Flesh out acid as a real damage type
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@@ -68,7 +68,7 @@ TEST_CASE("Initialization sanity test for monster") {
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CHECK(monst.abil.empty());
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CHECK(monst.corpse_item == 0);
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CHECK(monst.corpse_item_chance == 0);
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CHECK(monst.resist.size() == 10);
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CHECK(monst.resist.size() == 11);
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CHECK(monst.resist[eDamageType::WEAPON] == 100);
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CHECK(monst.resist[eDamageType::FIRE] == 100);
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CHECK(monst.resist[eDamageType::POISON] == 100);
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@@ -77,6 +77,7 @@ TEST_CASE("Initialization sanity test for monster") {
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CHECK(monst.resist[eDamageType::UNBLOCKABLE] == 100);
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CHECK(monst.resist[eDamageType::UNDEAD] == 100);
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CHECK(monst.resist[eDamageType::DEMON] == 100);
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CHECK(monst.resist[eDamageType::ACID] == 100);
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CHECK(monst.resist[eDamageType::MARKED] == 100);
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CHECK_FALSE(monst.mindless);
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CHECK_FALSE(monst.invuln);
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@@ -132,7 +132,8 @@ TEST_CASE("Saving monster types") {
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scen.scen_monsters[1].resist[eDamageType::COLD] = 30;
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scen.scen_monsters[1].resist[eDamageType::UNDEAD] = 35;
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scen.scen_monsters[1].resist[eDamageType::DEMON] = 40;
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scen.scen_monsters[1].resist[eDamageType::SPECIAL] = 45;
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scen.scen_monsters[1].resist[eDamageType::ACID] = 45;
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scen.scen_monsters[1].resist[eDamageType::SPECIAL] = 50;
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in_and_out("resistance", scen);
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CHECK(scen.scen_monsters[1].resist[eDamageType::WEAPON] == 5);
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CHECK(scen.scen_monsters[1].resist[eDamageType::FIRE] == 10);
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@@ -142,6 +143,7 @@ TEST_CASE("Saving monster types") {
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CHECK(scen.scen_monsters[1].resist[eDamageType::COLD] == 30);
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CHECK(scen.scen_monsters[1].resist[eDamageType::UNDEAD] == 35);
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CHECK(scen.scen_monsters[1].resist[eDamageType::DEMON] == 40);
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CHECK(scen.scen_monsters[1].resist[eDamageType::ACID] == 45);
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// This one should not be saved, so we expect it to revert to default
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CHECK(scen.scen_monsters[1].resist[eDamageType::SPECIAL] == 100);
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}
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