static void test_fast_shooting( npc &shooter, int moves, float hit_rate )
{
    const int fast_shooting_range = 3;
    const float hit_rate_cap = hit_rate + 0.3;
    dispersion_sources dispersion = get_dispersion( shooter, moves );
    std::array<statistics, 5> fast_stats = firing_test( dispersion, fast_shooting_range, {{ -1, hit_rate, -1, -1, -1 }} );
    std::array<statistics, 5> fast_stats_upper = firing_test( dispersion, fast_shooting_range, {{ -1, hit_rate_cap, -1, -1, -1 }} );
    INFO( dispersion );
    INFO( "Range: " << fast_shooting_range );
    INFO( "Max aim speed: " << shooter.aim_per_move( shooter.weapon, MAX_RECOIL ) );
    INFO( "Min aim speed: " << shooter.aim_per_move( shooter.weapon, shooter.recoil ) );
    CAPTURE( shooter.weapon.gun_skill().str() );
    CAPTURE( shooter.get_skill_level( shooter.weapon.gun_skill() ) );
    CAPTURE( shooter.get_dex() );
    CAPTURE( to_milliliter( shooter.weapon.volume() ) );
    CAPTURE( fast_stats[1].n() );
    CAPTURE( fast_stats[1].adj_wald_error() );
    CHECK( fast_stats[1].avg() > hit_rate );
    CAPTURE( fast_stats_upper[1].n() );
    CAPTURE( fast_stats_upper[1].adj_wald_error() );
    CHECK( fast_stats_upper[1].avg() < hit_rate_cap );
}
static void test_shooting_scenario( npc &shooter, int min_quickdraw_range,
                                    int min_good_range, int max_good_range )
{
    {
        dispersion_sources dispersion = get_dispersion( shooter, 0 );
        std::array<statistics, 5> minimum_stats = firing_test( dispersion, min_quickdraw_range, {{ 0.2, 0.1, -1, -1, -1 }} );
        INFO( dispersion );
        INFO( "Range: " << min_quickdraw_range );
        INFO( "Max aim speed: " << shooter.aim_per_move( shooter.weapon, MAX_RECOIL ) );
        INFO( "Min aim speed: " << shooter.aim_per_move( shooter.weapon, shooter.recoil ) );
        CAPTURE( minimum_stats[0].n() );
        CAPTURE( minimum_stats[0].adj_wald_error() );
        CAPTURE( minimum_stats[1].n() );
        CAPTURE( minimum_stats[1].adj_wald_error() );
        CHECK( minimum_stats[0].avg() < 0.2 );
        CHECK( minimum_stats[1].avg() < 0.1 );
    }
    {
        dispersion_sources dispersion = get_dispersion( shooter, 300 );
        std::array<statistics, 5> good_stats = firing_test( dispersion, min_good_range, {{ -1, -1, 0.5, -1, -1 }} );
        INFO( dispersion );
        INFO( "Range: " << min_good_range );
        INFO( "Max aim speed: " << shooter.aim_per_move( shooter.weapon, MAX_RECOIL ) );
        INFO( "Min aim speed: " << shooter.aim_per_move( shooter.weapon, shooter.recoil ) );
        CAPTURE( good_stats[2].n() );
        CAPTURE( good_stats[2].adj_wald_error() );
        CHECK( good_stats[2].avg() > 0.5 );
    }
    {
        dispersion_sources dispersion = get_dispersion( shooter, 500 );
        std::array<statistics, 5> good_stats = firing_test( dispersion, max_good_range, {{ -1, -1, 0.1, -1, -1 }} );
        INFO( dispersion );
        INFO( "Range: " << max_good_range );
        INFO( "Max aim speed: " << shooter.aim_per_move( shooter.weapon, MAX_RECOIL ) );
        INFO( "Min aim speed: " << shooter.aim_per_move( shooter.weapon, shooter.recoil ) );
        CAPTURE( good_stats[2].n() );
        CAPTURE( good_stats[2].adj_wald_error() );
        CHECK( good_stats[2].avg() < 0.1 );
    }
}