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vcmi: fix healing effect tests
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@@ -166,12 +166,14 @@ TEST_F(SacrificeApplyTest, ResurrectsTarget)
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const uint32_t victimId = 4242;
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const int32_t victimCount = 5;
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const int32_t victimUnitHP = 100;
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const auto pikeman = CreatureID(unitId).toCreature();
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const int64_t expectedHealValue = (effectPower + victimUnitHP + effectValue) * victimCount;
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auto & targetUnit = unitsFake.add(BattleSide::ATTACKER);
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EXPECT_CALL(targetUnit, unitBaseAmount()).WillRepeatedly(Return(unitAmount));
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EXPECT_CALL(targetUnit, unitId()).WillRepeatedly(Return(unitId));
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EXPECT_CALL(targetUnit, unitType()).WillRepeatedly(Return(pikeman));
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EXPECT_CALL(mechanicsMock, getEffectPower()).Times(AtLeast(1)).WillRepeatedly(Return(effectPower));
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EXPECT_CALL(mechanicsMock, applySpellBonus(_, Eq(&targetUnit))).WillOnce(ReturnArg<0>());
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@@ -201,6 +203,7 @@ TEST_F(SacrificeApplyTest, ResurrectsTarget)
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EXPECT_CALL(targetUnit, acquire()).WillOnce(Return(targetUnitState));
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EXPECT_CALL(serverMock, apply(Matcher<BattleUnitsChanged *>(_))).Times(AtLeast(1));
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EXPECT_CALL(serverMock, apply(Matcher<BattleLogMessage *>(_))).Times(AtLeast(1));
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setupDefaultRNG();
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