1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-22 22:13:35 +02:00
vcmi/test/battle/BattleHexTest.cpp

123 lines
4.1 KiB
C++
Raw Normal View History

/*
* BattleHexTest.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 "../lib/battle/BattleHex.h"
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
TEST(BattleHexTest, getNeighbouringTiles)
{
BattleHex mainHex;
std::vector<BattleHex> neighbouringTiles;
mainHex.setXY(16,0);
neighbouringTiles = mainHex.neighbouringTiles();
EXPECT_EQ(neighbouringTiles.size(), 1);
mainHex.setXY(0,0);
neighbouringTiles = mainHex.neighbouringTiles();
EXPECT_EQ(neighbouringTiles.size(), 2);
mainHex.setXY(15,2);
neighbouringTiles = mainHex.neighbouringTiles();
EXPECT_EQ(neighbouringTiles.size(), 3);
mainHex.setXY(2,0);
neighbouringTiles = mainHex.neighbouringTiles();
EXPECT_EQ(neighbouringTiles.size(), 4);
mainHex.setXY(1,2);
neighbouringTiles = mainHex.neighbouringTiles();
EXPECT_EQ(neighbouringTiles.size(), 5);
mainHex.setXY(8,5);
neighbouringTiles = mainHex.neighbouringTiles();
EXPECT_EQ(neighbouringTiles.size(), 6);
ASSERT_TRUE(neighbouringTiles.size()==6 && mainHex==93);
EXPECT_EQ(neighbouringTiles.at(0), 75);
EXPECT_EQ(neighbouringTiles.at(1), 76);
EXPECT_EQ(neighbouringTiles.at(2), 94);
EXPECT_EQ(neighbouringTiles.at(3), 110);
EXPECT_EQ(neighbouringTiles.at(4), 109);
EXPECT_EQ(neighbouringTiles.at(5), 92);
}
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
TEST(BattleHexTest, getDistance)
{
BattleHex firstHex(0,0);
BattleHex secondHex(16,0);
EXPECT_EQ((int)firstHex.getDistance(firstHex,secondHex), 16);
firstHex=0, secondHex=170;
EXPECT_EQ((int)firstHex.getDistance(firstHex,secondHex), 10);
firstHex=16, secondHex=181;
EXPECT_EQ((int)firstHex.getDistance(firstHex,secondHex), 10);
firstHex=186, secondHex=70;
EXPECT_EQ((int)firstHex.getDistance(firstHex,secondHex), 17);
firstHex=166, secondHex=39;
EXPECT_EQ((int)firstHex.getDistance(firstHex,secondHex), 11);
firstHex=25, secondHex=103;
EXPECT_EQ((int)firstHex.getDistance(firstHex,secondHex), 9);
firstHex=18, secondHex=71;
EXPECT_EQ((int)firstHex.getDistance(firstHex,secondHex), 4);
}
TEST(BattleHexTest, mutualPositions)
{
BattleHex firstHex(0,0);
BattleHex secondHex(16,0);
firstHex=86, secondHex=68;
EXPECT_EQ((int)firstHex.mutualPosition(firstHex,secondHex), BattleHex::EDir::TOP_LEFT);
secondHex=69;
EXPECT_EQ((int)firstHex.mutualPosition(firstHex,secondHex), BattleHex::EDir::TOP_RIGHT);
secondHex=87;
EXPECT_EQ((int)firstHex.mutualPosition(firstHex,secondHex), BattleHex::EDir::RIGHT);
secondHex=103;
EXPECT_EQ((int)firstHex.mutualPosition(firstHex,secondHex), BattleHex::EDir::BOTTOM_RIGHT);
secondHex=102;
EXPECT_EQ((int)firstHex.mutualPosition(firstHex,secondHex), BattleHex::EDir::BOTTOM_LEFT);
secondHex=85;
EXPECT_EQ((int)firstHex.mutualPosition(firstHex,secondHex), BattleHex::EDir::LEFT);
secondHex=46;
EXPECT_EQ((int)firstHex.mutualPosition(firstHex,secondHex), -1);
}
TEST(BattleHexTest, getClosestTile)
{
BattleHex mainHex(0);
std::set<BattleHex> possibilities;
possibilities.insert(3);
possibilities.insert(170);
possibilities.insert(100);
possibilities.insert(119);
possibilities.insert(186);
EXPECT_EQ(mainHex.getClosestTile(BattleSide::ATTACKER,mainHex,possibilities), 3);
mainHex = 139;
EXPECT_EQ(mainHex.getClosestTile(BattleSide::DEFENDER,mainHex,possibilities), 119);
mainHex = 16;
EXPECT_EQ(mainHex.getClosestTile(BattleSide::DEFENDER,mainHex,possibilities), 100);
mainHex = 166;
EXPECT_EQ(mainHex.getClosestTile(BattleSide::ATTACKER,mainHex,possibilities), 186);
mainHex = 76;
EXPECT_EQ(mainHex.getClosestTile(BattleSide::DEFENDER,mainHex,possibilities), 3);
EXPECT_EQ(mainHex.getClosestTile(BattleSide::ATTACKER,mainHex,possibilities), 100);
}
TEST(BattleHexTest, moveEDir)
{
BattleHex mainHex(20);
mainHex.moveInDirection(BattleHex::EDir::BOTTOM_RIGHT);
EXPECT_EQ(mainHex, 37);
mainHex.moveInDirection(BattleHex::EDir::RIGHT);
EXPECT_EQ(mainHex, 38);
mainHex.moveInDirection(BattleHex::EDir::TOP_RIGHT);
EXPECT_EQ(mainHex, 22);
mainHex.moveInDirection(BattleHex::EDir::TOP_LEFT);
EXPECT_EQ(mainHex, 4);
mainHex.moveInDirection(BattleHex::EDir::LEFT);
EXPECT_EQ(mainHex, 3);
mainHex.moveInDirection(BattleHex::EDir::BOTTOM_LEFT);
EXPECT_EQ(mainHex, 20);
}