1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-11-25 22:42:04 +02:00

Add tests for bonus system propagation, fix discovered issues

This commit is contained in:
Ivan Savenko
2025-08-04 12:23:38 +03:00
parent 396470d962
commit 1d2d189e4a
5 changed files with 322 additions and 45 deletions

View File

@@ -467,7 +467,7 @@ void ClientCommandManager::handleBonusesCommand(std::istringstream & singleWordB
printCommandMessage("\nInherited bonuses:\n");
TCNodes parents;
GAME->interface()->localState->getCurrentArmy()->getParents(parents);
GAME->interface()->localState->getCurrentArmy()->getDirectParents(parents);
for(const CBonusSystemNode *parent : parents)
{
printCommandMessage(std::string("\nBonuses from ") + typeid(*parent).name() + "\n" + format(*parent->getAllBonuses(Selector::all)) + "\n");

View File

@@ -35,7 +35,7 @@ std::shared_ptr<const Bonus> CBonusSystemNode::getFirstBonus(const CSelector & s
return ret;
TCNodes lparents;
getParents(lparents);
getDirectParents(lparents);
for(const CBonusSystemNode *pname : lparents)
{
ret = pname->getFirstBonus(selector);
@@ -46,25 +46,12 @@ std::shared_ptr<const Bonus> CBonusSystemNode::getFirstBonus(const CSelector & s
return nullptr;
}
void CBonusSystemNode::getParents(TCNodes & out) const /*retrieves list of parent nodes (nodes to inherit bonuses from) */
void CBonusSystemNode::getDirectParents(TCNodes & out) const /*retrieves list of parent nodes (nodes to inherit bonuses from) */
{
for(const auto * elem : parentsToInherit)
out.insert(elem);
}
void CBonusSystemNode::getAllParents(TCNodes & out) const //retrieves list of parent nodes (nodes to inherit bonuses from)
{
for(auto * parent : parentsToInherit)
{
// Diamond found! One of the parents of the targeted node can be discovered in two ways.
// For example, a hero has been attached to both the player node and the global node (to which the player node is also attached).
// This is illegal and can be a source of duplicate bonuses.
assert(out.count(parent) == 0);
out.insert(parent);
parent->getAllParents(out);
}
}
void CBonusSystemNode::getAllBonusesRec(BonusList &out) const
{
BonusList beforeUpdate;
@@ -219,13 +206,15 @@ void CBonusSystemNode::attachToSource(const CBonusSystemNode & parent)
assert(!vstd::contains(parentsToInherit, &parent));
parentsToInherit.push_back(&parent);
++globalCounter;
if(!isHypothetic())
{
if(parent.actsAsBonusSourceOnly())
parent.newRedDescendant(*this);
}
nodeHasChanged();
invalidateChildrenNodes(globalCounter);
}
void CBonusSystemNode::detachFrom(CBonusSystemNode & parent)
@@ -268,6 +257,8 @@ void CBonusSystemNode::detachFromSource(const CBonusSystemNode & parent)
{
assert(vstd::contains(parentsToInherit, &parent));
++globalCounter;
if(!isHypothetic())
{
if(parent.actsAsBonusSourceOnly())
@@ -284,7 +275,7 @@ void CBonusSystemNode::detachFromSource(const CBonusSystemNode & parent)
nodeShortInfo(), static_cast<int>(nodeType), parent.nodeShortInfo(), static_cast<int>(parent.nodeType));
}
nodeHasChanged();
invalidateChildrenNodes(globalCounter);
}
void CBonusSystemNode::removeBonusesRecursive(const CSelector & s)
@@ -442,7 +433,7 @@ std::string CBonusSystemNode::nodeShortInfo() const
void CBonusSystemNode::getRedParents(TCNodes & out) const
{
TCNodes lparents;
getParents(lparents);
getDirectParents(lparents);
for(const CBonusSystemNode *pname : lparents)
{
if(pname->actsAsBonusSourceOnly())
@@ -606,23 +597,6 @@ void CBonusSystemNode::nodeHasChanged()
invalidateChildrenNodes(++globalCounter);
}
void CBonusSystemNode::recomputePropagationUpdaters(const CBonusSystemNode & source)
{
for(const auto & b : exportedBonuses)
{
if (b->propagator && b->propagationUpdater)
{
unpropagateBonus(b);
propagateBonus(b, source);
}
}
for(const CBonusSystemNode * parent : source.parentsToInherit)
if (parent->actsAsBonusSourceOnly())
recomputePropagationUpdaters(*parent);
}
void CBonusSystemNode::invalidateChildrenNodes(int32_t changeCounter)
{
if (nodeChanged == changeCounter)
@@ -630,8 +604,6 @@ void CBonusSystemNode::invalidateChildrenNodes(int32_t changeCounter)
nodeChanged = changeCounter;
recomputePropagationUpdaters(*this);
for(CBonusSystemNode * child : children)
child->invalidateChildrenNodes(changeCounter);
}

View File

@@ -39,8 +39,12 @@ public:
};
private:
BonusList bonuses; //wielded bonuses (local or up-propagated here)
BonusList exportedBonuses; //bonuses coming from this node (wielded or propagated away)
/// List of bonuses that affect this node, whether local, or propagated to this node
BonusList bonuses;
/// List of bonuses that ar ecoming from this node.
/// Also includes nodes that are propagated away from this node, and might not affect this node itself
BonusList exportedBonuses;
TCNodesVector parentsToInherit; // we inherit bonuses from them
TNodesVector parentsToPropagate; // we may attach our bonuses to them
@@ -71,11 +75,8 @@ private:
void getRedAncestors(TCNodes &out) const;
void getRedChildren(TNodes &out);
void getAllParents(TCNodes & out) const;
void propagateBonus(const std::shared_ptr<Bonus> & b, const CBonusSystemNode & source);
void unpropagateBonus(const std::shared_ptr<Bonus> & b);
void recomputePropagationUpdaters(const CBonusSystemNode & source);
bool actsAsBonusSourceOnly() const;
void newRedDescendant(CBonusSystemNode & descendant) const; //propagation needed
@@ -95,7 +96,7 @@ public:
virtual ~CBonusSystemNode();
TConstBonusListPtr getAllBonuses(const CSelector &selector, const std::string &cachingStr = "") const override;
void getParents(TCNodes &out) const; //retrieves list of parent nodes (nodes to inherit bonuses from),
void getDirectParents(TCNodes &out) const; //retrieves list of parent nodes (nodes to inherit bonuses from),
/// Returns first bonus matching selector
std::shared_ptr<const Bonus> getFirstBonus(const CSelector & selector) const;

View File

@@ -23,6 +23,8 @@ set(test_SRCS
battle/CUnitStateMagicTest.cpp
battle/battle_UnitTest.cpp
bonus/BonusSystemTest.cpp
entity/CArtifactTest.cpp
entity/CCreatureTest.cpp
entity/CFactionTest.cpp

View File

@@ -0,0 +1,302 @@
/*
* BattleHexTest.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/bonuses/CBonusSystemNode.h"
#include "../lib/bonuses/BonusEnum.h"
#include "../lib/bonuses/Limiters.h"
#include "../lib/bonuses/Propagators.h"
#include "../lib/bonuses/Updaters.h"
namespace test
{
using namespace ::testing;
class TestBonusSystemNode : public CBonusSystemNode
{
public:
using CBonusSystemNode::CBonusSystemNode;
MOCK_CONST_METHOD0(getOwner, PlayerColor());
void setPlayer(PlayerColor player)
{
EXPECT_CALL(*this, getOwner()).WillRepeatedly(Return(player));
}
void giveIntimidationSkill()
{
auto intimidationBonus = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::MORALE, BonusSource::SECONDARY_SKILL, -1, SecondarySkill(0));
intimidationBonus->propagator = std::make_shared<CPropagatorNodeType>(BonusNodeType::BATTLE_WIDE);
intimidationBonus->propagationUpdater = std::make_shared<OwnerUpdater>();
intimidationBonus->limiter = std::make_shared<OppositeSideLimiter>();
addNewBonus(intimidationBonus);
}
};
class BonusSystemTest : public Test
{
protected:
CBonusSystemNode global{BonusNodeType::GLOBAL_EFFECTS};
CBonusSystemNode battle{BonusNodeType::BATTLE_WIDE};
TestBonusSystemNode playerRed{BonusNodeType::PLAYER};
TestBonusSystemNode playerBlue{BonusNodeType::PLAYER};
TestBonusSystemNode heroAine{BonusNodeType::HERO};
TestBonusSystemNode heroBron{BonusNodeType::HERO};
CBonusSystemNode artifactTypeRing{BonusNodeType::ARTIFACT};
CBonusSystemNode artifactTypeSword{BonusNodeType::ARTIFACT};
CBonusSystemNode artifactTypeArmor{BonusNodeType::ARTIFACT};
CBonusSystemNode artifactTypeOrb{BonusNodeType::ARTIFACT};
CBonusSystemNode artifactTypeLegion{BonusNodeType::ARTIFACT};
CBonusSystemNode creatureAngel{BonusNodeType::CREATURE};
CBonusSystemNode creatureDevil{BonusNodeType::CREATURE};
CBonusSystemNode creaturePikeman{BonusNodeType::CREATURE};
void startBattle()
{
heroAine.attachTo(battle);
heroBron.attachTo(battle);
}
void SetUp() override
{
playerRed.attachTo(global);
playerBlue.attachTo(global);
heroAine.attachTo(playerRed);
heroBron.attachTo(playerBlue);
playerRed.setPlayer(PlayerColor(0));
playerBlue.setPlayer(PlayerColor(1));
heroAine.setPlayer(PlayerColor(0));
heroBron.setPlayer(PlayerColor(1));
auto spellpowerBonus = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::ARTIFACT, 1, ArtifactID(0), PrimarySkill::SPELL_POWER);
auto spellpowerBonus4 = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::ARTIFACT, 4, ArtifactID(1), PrimarySkill::SPELL_POWER);
auto attackBonus = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::ARTIFACT, 1, ArtifactID(2), PrimarySkill::ATTACK);
auto blockMagicBonus = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::BLOCK_ALL_MAGIC, BonusSource::ARTIFACT, 1, ArtifactID(3));
auto legionBonus = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::CREATURE_GROWTH, BonusSource::ARTIFACT, 4, ArtifactID(4), BonusCustomSubtype::creatureLevel(3));
auto luckBonusEnemies = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::LUCK, BonusSource::CREATURE_ABILITY, -1, CreatureID(0));
auto moraleBonusAllies = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::MORALE, BonusSource::CREATURE_ABILITY, 1, CreatureID(1));
luckBonusEnemies->propagator = std::make_shared<CPropagatorNodeType>(BonusNodeType::BATTLE_WIDE);
luckBonusEnemies->propagationUpdater = std::make_shared<OwnerUpdater>();
luckBonusEnemies->limiter = std::make_shared<OppositeSideLimiter>();
luckBonusEnemies->stacking = "devil";
moraleBonusAllies->propagator = std::make_shared<CPropagatorNodeType>(BonusNodeType::ARMY);
moraleBonusAllies->stacking = "angel";
blockMagicBonus->propagator = std::make_shared<CPropagatorNodeType>(BonusNodeType::BATTLE_WIDE);
legionBonus->propagator = std::make_shared<CPropagatorNodeType>(BonusNodeType::TOWN_AND_VISITOR);
artifactTypeRing.addNewBonus(spellpowerBonus);
artifactTypeSword.addNewBonus(attackBonus);
artifactTypeArmor.addNewBonus(spellpowerBonus4);
artifactTypeOrb.addNewBonus(blockMagicBonus);
artifactTypeLegion.addNewBonus(legionBonus);
creatureAngel.addNewBonus(moraleBonusAllies);
creatureDevil.addNewBonus(luckBonusEnemies);
}
};
TEST_F(BonusSystemTest, multipleBonusSources)
{
CBonusSystemNode ring1{BonusNodeType::ARTIFACT_INSTANCE};
CBonusSystemNode ring2{BonusNodeType::ARTIFACT_INSTANCE};
CBonusSystemNode armor{BonusNodeType::ARTIFACT_INSTANCE};
ring1.attachToSource(artifactTypeRing);
ring2.attachToSource(artifactTypeRing);
armor.attachToSource(artifactTypeArmor);
EXPECT_EQ(heroAine.valOfBonuses(BonusType::PRIMARY_SKILL, PrimarySkill::SPELL_POWER), 0);
// single bonus produces single effect
heroAine.attachToSource(ring1);
EXPECT_EQ(heroAine.valOfBonuses(BonusType::PRIMARY_SKILL, PrimarySkill::SPELL_POWER), 1);
// same bonus applied twice produces single effect
heroAine.attachToSource(ring2);
EXPECT_EQ(heroAine.valOfBonuses(BonusType::PRIMARY_SKILL, PrimarySkill::SPELL_POWER), 1);
// different bonuses stack
heroAine.attachToSource(armor);
EXPECT_EQ(heroAine.valOfBonuses(BonusType::PRIMARY_SKILL, PrimarySkill::SPELL_POWER), 1+4);
heroAine.detachFromSource(ring1);
heroAine.detachFromSource(ring2);
heroAine.detachFromSource(armor);
}
TEST_F(BonusSystemTest, battlewidePropagationToAllies)
{
CBonusSystemNode angel1{BonusNodeType::STACK_INSTANCE};
CBonusSystemNode angel2{BonusNodeType::STACK_INSTANCE};
CBonusSystemNode pikemanAlly{BonusNodeType::STACK_INSTANCE};
CBonusSystemNode pikemanEnemy{BonusNodeType::STACK_INSTANCE};
angel1.attachToSource(creatureAngel);
angel2.attachToSource(creatureAngel);
pikemanAlly.attachToSource(creaturePikeman);
pikemanEnemy.attachToSource(creaturePikeman);
pikemanAlly.attachTo(heroAine);
pikemanEnemy.attachTo(heroBron);
startBattle();
EXPECT_EQ(heroAine.valOfBonuses(BonusType::MORALE), 0);
EXPECT_EQ(heroBron.valOfBonuses(BonusType::MORALE), 0);
EXPECT_EQ(pikemanAlly.valOfBonuses(BonusType::MORALE), 0);
EXPECT_EQ(pikemanEnemy.valOfBonuses(BonusType::MORALE), 0);
angel1.attachTo(heroAine);
EXPECT_EQ(heroAine.valOfBonuses(BonusType::MORALE), 1);
EXPECT_EQ(heroBron.valOfBonuses(BonusType::MORALE), 0);
EXPECT_EQ(pikemanAlly.valOfBonuses(BonusType::MORALE), 1);
EXPECT_EQ(pikemanEnemy.valOfBonuses(BonusType::MORALE), 0);
angel2.attachTo(heroAine);
EXPECT_EQ(heroAine.valOfBonuses(BonusType::MORALE), 1);
EXPECT_EQ(heroBron.valOfBonuses(BonusType::MORALE), 0);
EXPECT_EQ(pikemanAlly.valOfBonuses(BonusType::MORALE), 1);
EXPECT_EQ(pikemanEnemy.valOfBonuses(BonusType::MORALE), 0);
}
TEST_F(BonusSystemTest, battlewidePropagationToAll)
{
CBonusSystemNode orb{BonusNodeType::ARTIFACT_INSTANCE};
orb.attachToSource(artifactTypeOrb);
heroAine.attachToSource(orb);
startBattle();
EXPECT_TRUE(heroAine.hasBonusOfType(BonusType::BLOCK_ALL_MAGIC));
EXPECT_TRUE(heroBron.hasBonusOfType(BonusType::BLOCK_ALL_MAGIC));
}
TEST_F(BonusSystemTest, battlewidePropagationToEnemies)
{
TestBonusSystemNode devil1{BonusNodeType::STACK_INSTANCE};
TestBonusSystemNode devil2{BonusNodeType::STACK_INSTANCE};
TestBonusSystemNode pikemanAlly{BonusNodeType::STACK_INSTANCE};
TestBonusSystemNode pikemanEnemy{BonusNodeType::STACK_INSTANCE};
devil1.setPlayer(PlayerColor(0));
devil2.setPlayer(PlayerColor(0));
pikemanAlly.setPlayer(PlayerColor(0));
pikemanEnemy.setPlayer(PlayerColor(1));
devil1.attachToSource(creatureDevil);
devil2.attachToSource(creatureDevil);
pikemanAlly.attachToSource(creaturePikeman);
pikemanEnemy.attachToSource(creaturePikeman);
pikemanAlly.attachTo(heroAine);
pikemanEnemy.attachTo(heroBron);
startBattle();
EXPECT_EQ(heroAine.valOfBonuses(BonusType::LUCK), 0);
EXPECT_EQ(heroBron.valOfBonuses(BonusType::LUCK), 0);
EXPECT_EQ(pikemanAlly.valOfBonuses(BonusType::LUCK), 0);
EXPECT_EQ(pikemanEnemy.valOfBonuses(BonusType::LUCK), 0);
devil1.attachTo(heroAine);
EXPECT_EQ(heroAine.valOfBonuses(BonusType::LUCK), 0);
EXPECT_EQ(heroBron.valOfBonuses(BonusType::LUCK), -1);
EXPECT_EQ(pikemanAlly.valOfBonuses(BonusType::LUCK), 0);
EXPECT_EQ(pikemanEnemy.valOfBonuses(BonusType::LUCK), -1);
devil2.attachTo(heroAine);
EXPECT_EQ(heroAine.valOfBonuses(BonusType::LUCK), 0);
EXPECT_EQ(heroBron.valOfBonuses(BonusType::LUCK), -1);
EXPECT_EQ(pikemanAlly.valOfBonuses(BonusType::LUCK), 0);
EXPECT_EQ(pikemanEnemy.valOfBonuses(BonusType::LUCK), -1);
EXPECT_EQ(heroAine.valOfBonuses(BonusType::LUCK), 0);
EXPECT_EQ(heroBron.valOfBonuses(BonusType::LUCK), -1);
EXPECT_EQ(pikemanAlly.valOfBonuses(BonusType::LUCK), 0);
EXPECT_EQ(pikemanEnemy.valOfBonuses(BonusType::LUCK), -1);
}
TEST_F(BonusSystemTest, battlewideSkillPropagationToEnemies)
{
TestBonusSystemNode pikemanAlly{BonusNodeType::STACK_INSTANCE};
TestBonusSystemNode pikemanEnemy{BonusNodeType::STACK_INSTANCE};
// #5975 - skill that affects only enemies in battle is broken,
// but only if hero has *any* artifact (including obligatory catapult/spellbook, so always)
CBonusSystemNode armor{BonusNodeType::ARTIFACT_INSTANCE};
armor.attachToSource(artifactTypeArmor);
heroAine.attachToSource(armor);
pikemanAlly.setPlayer(PlayerColor(0));
pikemanEnemy.setPlayer(PlayerColor(1));
pikemanAlly.attachToSource(creaturePikeman);
pikemanEnemy.attachToSource(creaturePikeman);
heroAine.giveIntimidationSkill();
pikemanAlly.attachTo(heroAine);
pikemanEnemy.attachTo(heroBron);
startBattle();
EXPECT_EQ(heroAine.valOfBonuses(BonusType::MORALE), 0);
EXPECT_EQ(heroBron.valOfBonuses(BonusType::MORALE), -1);
EXPECT_EQ(pikemanAlly.valOfBonuses(BonusType::MORALE), 0);
EXPECT_EQ(pikemanEnemy.valOfBonuses(BonusType::MORALE), -1);
heroAine.nodeHasChanged();
EXPECT_EQ(heroAine.valOfBonuses(BonusType::MORALE), 0);
EXPECT_EQ(heroBron.valOfBonuses(BonusType::MORALE), -1);
EXPECT_EQ(pikemanAlly.valOfBonuses(BonusType::MORALE), 0);
EXPECT_EQ(pikemanEnemy.valOfBonuses(BonusType::MORALE), -1);
}
TEST_F(BonusSystemTest, legionPieces)
{
TestBonusSystemNode townAndVisitor{BonusNodeType::TOWN_AND_VISITOR};
TestBonusSystemNode town{BonusNodeType::TOWN_AND_VISITOR};
town.attachTo(townAndVisitor);
CBonusSystemNode legion{BonusNodeType::ARTIFACT_INSTANCE};
legion.attachToSource(artifactTypeLegion);
heroAine.attachToSource(legion);
heroAine.attachTo(townAndVisitor);
EXPECT_EQ(town.valOfBonuses(BonusType::CREATURE_GROWTH, BonusCustomSubtype::creatureLevel(3)), 4);
heroAine.detachFromSource(legion);
EXPECT_EQ(town.valOfBonuses(BonusType::CREATURE_GROWTH, BonusCustomSubtype::creatureLevel(3)), 0);
heroAine.attachToSource(legion);
EXPECT_EQ(town.valOfBonuses(BonusType::CREATURE_GROWTH, BonusCustomSubtype::creatureLevel(3)), 4);
heroAine.detachFrom(townAndVisitor);
EXPECT_EQ(town.valOfBonuses(BonusType::CREATURE_GROWTH, BonusCustomSubtype::creatureLevel(3)), 0);
}
}