Pool::Junk) ++plainJunk;
FishingLoot lucky = registry.rollFishing(
enchantedWith(ItemId::WoodHoe, EnchantKind::Fortune, 3, seedFor(i)));
CHECK_EQ(lucky.treasureWeight, fishingTreasureWeight + 3 * fishingLuckWeightShift);
CHECK_EQ(lucky.junkWeight, fishingJunkWeight - 3 * fishingLuckWeightShift);
if (lucky.pool == FishingLoot::Pool::Treasure) ++luckyTreasure;
if (lucky.pool == FishingLoot::Pool::Junk) ++luckyJunk;
}
CHECK(plainFish > plainTreasure + plainJunk);
CHECK(plainTreasure > 0);
CHECK(plainJunk > 0);
CHECK(luckyTreasure > plainTreasure);
CHECK(luckyJunk < plainJunk);
// An over-cap Fortune cannot come from addEnchant, but it can be placed on
// a set by hand, and it must clamp the junk weight at nothing rather than
// going negative and eating the treasure band.
int junkAtHighLuck = 0;
for (int i = 0; i < 500; ++i) {
LootContext overCharged = contextWith(ItemId::WoodHoe, seedFor(i));
overCharged.toolEnchants.entries.push_back({EnchantKind::Fortune, 9});
FishingLoot outcome = registry.rollFishing(overCharged);
CHECK_EQ(outcome.junkWeight, 0);
CHECK_EQ(outcome.treasureWeight, fishingTreasureWeight + 9 * fishingLuckWeightShift);
if (outcome.pool == FishingLoot::Pool::Junk) ++junkAtHighLuck;
}
CHECK_EQ(junkAtHighLuck, 0);
}