1 #include <cstddef>
2 #include <functional>
3 #include <list>
4 #include <memory>
5 #include <string>
6 #include <vector>
7
8 #include "avatar.h"
9 #include "bionics.h"
10 #include "catch/catch.hpp"
11 #include "character.h"
12 #include "character_id.h"
13 #include "character_martial_arts.h"
14 #include "game.h"
15 #include "inventory.h"
16 #include "item.h"
17 #include "item_pocket.h"
18 #include "itype.h"
19 #include "make_static.h"
20 #include "map.h"
21 #include "npc.h"
22 #include "pimpl.h"
23 #include "player.h"
24 #include "player_activity.h"
25 #include "player_helpers.h"
26 #include "point.h"
27 #include "ret_val.h"
28 #include "stomach.h"
29 #include "type_id.h"
30
get_remaining_charges(const std::string & tool_id)31 int get_remaining_charges( const std::string &tool_id )
32 {
33 const inventory crafting_inv = get_player_character().crafting_inventory();
34 std::vector<const item *> items =
35 crafting_inv.items_with( [tool_id]( const item & i ) {
36 return i.typeId() == itype_id( tool_id );
37 } );
38 int remaining_charges = 0;
39 for( const item *instance : items ) {
40 remaining_charges += instance->ammo_remaining();
41 }
42 return remaining_charges;
43 }
44
player_has_item_of_type(const std::string & type)45 bool player_has_item_of_type( const std::string &type )
46 {
47 std::vector<item *> matching_items = get_player_character().inv->items_with(
48 [&]( const item & i ) {
49 return i.type->get_id() == itype_id( type );
50 } );
51
52 return !matching_items.empty();
53 }
54
clear_character(player & dummy)55 void clear_character( player &dummy )
56 {
57 dummy.set_body();
58 dummy.normalize(); // In particular this clears martial arts style
59
60 // delete all worn items.
61 dummy.worn.clear();
62 dummy.calc_encumbrance();
63 dummy.inv->clear();
64 dummy.remove_weapon();
65 dummy.clear_mutations();
66
67 // Clear stomach and then eat a nutritious meal to normalize stomach
68 // contents (needs to happen before clear_morale).
69 dummy.stomach.empty();
70 dummy.guts.empty();
71 item food( "debug_nutrition" );
72 dummy.consume( food );
73
74 // This sets HP to max, clears addictions and morale,
75 // and sets hunger, thirst, fatigue and such to zero
76 dummy.environmental_revert_effect();
77 // However, the above does not set stored kcal
78 dummy.set_stored_kcal( dummy.get_healthy_kcal() );
79
80 dummy.empty_skills();
81 dummy.martial_arts_data->clear_styles();
82 dummy.clear_morale();
83 dummy.clear_bionics();
84 dummy.activity.set_to_null();
85 dummy.reset_chargen_attributes();
86 dummy.set_pain( 0 );
87 dummy.reset_bonuses();
88 dummy.set_speed_base( 100 );
89 dummy.set_speed_bonus( 0 );
90 dummy.set_sleep_deprivation( 0 );
91 for( const proficiency_id &prof : dummy.known_proficiencies() ) {
92 dummy.lose_proficiency( prof, true );
93 }
94
95 // Restore all stamina and go to walk mode
96 dummy.set_stamina( dummy.get_stamina_max() );
97 dummy.set_movement_mode( move_mode_id( "walk" ) );
98 dummy.reset_activity_level();
99
100 // Make sure we don't carry around weird effects.
101 dummy.clear_effects();
102
103 // Make stats nominal.
104 dummy.str_max = 8;
105 dummy.dex_max = 8;
106 dummy.int_max = 8;
107 dummy.per_max = 8;
108 dummy.set_str_bonus( 0 );
109 dummy.set_dex_bonus( 0 );
110 dummy.set_int_bonus( 0 );
111 dummy.set_per_bonus( 0 );
112
113 dummy.cash = 0;
114
115 const tripoint spot( 60, 60, 0 );
116 dummy.setpos( spot );
117 }
118
clear_avatar()119 void clear_avatar()
120 {
121 clear_character( get_avatar() );
122 get_avatar().clear_identified();
123 }
124
process_activity(player & dummy)125 void process_activity( player &dummy )
126 {
127 do {
128 dummy.moves += dummy.get_speed();
129 while( dummy.moves > 0 && dummy.activity ) {
130 dummy.activity.do_turn( dummy );
131 }
132 } while( dummy.activity );
133 }
134
spawn_npc(const point & p,const std::string & npc_class)135 npc &spawn_npc( const point &p, const std::string &npc_class )
136 {
137 const string_id<npc_template> test_guy( npc_class );
138 const character_id model_id = get_map().place_npc( p, test_guy );
139 g->load_npcs();
140
141 npc *guy = g->find_npc( model_id );
142 REQUIRE( guy != nullptr );
143 CHECK( !guy->in_vehicle );
144 return *guy;
145 }
146
give_and_activate_bionic(player & p,bionic_id const & bioid)147 void give_and_activate_bionic( player &p, bionic_id const &bioid )
148 {
149 INFO( "bionic " + bioid.str() + " is valid" );
150 REQUIRE( bioid.is_valid() );
151
152 p.add_bionic( bioid );
153 INFO( "dummy has gotten " + bioid.str() + " bionic " );
154 REQUIRE( p.has_bionic( bioid ) );
155
156 // get bionic's index - might not be "last added" due to "integrated" ones
157 int bioindex = -1;
158 for( size_t i = 0; i < p.my_bionics->size(); i++ ) {
159 const auto &bio = ( *p.my_bionics )[ i ];
160 if( bio.id == bioid ) {
161 bioindex = i;
162 }
163 }
164 REQUIRE( bioindex != -1 );
165
166 const bionic &bio = p.bionic_at_index( bioindex );
167 REQUIRE( bio.id == bioid );
168
169 // turn on if possible
170 if( bio.id->has_flag( STATIC( json_character_flag( "BIONIC_TOGGLED" ) ) ) && !bio.powered ) {
171 const std::vector<material_id> fuel_opts = bio.info().fuel_opts;
172 if( !fuel_opts.empty() ) {
173 p.set_value( fuel_opts.front().str(), "2" );
174 }
175 p.activate_bionic( bioindex );
176 INFO( "bionic " + bio.id.str() + " with index " + std::to_string( bioindex ) + " is active " );
177 REQUIRE( p.has_active_bionic( bioid ) );
178 if( !fuel_opts.empty() ) {
179 p.remove_value( fuel_opts.front().str() );
180 }
181 }
182 }
183
tool_with_ammo(const std::string & tool,const int qty)184 item tool_with_ammo( const std::string &tool, const int qty )
185 {
186 item tool_it( tool );
187 if( !tool_it.ammo_default().is_null() ) {
188 tool_it.ammo_set( tool_it.ammo_default(), qty );
189 } else if( !tool_it.magazine_default().is_null() ) {
190 item tool_it_mag( tool_it.magazine_default() );
191 tool_it_mag.ammo_set( tool_it_mag.ammo_default(), qty );
192 tool_it.put_in( tool_it_mag, item_pocket::pocket_type::MAGAZINE_WELL );
193 }
194 return tool_it;
195 }
196