static void clear_map()
{
    wipe_map_terrain();
    // Remove any interfering monsters.
    while( g->num_zombies() ) {
        g->remove_zombie( 0 );
    }
    // Make sure the player doesn't block the path of the monster being tested.
    g->u.setpos( { 0, 0, -2 } );
}
Esempio n. 2
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void clear_map()
{
    // Clearing all z-levels is rather slow, so just clear the ones I know the
    // tests use for now.
    for( int z = -2; z <= 0; ++z ) {
        clear_fields( z );
    }
    wipe_map_terrain();
    clear_npcs();
    clear_creatures();
    g->m.clear_traps();
}
/**
 * Simulate a player running from the monster, checking if it can catch up.
 **/
static int can_catch_player( const std::string &monster_type, const tripoint &direction_of_flight )
{
    REQUIRE( g->num_zombies() == 0 );
    player &test_player = g->u;
    // Strip off any potentially encumbering clothing.
    std::list<item> temp;
    while( test_player.takeoff( test_player.i_at( -2 ), &temp ) );

    test_player.setpos( { 65, 65, 0 } );
    test_player.set_moves( 0 );
    // Give the player a head start.
    const tripoint monster_start = { test_player.pos().x - (10 * direction_of_flight.x),
                                     test_player.pos().y - (10 * direction_of_flight.y),
                                     test_player.pos().z - (10 * direction_of_flight.z) };
    monster &test_monster = spawn_test_monster( monster_type, monster_start );
    // Get it riled up and give it a goal.
    test_monster.anger = 100;
    test_monster.set_dest( test_player.pos() );
    test_monster.set_moves( 0 );
    const int monster_speed = test_monster.get_speed();
    const int target_speed = 100;

    int moves_spent = 0;
    std::vector<track> tracker;
    for( int turn = 0; turn < 1000; ++turn ) {
        test_player.mod_moves( target_speed );
        while( test_player.moves >= 0 ) {
            test_player.setpos( test_player.pos() + direction_of_flight );
            if( test_player.pos().x < SEEX * int(MAPSIZE / 2) ||
                test_player.pos().y < SEEY * int(MAPSIZE / 2) ||
                test_player.pos().x >= SEEX * (1 + int(MAPSIZE / 2)) ||
                test_player.pos().y >= SEEY * (1 + int(MAPSIZE / 2)) ) {
                g->update_map( test_player );
                wipe_map_terrain();
                for( unsigned int i = 0; i < g->num_zombies(); ) {
                    if( &g->zombie( i ) == &test_monster ) {
                        i++;
                    } else {
                        g->remove_zombie( i );
                    }
                }
            }
            const int move_cost = g->m.combined_movecost(
                test_player.pos(), test_player.pos() + direction_of_flight, nullptr, 0 );
            tracker.push_back({'p', move_cost, rl_dist(test_monster.pos(), test_player.pos()),
                        test_player.pos()} );
            test_player.mod_moves( -move_cost );
        }
        test_monster.set_dest( test_player.pos() );
        test_monster.mod_moves( monster_speed );
        while( test_monster.moves >= 0 ) {
            int moves_before = test_monster.moves;
            test_monster.move();
            tracker.push_back({'m', moves_before - test_monster.moves,
                        rl_dist(test_monster.pos(), test_player.pos()),
                        test_monster.pos()} );
            moves_spent += moves_before - test_monster.moves;
            if( rl_dist( test_monster.pos(), test_player.pos() ) == 1 ) {
                INFO( tracker );
                clear_map();
                return turn;
            } else if( rl_dist( test_monster.pos(), test_player.pos() ) > 20 ) {
                INFO( tracker );
                clear_map();
                return -turn;
            }
        }
    }
    WARN( tracker );
    clear_map();
    return -1000;
}