Example #1
0
static void test_dragon_moves(CuTest * tc)
{
    faction *f, *f2;
    region *r;
    unit *u, *m;
    struct message *msg;

    create_monsters(&f, &f2, &u, &m);
    rsetmoney(findregion(1, 0), 1000);
    r = findregion(0, 0); // plain
    rsetpeasants(r, 0);
    rsetmoney(r, 0);

    set_level(m, SK_WEAPONLESS, 10);
    config_set("rules.monsters.attack_chance", ".0");
    plan_monsters(f2);

    CuAssertPtrNotNull(tc, find_order("move east", m));

    mt_register(mt_new_va("dragon_growl", "dragon:unit", "number:int", "target:region", "growl:string", 0));

    random_growl(m, findregion(1, 0), 3);

    msg = test_get_last_message(r->msgs);
    assert_message(tc, msg, "dragon_growl", 4);
    assert_pointer_parameter(tc, msg, 0, m);
    assert_int_parameter(tc, msg, 1, 1);
    assert_pointer_parameter(tc, msg, 2, findregion(1,0));
    assert_string_parameter(tc, msg, 3, "growl3");

    test_cleanup();
}
Example #2
0
static order *plan_dragon(unit * u)
{
    attrib *ta = a_find(u->attribs, &at_targetregion);
    region *r = u->region;
    region *tr = NULL;
    bool move = false;
    order *long_order = NULL;

    if (ta == NULL) {
        move |= (r->land == 0 || r->land->peasants == 0);   /* when no peasants, move */
        move |= (r->land == 0 || r->land->money == 0);      /* when no money, move */
    }
    move |= chance(0.04);         /* 4% chance to change your mind */

    if (u_race(u) == get_race(RC_WYRM) && !move) {
        unit *u2;
        for (u2 = r->units; u2; u2 = u2->next) {
            /* wyrme sind einzelgänger */
            if (u2 == u) {
                /* we do not make room for newcomers, so we don't need to look at them */
                break;
            }
            if (u2 != u && u_race(u2) == u_race(u) && chance(0.5)) {
                move = true;
                break;
            }
        }
    }

    if (move) {
        /* dragon gets bored and looks for a different place to go */
        ta = set_new_dragon_target(u, u->region, DRAGON_RANGE);
    }
    else
        ta = a_find(u->attribs, &at_targetregion);
    if (ta != NULL) {
        tr = (region *)ta->data.v;
        if (tr == NULL || !path_exists(u->region, tr, DRAGON_RANGE, allowed_dragon)) {
            ta = set_new_dragon_target(u, u->region, DRAGON_RANGE);
            if (ta)
                tr = findregion(ta->data.sa[0], ta->data.sa[1]);
        }
    }
    if (tr != NULL) {
        assert(long_order == NULL);
        switch (old_race(u_race(u))) {
        case RC_FIREDRAGON:
            long_order = make_movement_order(u, tr, 4, allowed_dragon);
            break;
        case RC_DRAGON:
            long_order = make_movement_order(u, tr, 3, allowed_dragon);
            break;
        case RC_WYRM:
            long_order = make_movement_order(u, tr, 1, allowed_dragon);
            break;
        default:
            break;
        }
        if (long_order) {
            reduce_weight(u);
        }
        if (rng_int() % 100 < 15) {
            const struct locale *lang = u->faction->locale;
            /* do a growl */
            if (rname(tr, lang)) {
                addlist(&u->orders,
                    create_order(K_MAIL, lang, "%s '%s... %s %s %s'",
                    LOC(lang, parameters[P_REGION]),
                    random_growl(),
                    u->number ==
                    1 ? "Ich rieche" : "Wir riechen",
                    "etwas in", rname(tr, u->faction->locale)));
            }
        }
    }
    else {
        /* we have no target. do we like it here, then? */
        long_order = get_money_for_dragon(u->region, u, income(u));
        if (long_order == NULL) {
            /* money is gone, need a new target */
            set_new_dragon_target(u, u->region, DRAGON_RANGE);
        }
        else if (u_race(u) != get_race(RC_FIREDRAGON)) {
            /* neue dracoiden! */
            if (r->land && !fval(r->terrain, FORBIDDEN_REGION)) {
                int ra = 20 + rng_int() % 100;
                if (get_money(u) > ra * 50 + 100 && rng_int() % 100 < 50) {
                    recruit_dracoids(u, ra);
                }
            }
        }
    }
    if (long_order == NULL) {
        skill_t sk = SK_PERCEPTION;
        /* study perception (or a random useful skill) */
        while (!skill_enabled(sk) || u_race(u)->bonus[sk] < -5) {
            sk = (skill_t)(rng_int() % MAXSKILLS);
        }
        long_order = create_order(K_STUDY, u->faction->locale, "'%s'",
            skillname(sk, u->faction->locale));
    }
    return long_order;
}