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