2017-07-20 06:08:49 +02:00
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/*
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* CatapultTest.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/mapObjects/CGTownInstance.h"
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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 CatapultTest : public Test, public EffectFixture
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{
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public:
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CatapultTest()
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:EffectFixture("core:catapult")
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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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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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}
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};
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TEST_F(CatapultTest, NotApplicableWithoutTown)
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{
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EXPECT_CALL(*battleFake, getDefendedTown()).WillRepeatedly(Return(nullptr));
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EXPECT_CALL(mechanicsMock, adaptProblem(_, _)).WillOnce(Return(false));
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EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(true));
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EXPECT_CALL(*battleFake, getWallState(_)).Times(0);
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EXPECT_FALSE(subject->applicable(problemMock, &mechanicsMock));
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}
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TEST_F(CatapultTest, NotApplicableInVillage)
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{
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std::shared_ptr<CGTownInstance> fakeTown = std::make_shared<CGTownInstance>();
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EXPECT_CALL(*battleFake, getDefendedTown()).WillRepeatedly(Return(fakeTown.get()));
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EXPECT_CALL(mechanicsMock, adaptProblem(_, _)).WillOnce(Return(false));
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EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(true));
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EXPECT_CALL(*battleFake, getWallState(_)).Times(0);
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EXPECT_FALSE(subject->applicable(problemMock, &mechanicsMock));
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}
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TEST_F(CatapultTest, NotApplicableForDefenderIfSmart)
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{
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std::shared_ptr<CGTownInstance> fakeTown = std::make_shared<CGTownInstance>();
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fakeTown->builtBuildings.insert(BuildingID::FORT);
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mechanicsMock.casterSide = BattleSide::DEFENDER;
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EXPECT_CALL(*battleFake, getDefendedTown()).WillRepeatedly(Return(fakeTown.get()));
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EXPECT_CALL(mechanicsMock, adaptProblem(_, _)).WillOnce(Return(false));
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EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(true));
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EXPECT_CALL(*battleFake, getWallState(_)).WillRepeatedly(Return(EWallState::INTACT));
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EXPECT_FALSE(subject->applicable(problemMock, &mechanicsMock));
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}
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2024-01-03 02:26:15 +02:00
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TEST_F(CatapultTest, DISABLED_ApplicableInTown)
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2017-07-20 06:08:49 +02:00
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{
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std::shared_ptr<CGTownInstance> fakeTown = std::make_shared<CGTownInstance>();
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fakeTown->builtBuildings.insert(BuildingID::FORT);
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EXPECT_CALL(*battleFake, getDefendedTown()).WillRepeatedly(Return(fakeTown.get()));
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EXPECT_CALL(mechanicsMock, adaptProblem(_, _)).Times(0);
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EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(true));
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EXPECT_CALL(*battleFake, getWallState(_)).WillRepeatedly(Return(EWallState::INTACT));
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EXPECT_TRUE(subject->applicable(problemMock, &mechanicsMock));
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}
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class CatapultApplyTest : public Test, public EffectFixture
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{
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public:
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CatapultApplyTest()
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: EffectFixture("core:catapult")
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{
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}
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void setDefaultExpectations()
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{
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EXPECT_CALL(*battleFake, getDefendedTown()).WillRepeatedly(Return(fakeTown.get()));
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EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(true));
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setupDefaultRNG();
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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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fakeTown = std::make_shared<CGTownInstance>();
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fakeTown->builtBuildings.insert(BuildingID::FORT);
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}
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private:
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std::shared_ptr<CGTownInstance> fakeTown;
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};
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2024-01-03 02:26:15 +02:00
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TEST_F(CatapultApplyTest, DISABLED_DamageToIntactPart)
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2017-07-20 06:08:49 +02:00
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{
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{
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JsonNode config(JsonNode::JsonType::DATA_STRUCT);
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config["targetsToAttack"].Integer() = 1;
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2023-03-23 11:01:13 +02:00
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config["chanceToNormalHit"].Integer() = 100;
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2017-07-20 06:08:49 +02:00
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EffectFixture::setupEffect(config);
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}
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setDefaultExpectations();
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2023-02-28 13:29:35 +02:00
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const EWallPart targetPart = EWallPart::BELOW_GATE;
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2023-03-23 11:01:13 +02:00
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auto & actualCaster = unitsFake.add(BattleSide::ATTACKER);
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2017-07-20 06:08:49 +02:00
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2023-03-23 11:01:13 +02:00
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mechanicsMock.caster = &actualCaster;
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EXPECT_CALL(actualCaster, getCasterUnitId()).WillRepeatedly(Return(-1));
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EXPECT_CALL(mechanicsMock, isMassive()).WillRepeatedly(Return(true));
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2017-07-20 06:08:49 +02:00
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EXPECT_CALL(*battleFake, getWallState(_)).WillRepeatedly(Return(EWallState::DESTROYED));
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2023-02-28 13:29:35 +02:00
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EXPECT_CALL(*battleFake, getWallState(Eq(targetPart))).WillRepeatedly(Return(EWallState::INTACT));
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EXPECT_CALL(*battleFake, setWallState(Eq(targetPart), Eq(EWallState::DAMAGED))).Times(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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EXPECT_CALL(serverMock, apply(Matcher<CatapultAttack *>(_))).Times(1);
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2017-07-20 06:08:49 +02:00
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EffectTarget target;
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target.emplace_back();
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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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