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vcmi: fix heal and teleport tests
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@@ -362,6 +362,8 @@ TEST_P(HealApplyTest, Heals)
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mechanicsMock.caster = &actualCaster;
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EXPECT_CALL(mechanicsMock, getEffectValue()).WillRepeatedly(Return(effectValue));
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EXPECT_CALL(mechanicsMock, applySpellBonus(Eq(effectValue), Eq(&targetUnit))).WillRepeatedly(Return(effectValue));
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EXPECT_CALL(actualCaster, creatureIndex()).WillRepeatedly(Return(CreatureID(unitId)));
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EXPECT_CALL(actualCaster, getHeroCaster()).WillRepeatedly(Return(nullptr));
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GTEST_ASSERT_EQ(targetUnitState->getAvailableHealth(), unitAmount * unitHP / 2 + 1);
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GTEST_ASSERT_EQ(targetUnitState->getFirstHPleft(), 1);
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@@ -372,18 +374,8 @@ TEST_P(HealApplyTest, Heals)
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EXPECT_CALL(actualCaster, getCasterUnitId()).WillRepeatedly(Return(-1));
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//There should be battle log message if resurrect
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switch(healLevel)
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{
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case EHealLevel::RESURRECT:
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case EHealLevel::OVERHEAL:
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EXPECT_CALL(serverMock, apply(Matcher<BattleLogMessage *>(_))).Times(AtLeast(1));
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break;
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default:
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break;
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}
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EXPECT_CALL(serverMock, apply(Matcher<BattleUnitsChanged *>(_))).Times(1);
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EXPECT_CALL(serverMock, apply(Matcher<BattleLogMessage *>(_))).Times(AtLeast(1));
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setupDefaultRNG();
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