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vcmi/test/spells/effects/SacrificeTest.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
2017-07-20 06:08:49 +02:00
/*
* SacrificeTest.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/battle/CUnitState.h"
#include "mock/mock_UnitEnvironment.h"
namespace test
{
using namespace ::spells;
using namespace ::spells::effects;
using namespace ::testing;
class SacrificeTest : public Test, public EffectFixture
{
public:
SacrificeTest()
: EffectFixture("core:sacrifice")
{
}
protected:
void SetUp() override
{
EffectFixture::setUp();
{
JsonNode config(JsonNode::JsonType::DATA_STRUCT);
config["healLevel"].String() = "resurrect";
EffectFixture::setupEffect(config);
}
}
};
TEST_F(SacrificeTest, ApplicableForTwoTargets)
{
auto & unit = unitsFake.add(BattleSide::ATTACKER);
EXPECT_CALL(unit, getPosition()).WillRepeatedly(Return(BattleHex(5,5)));
EXPECT_CALL(unit, isValidTarget(Eq(false))).WillRepeatedly(Return(false));
EXPECT_CALL(unit, isValidTarget(Eq(true))).WillRepeatedly(Return(true));
EXPECT_CALL(unit, getTotalHealth()).WillRepeatedly(Return(0));
EXPECT_CALL(unit, getAvailableHealth()).WillRepeatedly(Return(200));
auto & victim = unitsFake.add(BattleSide::ATTACKER);
victim.makeAlive();
EXPECT_CALL(victim, getPosition()).WillRepeatedly(Return(BattleHex(5,10)));
EXPECT_CALL(victim, isValidTarget(_)).WillRepeatedly(Return(true));
EXPECT_CALL(victim, getTotalHealth()).WillRepeatedly(Return(300));
EXPECT_CALL(victim, getAvailableHealth()).WillRepeatedly(Return(300));
EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(true));
EXPECT_CALL(mechanicsMock, isMassive()).WillRepeatedly(Return(false));
EXPECT_CALL(mechanicsMock, alwaysHitFirstTarget()).WillRepeatedly(Return(false));
EXPECT_CALL(mechanicsMock, ownerMatches(Eq(&unit))).Times(AtLeast(1)).WillRepeatedly(Return(true));
EXPECT_CALL(mechanicsMock, isReceptive(Eq(&unit))).Times(AtLeast(1)).WillRepeatedly(Return(true));
EXPECT_CALL(mechanicsMock, ownerMatches(Eq(&victim))).Times(AtLeast(1)).WillRepeatedly(Return(true));
EXPECT_CALL(mechanicsMock, isReceptive(Eq(&victim))).Times(AtLeast(1)).WillRepeatedly(Return(true));
EffectTarget aimPoint;
aimPoint.emplace_back(&unit, BattleHex());
aimPoint.emplace_back(&victim, BattleHex());
EffectTarget spellTarget;
spellTarget.emplace_back(&unit, BattleHex());
EffectTarget transformed = subject->transformTarget(&mechanicsMock, aimPoint, spellTarget);
EXPECT_TRUE(subject->applicable(problemMock, &mechanicsMock, transformed));
}
#if 0
TEST_F(SacrificeTest, NotApplicableWithoutVictim)
{
{
JsonNode config(JsonNode::JsonType::DATA_STRUCT);
config["healLevel"].String() = "resurrect";
EffectFixture::setupEffect(config);
}
auto & unit = unitsFake.add(BattleSide::ATTACKER);
EXPECT_CALL(unit, getPosition()).WillRepeatedly(Return(BattleHex(5,5)));
EXPECT_CALL(unit, isValidTarget(Eq(false))).WillRepeatedly(Return(false));
EXPECT_CALL(unit, isValidTarget(Eq(true))).WillRepeatedly(Return(true));
EXPECT_CALL(unit, getTotalHealth()).WillRepeatedly(Return(0));
EXPECT_CALL(unit, getAvailableHealth()).WillRepeatedly(Return(200));
EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(true));
EXPECT_CALL(mechanicsMock, isMassive()).WillRepeatedly(Return(false));
EXPECT_CALL(mechanicsMock, alwaysHitFirstTarget()).WillRepeatedly(Return(false));
EXPECT_CALL(mechanicsMock, ownerMatches(Eq(&unit))).WillRepeatedly(Return(true));
EXPECT_CALL(mechanicsMock, isReceptive(Eq(&unit))).WillRepeatedly(Return(true));
EffectTarget aimPoint;
aimPoint.emplace_back(&unit, BattleHex());
EffectTarget transformed = subject->transformTarget(&mechanicsMock, aimPoint, aimPoint);
EXPECT_FALSE(subject->applicable(problemMock, &mechanicsMock, transformed));
}
#endif
class SacrificeApplyTest : public Test, public EffectFixture
{
public:
UnitEnvironmentMock unitEnvironmentMock;
SacrificeApplyTest()
: EffectFixture("core:sacrifice")
{
}
void setDefaultExpectations()
{
}
protected:
void SetUp() override
{
EffectFixture::setUp();
{
JsonNode config(JsonNode::JsonType::DATA_STRUCT);
config["healLevel"].String() = "resurrect";
config["healPower"].String() = "permanent";
EffectFixture::setupEffect(config);
}
}
};
TEST_F(SacrificeApplyTest, ResurrectsTarget)
{
using namespace ::battle;
const int32_t effectPower = 10;
const int64_t effectValue = 500;
const uint32_t unitId = 42;
const int32_t unitAmount = 100;
const int32_t unitHP = 1000;
const uint32_t victimId = 4242;
const int32_t victimCount = 5;
const int32_t victimUnitHP = 100;
const int64_t expectedHealValue = (effectPower + victimUnitHP + effectValue) * victimCount;
auto & targetUnit = unitsFake.add(BattleSide::ATTACKER);
EXPECT_CALL(targetUnit, unitBaseAmount()).WillRepeatedly(Return(unitAmount));
EXPECT_CALL(targetUnit, unitId()).WillRepeatedly(Return(unitId));
EXPECT_CALL(mechanicsMock, getEffectPower()).Times(AtLeast(1)).WillRepeatedly(Return(effectPower));
EXPECT_CALL(mechanicsMock, applySpellBonus(_, Eq(&targetUnit))).WillOnce(ReturnArg<0>());
EXPECT_CALL(mechanicsMock, calculateRawEffectValue(_,_)).WillOnce(Return(effectValue));
targetUnit.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::STACK_HEALTH, Bonus::CREATURE_ABILITY, unitHP, 0));
auto & victim = unitsFake.add(BattleSide::ATTACKER);
EXPECT_CALL(victim, unitId()).Times(AtLeast(1)).WillRepeatedly(Return(victimId));
EXPECT_CALL(victim, getCount()).Times(AtLeast(1)).WillRepeatedly(Return(victimCount));
victim.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::STACK_HEALTH, Bonus::CREATURE_ABILITY, victimUnitHP, 0));
EXPECT_CALL(*battleFake, setUnitState(Eq(unitId), _, Eq(expectedHealValue))).Times(1);
EXPECT_CALL(*battleFake, removeUnit(Eq(victimId))).Times(1);
unitsFake.setDefaultBonusExpectations();
std::shared_ptr<CUnitState> targetUnitState = std::make_shared<CUnitStateDetached>(&targetUnit, &targetUnit);
targetUnitState->localInit(&unitEnvironmentMock);
{
int64_t initialDmg = targetUnitState->getAvailableHealth();
targetUnitState->damage(initialDmg);
}
EXPECT_CALL(targetUnit, acquire()).WillOnce(Return(targetUnitState));
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_CALL(serverMock, apply(Matcher<BattleUnitsChanged *>(_))).Times(AtLeast(1));
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
setupDefaultRNG();
EffectTarget target;
target.emplace_back(&targetUnit, BattleHex());
target.emplace_back(&victim, BattleHex());
subject->apply(&serverMock, &mechanicsMock, target);
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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EXPECT_EQ(targetUnitState->getAvailableHealth(), expectedHealValue);
}
}