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vcmi/test/spells/effects/TimedTest.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
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/*
* TimedTest.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>
namespace test
{
using namespace ::spells;
using namespace ::spells::effects;
using namespace ::testing;
class TimedTest : public Test, public EffectFixture
{
public:
TimedTest()
: EffectFixture("core:timed")
{
}
protected:
void SetUp() override
{
EffectFixture::setUp();
}
};
class TimedApplyTest : public TestWithParam<::testing::tuple<bool, bool>>, public EffectFixture
{
public:
bool cumulative = false;
bool firstCast = false;
const int32_t spellIndex = 456;
const int32_t duration = 57;
TimedApplyTest()
: EffectFixture("core:timed")
{
}
void setDefaultExpectaions()
{
unitsFake.setDefaultBonusExpectations();
EXPECT_CALL(mechanicsMock, getSpellIndex()).WillRepeatedly(Return(spellIndex));
EXPECT_CALL(mechanicsMock, getEffectDuration()).WillRepeatedly(Return(duration));
EXPECT_CALL(serverMock, describeChanges()).WillRepeatedly(Return(false));
}
protected:
void SetUp() override
{
EffectFixture::setUp();
cumulative = get<0>(GetParam());
firstCast = get<1>(GetParam());
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
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}
};
TEST_P(TimedApplyTest, ChangesBonuses)
{
Bonus testBonus1(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::OTHER, 3, 0, PrimarySkill::KNOWLEDGE);
Bonus testBonus2(Bonus::N_TURNS, Bonus::PRIMARY_SKILL, Bonus::OTHER, 3, 0, PrimarySkill::KNOWLEDGE);
testBonus2.turnsRemain = 4;
JsonNode options(JsonNode::JsonType::DATA_STRUCT);
options["cumulative"].Bool() = cumulative;
options["bonus"]["test1"] = testBonus1.toJsonNode();
options["bonus"]["test2"] = testBonus2.toJsonNode();
options.setMeta("core");
setupEffect(options);
const uint32_t unitId = 42;
auto & targetUnit = unitsFake.add(BattleSide::ATTACKER);
targetUnit.makeAlive();
EXPECT_CALL(targetUnit, unitId()).WillRepeatedly(Return(unitId));
EXPECT_CALL(targetUnit, creatureLevel()).WillRepeatedly(Return(1));
EffectTarget target;
target.emplace_back(&targetUnit, BattleHex());
std::vector<Bonus> actualBonus;
std::vector<Bonus> expectedBonus;
testBonus1.turnsRemain = duration;
expectedBonus.push_back(testBonus1);
expectedBonus.push_back(testBonus2);
for(auto & bonus : expectedBonus)
{
bonus.source = Bonus::SPELL_EFFECT;
bonus.sid = spellIndex;
}
if(cumulative)
{
EXPECT_CALL(*battleFake, addUnitBonus(Eq(unitId),_)).WillOnce(SaveArg<1>(&actualBonus));
}
else
{
EXPECT_CALL(*battleFake, updateUnitBonus(Eq(unitId),_)).WillOnce(SaveArg<1>(&actualBonus));
}
setDefaultExpectaions();
EXPECT_CALL(serverMock, apply(Matcher<SetStackEffect *>(_))).Times(1);
subject->apply(&serverMock, &mechanicsMock, target);
EXPECT_THAT(actualBonus, UnorderedElementsAreArray(expectedBonus));
}
INSTANTIATE_TEST_CASE_P
(
ByConfig,
TimedApplyTest,
Combine
(
Values(false, true),
Values(false, true)
)
);
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
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}