2017-07-20 06:08:49 +02:00
|
|
|
/*
|
|
|
|
* CatapultTest.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/mapObjects/CGTownInstance.h"
|
|
|
|
|
|
|
|
|
|
|
|
namespace test
|
|
|
|
{
|
|
|
|
using namespace ::spells;
|
|
|
|
using namespace ::spells::effects;
|
|
|
|
using namespace ::testing;
|
|
|
|
|
|
|
|
class CatapultTest : public Test, public EffectFixture
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
CatapultTest()
|
|
|
|
:EffectFixture("core:catapult")
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
protected:
|
|
|
|
void SetUp() override
|
|
|
|
{
|
|
|
|
EffectFixture::setUp();
|
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
|
|
|
setupEffect(JsonNode());
|
2017-07-20 06:08:49 +02:00
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
TEST_F(CatapultTest, NotApplicableWithoutTown)
|
|
|
|
{
|
|
|
|
EXPECT_CALL(*battleFake, getDefendedTown()).WillRepeatedly(Return(nullptr));
|
|
|
|
EXPECT_CALL(mechanicsMock, adaptProblem(_, _)).WillOnce(Return(false));
|
|
|
|
EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(true));
|
|
|
|
EXPECT_CALL(*battleFake, getWallState(_)).Times(0);
|
|
|
|
|
|
|
|
EXPECT_FALSE(subject->applicable(problemMock, &mechanicsMock));
|
|
|
|
}
|
|
|
|
|
|
|
|
TEST_F(CatapultTest, NotApplicableInVillage)
|
|
|
|
{
|
|
|
|
std::shared_ptr<CGTownInstance> fakeTown = std::make_shared<CGTownInstance>();
|
|
|
|
|
|
|
|
EXPECT_CALL(*battleFake, getDefendedTown()).WillRepeatedly(Return(fakeTown.get()));
|
|
|
|
EXPECT_CALL(mechanicsMock, adaptProblem(_, _)).WillOnce(Return(false));
|
|
|
|
EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(true));
|
|
|
|
EXPECT_CALL(*battleFake, getWallState(_)).Times(0);
|
|
|
|
|
|
|
|
EXPECT_FALSE(subject->applicable(problemMock, &mechanicsMock));
|
|
|
|
}
|
|
|
|
|
|
|
|
TEST_F(CatapultTest, NotApplicableForDefenderIfSmart)
|
|
|
|
{
|
|
|
|
std::shared_ptr<CGTownInstance> fakeTown = std::make_shared<CGTownInstance>();
|
|
|
|
fakeTown->builtBuildings.insert(BuildingID::FORT);
|
|
|
|
mechanicsMock.casterSide = BattleSide::DEFENDER;
|
|
|
|
|
|
|
|
EXPECT_CALL(*battleFake, getDefendedTown()).WillRepeatedly(Return(fakeTown.get()));
|
|
|
|
EXPECT_CALL(mechanicsMock, adaptProblem(_, _)).WillOnce(Return(false));
|
|
|
|
EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(true));
|
|
|
|
EXPECT_CALL(*battleFake, getWallState(_)).WillRepeatedly(Return(EWallState::INTACT));
|
|
|
|
|
|
|
|
EXPECT_FALSE(subject->applicable(problemMock, &mechanicsMock));
|
|
|
|
}
|
|
|
|
|
|
|
|
TEST_F(CatapultTest, ApplicableInTown)
|
|
|
|
{
|
|
|
|
std::shared_ptr<CGTownInstance> fakeTown = std::make_shared<CGTownInstance>();
|
|
|
|
fakeTown->builtBuildings.insert(BuildingID::FORT);
|
|
|
|
|
|
|
|
EXPECT_CALL(*battleFake, getDefendedTown()).WillRepeatedly(Return(fakeTown.get()));
|
|
|
|
EXPECT_CALL(mechanicsMock, adaptProblem(_, _)).Times(0);
|
|
|
|
EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(true));
|
|
|
|
EXPECT_CALL(*battleFake, getWallState(_)).WillRepeatedly(Return(EWallState::INTACT));
|
|
|
|
|
|
|
|
EXPECT_TRUE(subject->applicable(problemMock, &mechanicsMock));
|
|
|
|
}
|
|
|
|
|
|
|
|
class CatapultApplyTest : public Test, public EffectFixture
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
CatapultApplyTest()
|
|
|
|
: EffectFixture("core:catapult")
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
void setDefaultExpectations()
|
|
|
|
{
|
|
|
|
EXPECT_CALL(*battleFake, getDefendedTown()).WillRepeatedly(Return(fakeTown.get()));
|
|
|
|
EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(true));
|
|
|
|
setupDefaultRNG();
|
|
|
|
}
|
|
|
|
|
|
|
|
protected:
|
|
|
|
void SetUp() override
|
|
|
|
{
|
|
|
|
EffectFixture::setUp();
|
|
|
|
fakeTown = std::make_shared<CGTownInstance>();
|
|
|
|
fakeTown->builtBuildings.insert(BuildingID::FORT);
|
|
|
|
}
|
|
|
|
private:
|
|
|
|
std::shared_ptr<CGTownInstance> fakeTown;
|
|
|
|
};
|
|
|
|
|
|
|
|
TEST_F(CatapultApplyTest, DamageToIntactPart)
|
|
|
|
{
|
|
|
|
{
|
|
|
|
JsonNode config(JsonNode::JsonType::DATA_STRUCT);
|
|
|
|
config["targetsToAttack"].Integer() = 1;
|
|
|
|
EffectFixture::setupEffect(config);
|
|
|
|
}
|
|
|
|
|
|
|
|
setDefaultExpectations();
|
|
|
|
|
|
|
|
const EWallPart::EWallPart targetPart = EWallPart::BELOW_GATE;
|
|
|
|
|
|
|
|
EXPECT_CALL(*battleFake, getWallState(_)).WillRepeatedly(Return(EWallState::DESTROYED));
|
|
|
|
EXPECT_CALL(*battleFake, getWallState(Eq(int(targetPart)))).WillRepeatedly(Return(EWallState::INTACT));
|
|
|
|
EXPECT_CALL(*battleFake, setWallState(Eq(int(targetPart)), Eq(EWallState::DAMAGED))).Times(1);
|
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
|
|
|
EXPECT_CALL(serverMock, apply(Matcher<CatapultAttack *>(_))).Times(1);
|
2017-07-20 06:08:49 +02:00
|
|
|
|
|
|
|
EffectTarget target;
|
|
|
|
target.emplace_back();
|
|
|
|
|
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
|
|
|
subject->apply(&serverMock, &mechanicsMock, target);
|
2017-07-20 06:08:49 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
}
|