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vcmi/test/spells/effects/EffectFixture.cpp

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Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
/*
* EffectFixture.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "EffectFixture.h"
#include <vstd/RNG.h>
#include "../../../lib/serializer/JsonDeserializer.h"
bool battle::operator==(const Destination& left, const Destination& right)
{
return left.unitValue == right.unitValue && left.hexValue == right.hexValue;
}
namespace test
{
using namespace ::spells;
using namespace ::spells::effects;
using namespace ::testing;
void EffectFixture::UnitFake::addNewBonus(const std::shared_ptr<Bonus> & b)
{
bonusFake.addNewBonus(b);
}
void EffectFixture::UnitFake::makeAlive()
{
EXPECT_CALL(*this, alive()).Times(AtLeast(1)).WillRepeatedly(Return(true));
}
void EffectFixture::UnitFake::makeDead()
{
EXPECT_CALL(*this, alive()).Times(AtLeast(1)).WillRepeatedly(Return(false));
EXPECT_CALL(*this, isGhost()).Times(AtLeast(1)).WillRepeatedly(Return(false));
}
void EffectFixture::UnitFake::redirectBonusesToFake()
{
ON_CALL(*this, getAllBonuses(_, _, _, _)).WillByDefault(Invoke(&bonusFake, &BonusBearerMock::getAllBonuses));
ON_CALL(*this, getTreeVersion()).WillByDefault(Invoke(&bonusFake, &BonusBearerMock::getTreeVersion));
}
void EffectFixture::UnitFake::expectAnyBonusSystemCall()
{
EXPECT_CALL(*this, getAllBonuses(_, _, _, _)).Times(AtLeast(0));
EXPECT_CALL(*this, getTreeVersion()).Times(AtLeast(0));
}
EffectFixture::UnitFake & EffectFixture::UnitsFake::add(ui8 side)
{
UnitFake * unit = new UnitFake();
ON_CALL(*unit, unitSide()).WillByDefault(Return(side));
unit->redirectBonusesToFake();
allUnits.emplace_back(unit);
return *allUnits.back().get();
}
battle::Units EffectFixture::UnitsFake::getUnitsIf(battle::UnitFilter predicate) const
{
battle::Units ret;
for(auto & unit : allUnits)
{
if(predicate(unit.get()))
ret.push_back(unit.get());
}
return ret;
}
EffectFixture::BattleFake::BattleFake()
: CBattleInfoCallback(),
BattleStateMock()
{
}
void EffectFixture::BattleFake::setUp()
{
CBattleInfoCallback::setBattle(this);
}
void EffectFixture::UnitsFake::setDefaultBonusExpectations()
{
for(auto & unit : allUnits)
{
unit->expectAnyBonusSystemCall();
}
}
EffectFixture::EffectFixture(std::string effectName_)
:subject(),
problemMock(),
mechanicsMock(),
battleFake(),
effectName(effectName_)
{
}
EffectFixture::~EffectFixture() = default;
void EffectFixture::setupEffect(const JsonNode & effectConfig)
{
JsonDeserializer deser(nullptr, effectConfig);
subject->serializeJson(deser);
}
void EffectFixture::setUp()
{
subject = Effect::create(effectName);
ASSERT_TRUE(subject);
battleFake = std::make_shared<BattleFake>();
battleFake->setUp();
mechanicsMock.cb = battleFake.get();
battleProxy = std::make_shared<BattleStateProxy>(battleFake.get());
ON_CALL(*battleFake, getUnitsIf(_)).WillByDefault(Invoke(&unitsFake, &UnitsFake::getUnitsIf));
}
static vstd::TRandI64 getInt64RangeDef(int64_t lower, int64_t upper)
{
return [=]()->int64_t
{
return (lower + upper)/2;
};
}
static vstd::TRand getDoubleRangeDef(double lower, double upper)
{
return [=]()->double
{
return (lower + upper)/2;
};
}
void EffectFixture::setupDefaultRNG()
{
EXPECT_CALL(rngMock, getInt64Range(_,_)).WillRepeatedly(Invoke(&getInt64RangeDef));
EXPECT_CALL(rngMock, getDoubleRange(_,_)).WillRepeatedly(Invoke(&getDoubleRangeDef));
}
void EffectFixture::setupEmptyBattlefield()
{
EXPECT_CALL(*battleFake, getDefendedTown()).WillRepeatedly(Return(nullptr));
EXPECT_CALL(*battleFake, getAllObstacles()).WillRepeatedly(Return(IBattleInfo::ObstacleCList()));
EXPECT_CALL(*battleFake, getBattlefieldType()).WillRepeatedly(Return(BFieldType::NONE2));
}
}