2017-07-20 06:08:49 +02:00
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/*
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* CloneTest.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "EffectFixture.h"
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#include <vstd/RNG.h>
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#include "../../../lib/battle/CUnitState.h"
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2024-02-11 23:09:01 +02:00
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#include "../../../lib/json/JsonNode.h"
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2017-07-20 06:08:49 +02:00
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namespace test
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{
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using namespace ::spells;
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using namespace ::spells::effects;
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using namespace ::testing;
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class CloneTest : public Test, public EffectFixture
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{
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public:
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CloneTest()
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: EffectFixture("core:clone")
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{
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}
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protected:
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void SetUp() override
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{
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EffectFixture::setUp();
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}
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};
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TEST_F(CloneTest, ApplicableToValidTarget)
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{
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{
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2024-02-13 14:34:16 +02:00
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JsonNode config;
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2017-07-20 06:08:49 +02:00
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config["maxTier"].Integer() = 7;
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EffectFixture::setupEffect(config);
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}
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auto & unit = unitsFake.add(BattleSide::ATTACKER);
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EXPECT_CALL(unit, isValidTarget(Eq(false))).Times(AtLeast(1)).WillRepeatedly(Return(true));
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EXPECT_CALL(unit, hasClone()).WillRepeatedly(Return(false));
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EXPECT_CALL(unit, isClone()).Times(AtLeast(1)).WillRepeatedly(Return(false));
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EXPECT_CALL(mechanicsMock, ownerMatches(Eq(&unit))).Times(AtLeast(1)).WillRepeatedly(Return(true));
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EXPECT_CALL(mechanicsMock, isSmart()).Times(AtLeast(1)).WillRepeatedly(Return(true));
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EXPECT_CALL(unit, getPosition()).WillOnce(Return(BattleHex(5, 5)));
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EffectTarget target;
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target.emplace_back(&unit);
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EXPECT_TRUE(subject->applicable(problemMock, &mechanicsMock, target));
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}
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TEST_F(CloneTest, CloneIsNotClonable)
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{
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Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
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setupEffect(JsonNode());
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2017-07-20 06:08:49 +02:00
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auto & unit = unitsFake.add(BattleSide::ATTACKER);
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EXPECT_CALL(unit, hasClone()).WillRepeatedly(Return(false));
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EXPECT_CALL(unit, isClone()).Times(AtLeast(1)).WillRepeatedly(Return(true));
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EXPECT_CALL(unit, getPosition()).WillOnce(Return(BattleHex(5, 5)));
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EffectTarget target;
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target.emplace_back(&unit);
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EXPECT_FALSE(subject->applicable(problemMock, &mechanicsMock, target));
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}
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TEST_F(CloneTest, SecondCloneRejected)
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{
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Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
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setupEffect(JsonNode());
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2017-07-20 06:08:49 +02:00
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auto & unit = unitsFake.add(BattleSide::ATTACKER);
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EXPECT_CALL(unit, hasClone()).Times(AtLeast(1)).WillRepeatedly(Return(true));
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EXPECT_CALL(unit, isClone()).WillRepeatedly(Return(false));
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EXPECT_CALL(unit, getPosition()).WillOnce(Return(BattleHex(5, 5)));
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EffectTarget target;
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target.emplace_back(&unit);
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EXPECT_FALSE(subject->applicable(problemMock, &mechanicsMock, target));
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}
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class CloneApplyTest : public Test, public EffectFixture
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{
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public:
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std::shared_ptr<::battle::UnitInfo> cloneAddInfo;
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std::shared_ptr<::battle::CUnitState> cloneState;
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std::shared_ptr<::battle::CUnitState> originalState;
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const uint32_t originalId = 40;
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const uint32_t cloneId = 42;
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const int32_t expectedAmount = 10;
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const int32_t effectDuration = 6;
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const BattleHex originalPosition = BattleHex(5,5);
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EffectTarget target;
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CloneApplyTest()
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: EffectFixture("core:clone")
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{
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}
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void onUnitAdded(uint32_t id, const JsonNode & data)
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{
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using namespace ::battle;
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Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
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auto & clone = unitsFake.add(BattleSide::ATTACKER);
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2017-07-20 06:08:49 +02:00
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EXPECT_CALL(clone, unitId()).WillRepeatedly(Return(id));
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cloneState = std::make_shared<CUnitStateDetached>(&clone, &clone);
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EXPECT_CALL(clone, acquireState()).WillOnce(Return(cloneState));
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cloneAddInfo->load(id, data);
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}
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void checkCloneLifetimeMarker(uint32_t id, const std::vector<Bonus> & bonus)
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{
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EXPECT_EQ(id, cloneId);
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GTEST_ASSERT_EQ(bonus.size(), 1);
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const Bonus & marker = bonus.front();
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2023-05-01 00:20:01 +02:00
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EXPECT_EQ(marker.type, BonusType::NONE);
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EXPECT_EQ(marker.duration, BonusDuration::N_TURNS);
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2017-07-20 06:08:49 +02:00
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EXPECT_EQ(marker.turnsRemain, effectDuration);
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2023-05-01 00:20:01 +02:00
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EXPECT_EQ(marker.source, BonusSource::SPELL_EFFECT);
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2023-10-21 13:50:42 +02:00
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EXPECT_EQ(marker.sid, BonusSourceID(SpellID(SpellID::CLONE)));
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2017-07-20 06:08:49 +02:00
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}
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void setDefaultExpectations()
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{
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using namespace ::battle;
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Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
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battleFake->setupEmptyBattlefield();
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EXPECT_CALL(serverMock, apply(Matcher<BattleUnitsChanged *>(_))).Times(2);
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EXPECT_CALL(serverMock, apply(Matcher<SetStackEffect *>(_))).Times(1);
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2017-07-20 06:08:49 +02:00
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EXPECT_CALL(mechanicsMock, getEffectDuration()).WillOnce(Return(effectDuration));
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EXPECT_CALL(*battleFake, getUnitsIf(_)).Times(AtLeast(1));
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EXPECT_CALL(*battleFake, nextUnitId()).WillOnce(Return(cloneId));
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EXPECT_CALL(*battleFake, addUnit(_, _)).WillOnce(Invoke(this, &CloneApplyTest::onUnitAdded));
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EXPECT_CALL(*battleFake, setUnitState(Eq(originalId), _, Eq(0))).Times(AtLeast(1));
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EXPECT_CALL(*battleFake, setUnitState(Eq(cloneId), _, Eq(0))).Times(AtLeast(1));
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auto & original = unitsFake.add(BattleSide::ATTACKER);
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EXPECT_CALL(original, isValidTarget(Eq(false))).Times(AtLeast(1)).WillRepeatedly(Return(true));
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EXPECT_CALL(original, getCount()).WillRepeatedly(Return(expectedAmount));
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EXPECT_CALL(original, unitId()).WillRepeatedly(Return(originalId));
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EXPECT_CALL(original, creatureId()).WillRepeatedly(Return(CreatureID(0)));
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EXPECT_CALL(original, creatureIndex()).WillRepeatedly(Return(0));
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EXPECT_CALL(original, doubleWide()).WillRepeatedly(Return(false));
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EXPECT_CALL(original, getPosition()).WillRepeatedly(Return(originalPosition));
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EXPECT_CALL(original, unitSide()).Times(AnyNumber());
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originalState = std::make_shared<CUnitStateDetached>(&original, &original);
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EXPECT_CALL(original, acquireState()).WillOnce(Return(originalState));
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target.emplace_back(&original);
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}
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protected:
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void SetUp() override
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{
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EffectFixture::setUp();
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Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
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setupEffect(JsonNode());
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2017-07-20 06:08:49 +02:00
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cloneAddInfo = std::make_shared<::battle::UnitInfo>();
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}
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};
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2024-01-03 02:26:15 +02:00
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TEST_F(CloneApplyTest, DISABLED_AddsNewUnit)
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2017-07-20 06:08:49 +02:00
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{
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setDefaultExpectations();
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EXPECT_CALL(*battleFake, addUnitBonus(_,_)).Times(AtLeast(1));
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Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
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subject->apply(&serverMock, &mechanicsMock, target);
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2017-07-20 06:08:49 +02:00
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EXPECT_EQ(cloneAddInfo->id, cloneId);
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EXPECT_EQ(cloneAddInfo->count, expectedAmount);
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EXPECT_EQ(cloneAddInfo->type, CreatureID(0));
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EXPECT_EQ(cloneAddInfo->side, BattleSide::ATTACKER);
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EXPECT_TRUE(cloneAddInfo->position.isValid());
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EXPECT_NE(cloneAddInfo->position, originalPosition);
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EXPECT_TRUE(cloneAddInfo->summoned);
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}
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2024-01-03 02:26:15 +02:00
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TEST_F(CloneApplyTest, DISABLED_SetsClonedFlag)
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2017-07-20 06:08:49 +02:00
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{
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setDefaultExpectations();
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EXPECT_CALL(*battleFake, addUnitBonus(_,_)).Times(AtLeast(1));
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Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
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subject->apply(&serverMock, &mechanicsMock, target);
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GTEST_ASSERT_NE(cloneState, nullptr);
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2017-07-20 06:08:49 +02:00
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EXPECT_TRUE(cloneState->cloned);
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}
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2024-01-03 02:26:15 +02:00
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TEST_F(CloneApplyTest, DISABLED_SetsCloneLink)
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2017-07-20 06:08:49 +02:00
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{
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setDefaultExpectations();
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EXPECT_CALL(*battleFake, addUnitBonus(_,_)).Times(AtLeast(1));
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Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
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subject->apply(&serverMock, &mechanicsMock, target);
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2017-07-20 06:08:49 +02:00
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EXPECT_EQ(originalState->cloneID, cloneId);
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}
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2024-01-03 02:26:15 +02:00
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TEST_F(CloneApplyTest, DISABLED_SetsLifetimeMarker)
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2017-07-20 06:08:49 +02:00
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{
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setDefaultExpectations();
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2022-06-28 10:05:30 +02:00
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EXPECT_CALL(*battleFake, addUnitBonus(_, _)).WillOnce(Invoke(this, &CloneApplyTest::checkCloneLifetimeMarker));
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2017-07-20 06:08:49 +02:00
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Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
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subject->apply(&serverMock, &mechanicsMock, target);
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2017-07-20 06:08:49 +02:00
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}
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}
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