1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-16 10:19:47 +02:00
vcmi/test/battle/CUnitStateTest.cpp

279 lines
7.4 KiB
C++
Raw Normal View History

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
/*
* CUnitStateTest.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 "mock/mock_BonusBearer.h"
#include "mock/mock_UnitInfo.h"
#include "mock/mock_UnitEnvironment.h"
#include "../../lib/battle/CUnitState.h"
#include "../../lib/CCreatureHandler.h"
namespace test
{
using namespace ::testing;
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
static const int32_t DEFAULT_HP = 123;
static const int32_t DEFAULT_AMOUNT = 100;
static const int32_t DEFAULT_SPEED = 10;
static const BattleHex DEFAULT_POSITION = BattleHex(5, 5);
static const int DEFAULT_ATTACK = 58;
static const int DEFAULT_DEFENCE = 63;
class UnitStateTest : public Test
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
{
public:
UnitInfoMock infoMock;
UnitEnvironmentMock envMock;
BonusBearerMock bonusMock;
const CCreature * pikeman;
battle::CUnitStateDetached subject;
bool hasAmmoCart;
UnitStateTest()
:infoMock(),
envMock(),
bonusMock(),
subject(&infoMock, &bonusMock),
hasAmmoCart(false)
{
pikeman = CreatureID(0).toCreature();
}
void setDefaultExpectations()
{
bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::STACKS_SPEED, Bonus::CREATURE_ABILITY, DEFAULT_SPEED, 0));
bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::CREATURE_ABILITY, DEFAULT_ATTACK, 0, PrimarySkill::ATTACK));
bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::CREATURE_ABILITY, DEFAULT_DEFENCE, 0, PrimarySkill::DEFENSE));
bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::STACK_HEALTH, Bonus::CREATURE_ABILITY, DEFAULT_HP, 0));
EXPECT_CALL(infoMock, unitBaseAmount()).WillRepeatedly(Return(DEFAULT_AMOUNT));
EXPECT_CALL(infoMock, unitType()).WillRepeatedly(Return(pikeman));
EXPECT_CALL(envMock, unitHasAmmoCart(_)).WillRepeatedly(Return(hasAmmoCart));
}
void makeShooter(int32_t ammo)
{
bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::SHOOTER, Bonus::CREATURE_ABILITY, 1, 0));
bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::SHOTS, Bonus::CREATURE_ABILITY, ammo, 0));
}
void initUnit()
{
subject.localInit(&envMock);
subject.position = DEFAULT_POSITION;
}
};
TEST_F(UnitStateTest, initialRegular)
{
setDefaultExpectations();
initUnit();
EXPECT_TRUE(subject.alive());
EXPECT_TRUE(subject.ableToRetaliate());
EXPECT_FALSE(subject.isGhost());
EXPECT_FALSE(subject.isDead());
EXPECT_FALSE(subject.isTurret());
EXPECT_TRUE(subject.isValidTarget(true));
EXPECT_TRUE(subject.isValidTarget(false));
EXPECT_FALSE(subject.isClone());
EXPECT_FALSE(subject.hasClone());
EXPECT_FALSE(subject.canCast());
EXPECT_FALSE(subject.isCaster());
EXPECT_FALSE(subject.canShoot());
EXPECT_FALSE(subject.isShooter());
EXPECT_EQ(subject.getCount(), DEFAULT_AMOUNT);
EXPECT_EQ(subject.getFirstHPleft(), DEFAULT_HP);
EXPECT_EQ(subject.getKilled(), 0);
EXPECT_EQ(subject.getAvailableHealth(), DEFAULT_HP * DEFAULT_AMOUNT);
EXPECT_EQ(subject.getTotalHealth(), subject.getAvailableHealth());
EXPECT_EQ(subject.getPosition(), DEFAULT_POSITION);
EXPECT_EQ(subject.getInitiative(), DEFAULT_SPEED);
EXPECT_EQ(subject.getInitiative(123456), DEFAULT_SPEED);
EXPECT_TRUE(subject.canMove());
EXPECT_TRUE(subject.canMove(123456));
EXPECT_FALSE(subject.defended());
EXPECT_FALSE(subject.defended(123456));
EXPECT_FALSE(subject.moved());
EXPECT_FALSE(subject.moved(123456));
EXPECT_TRUE(subject.willMove());
EXPECT_TRUE(subject.willMove(123456));
EXPECT_FALSE(subject.waited());
EXPECT_FALSE(subject.waited(123456));
EXPECT_EQ(subject.getTotalAttacks(true), 1);
EXPECT_EQ(subject.getTotalAttacks(false), 1);
}
TEST_F(UnitStateTest, canShoot)
{
setDefaultExpectations();
makeShooter(1);
initUnit();
EXPECT_FALSE(subject.canCast());
EXPECT_FALSE(subject.isCaster());
EXPECT_TRUE(subject.canShoot());
EXPECT_TRUE(subject.isShooter());
subject.afterAttack(true, false);
EXPECT_FALSE(subject.canShoot());
EXPECT_TRUE(subject.isShooter());
}
TEST_F(UnitStateTest, canShootWithAmmoCart)
{
hasAmmoCart = true;
setDefaultExpectations();
makeShooter(1);
initUnit();
EXPECT_FALSE(subject.canCast());
EXPECT_FALSE(subject.isCaster());
EXPECT_TRUE(subject.canShoot());
EXPECT_TRUE(subject.isShooter());
subject.afterAttack(true, false);
EXPECT_TRUE(subject.canShoot());
EXPECT_TRUE(subject.isShooter());
}
TEST_F(UnitStateTest, getAttack)
{
setDefaultExpectations();
EXPECT_EQ(subject.getAttack(false), DEFAULT_ATTACK);
EXPECT_EQ(subject.getAttack(true), DEFAULT_ATTACK);
}
TEST_F(UnitStateTest, getDefense)
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
{
setDefaultExpectations();
EXPECT_EQ(subject.getDefense(false), DEFAULT_DEFENCE);
EXPECT_EQ(subject.getDefense(true), DEFAULT_DEFENCE);
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_F(UnitStateTest, attackWithFrenzy)
{
setDefaultExpectations();
bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::IN_FRENZY, Bonus::SPELL_EFFECT, 50, 0));
int expectedAttack = static_cast<int>(DEFAULT_ATTACK + 0.5 * DEFAULT_DEFENCE);
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
EXPECT_EQ(subject.getAttack(false), expectedAttack);
EXPECT_EQ(subject.getAttack(true), expectedAttack);
}
TEST_F(UnitStateTest, defenceWithFrenzy)
{
setDefaultExpectations();
bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::IN_FRENZY, Bonus::SPELL_EFFECT, 50, 0));
int expectedDefence = 0;
EXPECT_EQ(subject.getDefense(false), expectedDefence);
EXPECT_EQ(subject.getDefense(true), expectedDefence);
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_F(UnitStateTest, additionalAttack)
{
setDefaultExpectations();
{
auto bonus = std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::ADDITIONAL_ATTACK, Bonus::SPELL_EFFECT, 41, 0);
bonusMock.addNewBonus(bonus);
}
EXPECT_EQ(subject.getTotalAttacks(false), 42);
EXPECT_EQ(subject.getTotalAttacks(true), 42);
}
TEST_F(UnitStateTest, additionalMeleeAttack)
{
setDefaultExpectations();
{
auto bonus = std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::ADDITIONAL_ATTACK, Bonus::SPELL_EFFECT, 41, 0);
bonus->effectRange = Bonus::ONLY_MELEE_FIGHT;
bonusMock.addNewBonus(bonus);
}
EXPECT_EQ(subject.getTotalAttacks(false), 42);
EXPECT_EQ(subject.getTotalAttacks(true), 1);
}
TEST_F(UnitStateTest, additionalRangedAttack)
{
setDefaultExpectations();
{
auto bonus = std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::ADDITIONAL_ATTACK, Bonus::SPELL_EFFECT, 41, 0);
bonus->effectRange = Bonus::ONLY_DISTANCE_FIGHT;
bonusMock.addNewBonus(bonus);
}
EXPECT_EQ(subject.getTotalAttacks(false), 1);
EXPECT_EQ(subject.getTotalAttacks(true), 42);
}
TEST_F(UnitStateTest, getMinDamage)
{
setDefaultExpectations();
{
auto bonus = std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::CREATURE_DAMAGE, Bonus::SPELL_EFFECT, 30, 0, 0);
bonusMock.addNewBonus(bonus);
bonus = std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::CREATURE_DAMAGE, Bonus::SPELL_EFFECT, -20, 0, 1);
bonusMock.addNewBonus(bonus);
}
EXPECT_EQ(subject.getMinDamage(false), 10);
EXPECT_EQ(subject.getMinDamage(true), 10);
}
TEST_F(UnitStateTest, getMaxDamage)
{
setDefaultExpectations();
{
auto bonus = std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::CREATURE_DAMAGE, Bonus::SPELL_EFFECT, 30, 0, 0);
bonusMock.addNewBonus(bonus);
bonus = std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::CREATURE_DAMAGE, Bonus::SPELL_EFFECT, -20, 0, 2);
bonusMock.addNewBonus(bonus);
}
EXPECT_EQ(subject.getMaxDamage(false), 10);
EXPECT_EQ(subject.getMaxDamage(true), 10);
}
}