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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-06 09:09:40 +02:00

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
This commit is contained in:
AlexVinS
2017-07-20 07:08:49 +03:00
parent ff2d01a03d
commit 0b70baa95e
256 changed files with 20904 additions and 7964 deletions

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@@ -11,7 +11,8 @@
#include "StdInc.h"
#include "../lib/battle/BattleHex.h"
TEST(BattleHexTest, getNeighbouringTiles){
TEST(BattleHexTest, getNeighbouringTiles)
{
BattleHex mainHex;
std::vector<BattleHex> neighbouringTiles;
mainHex.setXY(16,0);
@@ -42,7 +43,8 @@ TEST(BattleHexTest, getNeighbouringTiles){
EXPECT_EQ(neighbouringTiles.at(5), 92);
}
TEST(BattleHexTest, getDistance){
TEST(BattleHexTest, getDistance)
{
BattleHex firstHex(0,0), secondHex(16,0);
EXPECT_EQ((int)firstHex.getDistance(firstHex,secondHex), 16);
firstHex=0, secondHex=170;

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@@ -0,0 +1,419 @@
/*
* CBattleInfoCallbackTest.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 "../../lib/battle/CBattleInfoCallback.h"
#include <vstd/RNG.h>
#include "../../lib/NetPacksBase.h"
#include "mock/mock_BonusBearer.h"
#include "mock/mock_battle_IBattleState.h"
#include "mock/mock_battle_Unit.h"
using namespace battle;
using namespace testing;
class UnitFake : public UnitMock
{
public:
void addNewBonus(const std::shared_ptr<Bonus> & b)
{
bonusFake.addNewBonus(b);
}
void makeAlive()
{
EXPECT_CALL(*this, alive()).WillRepeatedly(Return(true));
}
void makeWarMachine()
{
addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::SIEGE_WEAPON, Bonus::CREATURE_ABILITY, 1, 0));
}
void redirectBonusesToFake()
{
ON_CALL(*this, getAllBonuses(_, _, _, _)).WillByDefault(Invoke(&bonusFake, &BonusBearerMock::getAllBonuses));
ON_CALL(*this, getTreeVersion()).WillByDefault(Invoke(&bonusFake, &BonusBearerMock::getTreeVersion));
}
void expectAnyBonusSystemCall()
{
EXPECT_CALL(*this, getAllBonuses(_, _, _, _)).Times(AtLeast(0));
EXPECT_CALL(*this, getTreeVersion()).Times(AtLeast(0));
}
void setDefaultExpectations()
{
EXPECT_CALL(*this, unitSlot()).WillRepeatedly(Return(SlotID(0)));
EXPECT_CALL(*this, creatureIndex()).WillRepeatedly(Return(0));
}
private:
BonusBearerMock bonusFake;
};
class UnitsFake
{
public:
std::vector<std::shared_ptr<UnitFake>> allUnits;
UnitFake & add(ui8 side)
{
UnitFake * unit = new UnitFake();
EXPECT_CALL(*unit, unitSide()).WillRepeatedly(Return(side));
unit->setDefaultExpectations();
allUnits.emplace_back(unit);
return *allUnits.back().get();
}
Units getUnitsIf(UnitFilter predicate) const
{
Units ret;
for(auto & unit : allUnits)
{
if(predicate(unit.get()))
ret.push_back(unit.get());
}
return ret;
}
void setDefaultBonusExpectations()
{
for(auto & unit : allUnits)
{
unit->redirectBonusesToFake();
unit->expectAnyBonusSystemCall();
}
}
};
class CBattleInfoCallbackTest : public Test
{
public:
class TestSubject : public CBattleInfoCallback
{
public:
TestSubject()
: CBattleInfoCallback()
{
}
void setBattle(const IBattleInfo * battleInfo)
{
CBattleInfoCallback::setBattle(battleInfo);
}
};
TestSubject subject;
BattleStateMock battleMock;
UnitsFake unitsFake;
void startBattle()
{
subject.setBattle(&battleMock);
}
void redirectUnitsToFake()
{
ON_CALL(battleMock, getUnitsIf(_)).WillByDefault(Invoke(&unitsFake, &UnitsFake::getUnitsIf));
}
};
class BattleFinishedTest : public CBattleInfoCallbackTest
{
public:
void expectBattleNotFinished()
{
auto ret = subject.battleIsFinished();
EXPECT_FALSE(ret);
}
void expectBattleDraw()
{
auto ret = subject.battleIsFinished();
EXPECT_TRUE(ret);
EXPECT_EQ(*ret, 2);
}
void expectBattleWinner(ui8 side)
{
auto ret = subject.battleIsFinished();
EXPECT_TRUE(ret);
EXPECT_EQ(*ret, side);
}
void expectBattleLooser(ui8 side)
{
auto ret = subject.battleIsFinished();
EXPECT_TRUE(ret);
EXPECT_NE(*ret, (int)side);
}
void setDefaultExpectations()
{
redirectUnitsToFake();
unitsFake.setDefaultBonusExpectations();
EXPECT_CALL(battleMock, getUnitsIf(_)).Times(1);
}
};
TEST_F(BattleFinishedTest, NoBattleIsDraw)
{
expectBattleDraw();
}
TEST_F(BattleFinishedTest, EmptyBattleIsDraw)
{
setDefaultExpectations();
startBattle();
expectBattleDraw();
}
TEST_F(BattleFinishedTest, LastAliveUnitWins)
{
UnitFake & unit = unitsFake.add(1);
unit.makeAlive();
setDefaultExpectations();
startBattle();
expectBattleWinner(1);
}
TEST_F(BattleFinishedTest, TwoUnitsContinueFight)
{
UnitFake & unit1 = unitsFake.add(0);
unit1.makeAlive();
UnitFake & unit2 = unitsFake.add(1);
unit2.makeAlive();
setDefaultExpectations();
startBattle();
expectBattleNotFinished();
}
TEST_F(BattleFinishedTest, LastWarMachineNotWins)
{
UnitFake & unit = unitsFake.add(0);
unit.makeAlive();
unit.makeWarMachine();
setDefaultExpectations();
startBattle();
expectBattleLooser(0);
}
TEST_F(BattleFinishedTest, LastWarMachineLoose)
{
UnitFake & unit1 = unitsFake.add(0);
unit1.makeAlive();
UnitFake & unit2 = unitsFake.add(1);
unit2.makeAlive();
unit2.makeWarMachine();
setDefaultExpectations();
startBattle();
expectBattleWinner(0);
}
class BattleMatchOwnerTest : public CBattleInfoCallbackTest
{
public:
void setDefaultExpectations()
{
redirectUnitsToFake();
unitsFake.setDefaultBonusExpectations();
EXPECT_CALL(battleMock, getSidePlayer(Eq(BattleSide::ATTACKER))).WillRepeatedly(Return(PlayerColor(0)));
EXPECT_CALL(battleMock, getSidePlayer(Eq(BattleSide::DEFENDER))).WillRepeatedly(Return(PlayerColor(1)));
}
};
TEST_F(BattleMatchOwnerTest, normalToSelf)
{
UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
setDefaultExpectations();
startBattle();
EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit1, true));
EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit1, boost::logic::indeterminate));
EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit1, false));
}
TEST_F(BattleMatchOwnerTest, hypnotizedToSelf)
{
UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
unit1.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0));
setDefaultExpectations();
startBattle();
EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit1, true));
EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit1, boost::logic::indeterminate));
EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit1, false));
}
TEST_F(BattleMatchOwnerTest, normalToNormalAlly)
{
UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
UnitFake & unit2 = unitsFake.add(BattleSide::ATTACKER);
EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
setDefaultExpectations();
startBattle();
EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, true));
EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, false));
}
TEST_F(BattleMatchOwnerTest, hypnotizedToNormalAlly)
{
UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
unit1.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0));
UnitFake & unit2 = unitsFake.add(BattleSide::ATTACKER);
EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
setDefaultExpectations();
startBattle();
EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, true));
EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, false));
}
TEST_F(BattleMatchOwnerTest, normalToHypnotizedAlly)
{
UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
UnitFake & unit2 = unitsFake.add(BattleSide::ATTACKER);
EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
unit2.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0));
setDefaultExpectations();
startBattle();
EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, true));
EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, false));
}
TEST_F(BattleMatchOwnerTest, hypnotizedToHypnotizedAlly)
{
UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
unit1.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0));
UnitFake & unit2 = unitsFake.add(BattleSide::ATTACKER);
EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
unit2.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0));
setDefaultExpectations();
startBattle();
EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, true));
EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, false));
}
TEST_F(BattleMatchOwnerTest, normalToNormalEnemy)
{
UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
UnitFake & unit2 = unitsFake.add(BattleSide::DEFENDER);
EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
setDefaultExpectations();
startBattle();
EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, true));
EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, false));
}
TEST_F(BattleMatchOwnerTest, hypnotizedToNormalEnemy)
{
UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
unit1.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0));
UnitFake & unit2 = unitsFake.add(BattleSide::DEFENDER);
EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
setDefaultExpectations();
startBattle();
EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, true));
EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, false));
}
TEST_F(BattleMatchOwnerTest, normalToHypnotizedEnemy)
{
UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
UnitFake & unit2 = unitsFake.add(BattleSide::DEFENDER);
EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
unit2.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0));
setDefaultExpectations();
startBattle();
EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, true));
EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, false));
}
TEST_F(BattleMatchOwnerTest, hypnotizedToHypnotizedEnemy)
{
UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
unit1.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0));
UnitFake & unit2 = unitsFake.add(BattleSide::DEFENDER);
EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
unit2.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0));
setDefaultExpectations();
startBattle();
EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, true));
EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, false));
}

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@@ -9,35 +9,43 @@
*/
#include "StdInc.h"
#include "mock/mock_UnitHealthInfo.h"
#include "../../lib/CStack.h"
#include "mock/mock_battle_Unit.h"
#include "mock/mock_BonusBearer.h"
#include "../../lib/battle/CUnitState.h"
#include "../../lib/NetPacksBase.h"
using namespace testing;
using namespace battle;
static const int32_t UNIT_HEALTH = 123;
static const int32_t UNIT_AMOUNT = 300;
class HealthTest : public ::testing::Test
class HealthTest : public Test
{
public:
UnitHealthInfoMock mock;
UnitMock mock;
BonusBearerMock bonusMock;
HealthTest() : health(&mock)
{}
void setDefaultExpectations()
{
EXPECT_CALL(mock, unitMaxHealth()).WillRepeatedly(Return(UNIT_HEALTH));
EXPECT_CALL(mock, getAllBonuses(_, _, _, _)).WillRepeatedly(Invoke(&bonusMock, &BonusBearerMock::getAllBonuses));
EXPECT_CALL(mock, getTreeVersion()).WillRepeatedly(Return(1));
bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::STACK_HEALTH, Bonus::CREATURE_ABILITY, UNIT_HEALTH, 0));
EXPECT_CALL(mock, unitBaseAmount()).WillRepeatedly(Return(UNIT_AMOUNT));
}
CHealth health;
};
static void checkTotal(const CHealth & health, const UnitHealthInfoMock & mock)
static void checkTotal(const CHealth & health, const UnitMock & mock)
{
EXPECT_EQ(health.total(), mock.unitMaxHealth() * mock.unitBaseAmount());
EXPECT_EQ(health.total(), mock.MaxHealth() * mock.unitBaseAmount());
}
static void checkEmptyHealth(const CHealth & health, const UnitHealthInfoMock & mock)
static void checkEmptyHealth(const CHealth & health, const UnitMock & mock)
{
checkTotal(health, mock);
EXPECT_EQ(health.getCount(), 0);
@@ -46,35 +54,35 @@ static void checkEmptyHealth(const CHealth & health, const UnitHealthInfoMock &
EXPECT_EQ(health.available(), 0);
}
static void checkFullHealth(const CHealth & health, const UnitHealthInfoMock & mock)
static void checkFullHealth(const CHealth & health, const UnitMock & mock)
{
checkTotal(health, mock);
EXPECT_EQ(health.getCount(), mock.unitBaseAmount());
EXPECT_EQ(health.getFirstHPleft(), mock.unitMaxHealth());
EXPECT_EQ(health.getFirstHPleft(), mock.MaxHealth());
EXPECT_EQ(health.getResurrected(), 0);
EXPECT_EQ(health.available(), mock.unitMaxHealth() * mock.unitBaseAmount());
EXPECT_EQ(health.available(), mock.MaxHealth() * mock.unitBaseAmount());
}
static void checkDamage(CHealth & health, const int32_t initialDamage, const int32_t expectedDamage)
static void checkDamage(CHealth & health, const int64_t initialDamage, const int64_t expectedDamage)
{
int32_t damage = initialDamage;
int64_t damage = initialDamage;
health.damage(damage);
EXPECT_EQ(damage, expectedDamage);
}
static void checkNormalDamage(CHealth & health, const int32_t initialDamage)
static void checkNormalDamage(CHealth & health, const int64_t initialDamage)
{
checkDamage(health, initialDamage, initialDamage);
}
static void checkNoDamage(CHealth & health, const int32_t initialDamage)
static void checkNoDamage(CHealth & health, const int64_t initialDamage)
{
checkDamage(health, initialDamage, 0);
}
static void checkHeal(CHealth & health, EHealLevel level, EHealPower power, const int32_t initialHeal, const int32_t expectedHeal)
static void checkHeal(CHealth & health, EHealLevel level, EHealPower power, const int64_t initialHeal, const int64_t expectedHeal)
{
int32_t heal = initialHeal;
int64_t heal = initialHeal;
health.heal(heal, level, power);
EXPECT_EQ(heal, expectedHeal);
}
@@ -102,7 +110,7 @@ TEST_F(HealthTest, damage)
checkNormalDamage(health, 0);
checkFullHealth(health, mock);
checkNormalDamage(health, mock.unitMaxHealth() - 1);
checkNormalDamage(health, mock.MaxHealth() - 1);
EXPECT_EQ(health.getCount(), UNIT_AMOUNT);
EXPECT_EQ(health.getFirstHPleft(), 1);
EXPECT_EQ(health.getResurrected(), 0);
@@ -228,7 +236,11 @@ TEST_F(HealthTest, singleUnitStack)
//one Titan
EXPECT_CALL(mock, unitMaxHealth()).WillRepeatedly(Return(300));
EXPECT_CALL(mock, getAllBonuses(_, _, _, _)).WillRepeatedly(Invoke(&bonusMock, &BonusBearerMock::getAllBonuses));
EXPECT_CALL(mock, getTreeVersion()).WillRepeatedly(Return(1));
bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::STACK_HEALTH, Bonus::CREATURE_ABILITY, 300, 0));
EXPECT_CALL(mock, unitBaseAmount()).WillRepeatedly(Return(1));
health.init();

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@@ -0,0 +1,223 @@
/*
* CUnitStateMagicTest.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_spells_Spell.h"
#include "mock/mock_UnitInfo.h"
#include "mock/mock_UnitEnvironment.h"
#include "../../lib/battle/CUnitState.h"
#include "../../lib/CCreatureHandler.h"
class UnitStateMagicTest : public testing::Test
{
public:
UnitInfoMock infoMock;
UnitEnvironmentMock envMock;
BonusBearerMock bonusMock;
spells::SpellMock spellMock;
const CCreature * pikeman;
battle::CUnitStateDetached subject;
const int32_t DEFAULT_AMOUNT = 100;
const int32_t DEFAULT_SPELL_INDEX = 42000000; //could be anything but should be far out of spellhandler bounds
const int32_t DEFAULT_SCHOOL_LEVEL = 2;
UnitStateMagicTest()
:infoMock(),
envMock(),
bonusMock(),
spellMock(),
subject(&infoMock, &bonusMock)
{
pikeman = CreatureID(0).toCreature();
}
void setDefaultExpectations()
{
using namespace testing;
EXPECT_CALL(infoMock, unitBaseAmount()).WillRepeatedly(Return(DEFAULT_AMOUNT));
EXPECT_CALL(spellMock, getIndex()).WillRepeatedly(Return(DEFAULT_SPELL_INDEX));
}
void initUnit()
{
subject.localInit(&envMock);
}
void makeNormalCaster()
{
bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::SPELLCASTER, Bonus::CREATURE_ABILITY, DEFAULT_SCHOOL_LEVEL, 0, DEFAULT_SPELL_INDEX));
}
};
TEST_F(UnitStateMagicTest, initialNormal)
{
setDefaultExpectations();
bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::CASTS, Bonus::CREATURE_ABILITY, 567, 0));
initUnit();
EXPECT_TRUE(subject.canCast());
EXPECT_TRUE(subject.isCaster());
EXPECT_EQ(subject.casts.total(), 567);
EXPECT_EQ(subject.casts.available(), 567);
}
TEST_F(UnitStateMagicTest, schoolLevelByDefault)
{
setDefaultExpectations();
initUnit();
EXPECT_EQ(subject.getSpellSchoolLevel(&spellMock, nullptr), 0);
}
TEST_F(UnitStateMagicTest, schoolLevelForNormalCaster)
{
setDefaultExpectations();
initUnit();
makeNormalCaster();
EXPECT_EQ(subject.getSpellSchoolLevel(&spellMock, nullptr), DEFAULT_SCHOOL_LEVEL);
}
TEST_F(UnitStateMagicTest, effectLevelForNormalCaster)
{
setDefaultExpectations();
initUnit();
makeNormalCaster();
EXPECT_EQ(subject.getEffectLevel(&spellMock), DEFAULT_SCHOOL_LEVEL);
}
TEST_F(UnitStateMagicTest, spellBonus)
{
setDefaultExpectations();
initUnit();
makeNormalCaster();
EXPECT_EQ(subject.getSpellBonus(&spellMock, 12345, &subject), 12345);
}
TEST_F(UnitStateMagicTest, specificSpellBonus)
{
setDefaultExpectations();
initUnit();
makeNormalCaster();
EXPECT_EQ(subject.getSpecificSpellBonus(&spellMock, 12345), 12345);
}
TEST_F(UnitStateMagicTest, effectPower)
{
setDefaultExpectations();
initUnit();
const int32_t EFFECT_POWER = 12 * 100;
bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::CREATURE_SPELL_POWER, Bonus::CREATURE_ABILITY, EFFECT_POWER, 0));
makeNormalCaster();
EXPECT_EQ(subject.getEffectPower(&spellMock), 12 * DEFAULT_AMOUNT);
}
TEST_F(UnitStateMagicTest, enchantPowerByDefault)
{
setDefaultExpectations();
initUnit();
makeNormalCaster();
EXPECT_EQ(subject.getEnchantPower(&spellMock), 3);
}
TEST_F(UnitStateMagicTest, enchantPower)
{
setDefaultExpectations();
initUnit();
const int32_t ENCHANT_POWER = 42;
bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::CREATURE_ENCHANT_POWER, Bonus::CREATURE_ABILITY, ENCHANT_POWER, 0));
makeNormalCaster();
EXPECT_EQ(subject.getEnchantPower(&spellMock), ENCHANT_POWER);
}
TEST_F(UnitStateMagicTest, effectValueByDefault)
{
setDefaultExpectations();
initUnit();
makeNormalCaster();
EXPECT_EQ(subject.getEffectValue(&spellMock), 0);
}
TEST_F(UnitStateMagicTest, effectValue)
{
setDefaultExpectations();
initUnit();
const int32_t EFFECT_VALUE = 456;
bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::SPECIFIC_SPELL_POWER, Bonus::CREATURE_ABILITY, EFFECT_VALUE, 0, DEFAULT_SPELL_INDEX));
makeNormalCaster();
EXPECT_EQ(subject.getEffectValue(&spellMock), EFFECT_VALUE * DEFAULT_AMOUNT);
}
TEST_F(UnitStateMagicTest, getOwner)
{
using namespace testing;
setDefaultExpectations();
initUnit();
PlayerColor player(123);
PlayerColor otherPlayer(124);
EXPECT_CALL(infoMock, unitOwner()).WillRepeatedly(Return(player));
ON_CALL(envMock, unitEffectiveOwner(Eq(&subject))).WillByDefault(Return(otherPlayer));
EXPECT_CALL(envMock, unitEffectiveOwner(_));
EXPECT_EQ(subject.getOwner(), otherPlayer);
}
TEST_F(UnitStateMagicTest, spendMana)
{
setDefaultExpectations();
bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::CASTS, Bonus::CREATURE_ABILITY, 1, 0));
initUnit();
EXPECT_TRUE(subject.canCast());
subject.spendMana(nullptr, 1);
EXPECT_FALSE(subject.canCast());
}
//TODO:getCasterName
//TODO:getCastDescription
//TODO:spendMana

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/*
* 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"
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 testing::Test
{
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()
{
using namespace testing;
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, getDefence)
{
setDefaultExpectations();
EXPECT_EQ(subject.getDefence(false), DEFAULT_DEFENCE);
EXPECT_EQ(subject.getDefence(true), DEFAULT_DEFENCE);
}
TEST_F(UnitStateTest, attackWithFrenzy)
{
setDefaultExpectations();
bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::IN_FRENZY, Bonus::SPELL_EFFECT, 50, 0));
int expectedAttack = DEFAULT_ATTACK + 0.5 * DEFAULT_DEFENCE;
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.getDefence(false), expectedDefence);
EXPECT_EQ(subject.getDefence(true), expectedDefence);
}
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);
}

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/*
* battle_UnitTest.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 "../../lib/battle/Unit.h"
TEST(battle_Unit_getSurroundingHexes, oneWide)
{
BattleHex position(77);
auto actual = battle::Unit::getSurroundingHexes(position, false, 0);
EXPECT_EQ(actual, position.neighbouringTiles());
}
TEST(battle_Unit_getSurroundingHexes, oneWideLeftCorner)
{
BattleHex position(34);
auto actual = battle::Unit::getSurroundingHexes(position, false, 0);
EXPECT_EQ(actual, position.neighbouringTiles());
}
TEST(battle_Unit_getSurroundingHexes, oneWideRightCorner)
{
BattleHex position(117);
auto actual = battle::Unit::getSurroundingHexes(position, false, 0);
EXPECT_EQ(actual, position.neighbouringTiles());
}
TEST(battle_Unit_getSurroundingHexes, doubleWideAttacker)
{
BattleHex position(77);
auto actual = battle::Unit::getSurroundingHexes(position, true, BattleSide::ATTACKER);
static const std::vector<BattleHex> expected =
{
60,
61,
78,
95,
94,
93,
75,
59
};
EXPECT_EQ(actual, expected);
}
TEST(battle_Unit_getSurroundingHexes, doubleWideLeftCorner)
{
BattleHex position(52);
auto actualAtt = battle::Unit::getSurroundingHexes(position, true, BattleSide::ATTACKER);
static const std::vector<BattleHex> expectedAtt =
{
35,
53,
69
};
EXPECT_EQ(actualAtt, expectedAtt);
auto actualDef = battle::Unit::getSurroundingHexes(position, true, BattleSide::DEFENDER);
static const std::vector<BattleHex> expectedDef =
{
35,
36,
54,
70,
69
};
EXPECT_EQ(actualDef, expectedDef);
}
TEST(battle_Unit_getSurroundingHexes, doubleWideRightCorner)
{
BattleHex position(134);
auto actualAtt = battle::Unit::getSurroundingHexes(position, true, BattleSide::ATTACKER);
static const std::vector<BattleHex> expectedAtt =
{
116,
117,
151,
150,
149,
132,
115
};
EXPECT_EQ(actualAtt, expectedAtt);
auto actualDef = battle::Unit::getSurroundingHexes(position, true, BattleSide::DEFENDER);
static const std::vector<BattleHex> expectedDef =
{
116,
117,
151,
150,
133
};
EXPECT_EQ(actualDef, expectedDef);
}
TEST(battle_Unit_getSurroundingHexes, doubleWideDefender)
{
BattleHex position(77);
auto actual = battle::Unit::getSurroundingHexes(position, true, BattleSide::DEFENDER);
static const std::vector<BattleHex> expected =
{
60,
61,
62,
79,
96,
95,
94,
76,
};
EXPECT_EQ(actual, expected);
}