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mirror of https://github.com/vcmi/vcmi.git synced 2025-03-05 15:05:40 +02:00

vcmi: spell resistance rework

Now instead of XXX_IMMUNITY bonuses we have 2 bonuses with spellSchool
subtype: SPELL_SCHOOL_IMMUNITY and NEGATIVE_EFFECT_IMMUNITY.
All previous bonuses of subtype 0 is covered by SPELL_SCHOOL_IMMUNITY,
and all previous bonuses of subtype 1 is covered by
NEGATIVE_EFFECT_IMMUNITY. Unit tests are updated accordingly.
This commit is contained in:
Konstantin 2023-08-19 20:19:59 +03:00 committed by Konstantin P
parent c9bc3fd4e1
commit 8724181a0f
17 changed files with 99 additions and 121 deletions

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@ -122,9 +122,9 @@ CSpellWindow::CSpellWindow(const CGHeroInstance * _myHero, CPlayerInterface * _m
++sitesPerOurTab[4];
spell->forEachSchool([&sitesPerOurTab](const spells::SchoolInfo & school, bool & stop)
spell->forEachSchool([&sitesPerOurTab](const ESpellSchool & school, bool & stop)
{
++sitesPerOurTab[(ui8)school.id];
++sitesPerOurTab[(ui8)school];
});
}
if(sitesPerTabAdv[4] % 12 == 0)

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@ -19,13 +19,12 @@ enum class ESpellSchool: int8_t;
namespace spells
{
struct SchoolInfo;
class Caster;
class DLL_LINKAGE Spell: public EntityT<SpellID>
{
public:
using SchoolCallback = std::function<void(const SchoolInfo &, bool &)>;
using SchoolCallback = std::function<void(const ESpellSchool &, bool &)>;
///calculate spell damage on stack taking caster`s secondary skills into account
virtual int64_t calculateDamage(const Caster * caster) const = 0;

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@ -99,60 +99,47 @@ std::string CBonusTypeHandler::bonusToGraphics(const std::shared_ptr<Bonus> & bo
fileName = sp->getIconImmune();
break;
}
case BonusType::FIRE_IMMUNITY:
case BonusType::SPELL_SCHOOL_IMMUNITY: //for all school
{
switch(bonus->subtype)
{
case 0:
fileName = "E_SPFIRE.bmp";
break;//all
case 1:
fileName = "E_SPFIRE1.bmp";
break;//not positive
case 2:
fileName = "E_FIRE.bmp";
break;//direct damage
}
break;
case BonusType::WATER_IMMUNITY:
switch(bonus->subtype)
{
case 0:
fileName = "E_SPWATER.bmp";
break;//all
case 1:
fileName = "E_SPWATER1.bmp";
break;//not positive
case 2:
fileName = "E_SPCOLD.bmp";
break;//direct damage
}
break;
case BonusType::AIR_IMMUNITY:
switch(bonus->subtype)
{
case 0:
case SpellSchool(ESpellSchool::AIR):
fileName = "E_SPAIR.bmp";
break;//all
case 1:
fileName = "E_SPAIR1.bmp";
break;//not positive
case 2:
fileName = "E_LIGHT.bmp";
break;//direct damage
break;
case SpellSchool(ESpellSchool::FIRE):
fileName = "E_SPFIRE.bmp";
break;
case SpellSchool(ESpellSchool::WATER):
fileName = "E_SPWATER.bmp";
break;
case SpellSchool(ESpellSchool::EARTH):
fileName = "E_SPEATH.bmp";
break;
}
break;
case BonusType::EARTH_IMMUNITY:
}
// fileName = "E_FIRE.bmp"; //fire damage
// fileName = "E_COLD.bmp"; //cold damage
// fileName = "E_LIGHT.bmp"; //lightning damage
case BonusType::NEGATIVE_EFFECTS_IMMUNITY:
{
switch(bonus->subtype)
{
case 0:
fileName = "E_SPEATH.bmp";
break;//all
case 1:
case 2://no specific icon for direct damage immunity
case SpellSchool(ESpellSchool::AIR):
fileName = "E_SPAIR1.bmp";
break;
case SpellSchool(ESpellSchool::FIRE):
fileName = "E_SPFIRE1.bmp";
break;
case SpellSchool(ESpellSchool::WATER):
fileName = "E_SPWATER1.bmp";
break;
case SpellSchool(ESpellSchool::EARTH):
fileName = "E_SPEATH1.bmp";
break;//not positive
break;
}
break;
}
case BonusType::LEVEL_SPELL_IMMUNITY:
{
if(vstd::iswithin(bonus->val, 1, 5))

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@ -1181,8 +1181,8 @@ void CCreatureHandler::loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigPars
b.val = GameConstants::SPELL_LEVELS; //in case someone adds higher level spells?
break;
case 'F':
b.type = BonusType::FIRE_IMMUNITY;
b.subtype = 1; //not positive
b.type = BonusType::NEGATIVE_EFFECTS_IMMUNITY;
b.subtype = SpellSchool(ESpellSchool::FIRE);
break;
case 'O':
b.type = BonusType::SPELL_DAMAGE_REDUCTION;
@ -1190,12 +1190,12 @@ void CCreatureHandler::loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigPars
b.val = 100; //Full damage immunity
break;
case 'f':
b.type = BonusType::FIRE_IMMUNITY;
b.subtype = 0; //all
b.type = BonusType::SPELL_SCHOOL_IMMUNITY;
b.subtype = SpellSchool(ESpellSchool::FIRE);
break;
case 'C':
b.type = BonusType::WATER_IMMUNITY;
b.subtype = 1; //not positive
b.type = BonusType::NEGATIVE_EFFECTS_IMMUNITY;
b.subtype = SpellSchool(ESpellSchool::WATER);
break;
case 'W':
b.type = BonusType::SPELL_DAMAGE_REDUCTION;
@ -1203,8 +1203,8 @@ void CCreatureHandler::loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigPars
b.val = 100; //Full damage immunity
break;
case 'w':
b.type = BonusType::WATER_IMMUNITY;
b.subtype = 0; //all
b.type = BonusType::SPELL_SCHOOL_IMMUNITY;
b.subtype = SpellSchool(ESpellSchool::WATER);
break;
case 'E':
b.type = BonusType::SPELL_DAMAGE_REDUCTION;
@ -1212,8 +1212,8 @@ void CCreatureHandler::loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigPars
b.val = 100; //Full damage immunity
break;
case 'e':
b.type = BonusType::EARTH_IMMUNITY;
b.subtype = 0; //all
b.type = BonusType::SPELL_SCHOOL_IMMUNITY;
b.subtype = SpellSchool(ESpellSchool::EARTH);
break;
case 'A':
b.type = BonusType::SPELL_DAMAGE_REDUCTION;
@ -1221,8 +1221,8 @@ void CCreatureHandler::loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigPars
b.val = 100; //Full damage immunity
break;
case 'a':
b.type = BonusType::AIR_IMMUNITY;
b.subtype = 0; //all
b.type = BonusType::SPELL_SCHOOL_IMMUNITY;
b.subtype = SpellSchool(ESpellSchool::AIR);
break;
case 'D':
b.type = BonusType::SPELL_DAMAGE_REDUCTION;

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@ -74,10 +74,6 @@ class JsonNode;
BONUS_NAME(SPELL_LIKE_ATTACK) /*subtype - spell, value - spell level; range is taken from spell, but damage from creature; eg. magog*/ \
BONUS_NAME(THREE_HEADED_ATTACK) /*eg. cerberus*/ \
BONUS_NAME(GENERAL_DAMAGE_PREMY) \
BONUS_NAME(FIRE_IMMUNITY) /*subtype 0 - all, 1 - all except positive*/ \
BONUS_NAME(WATER_IMMUNITY) \
BONUS_NAME(EARTH_IMMUNITY) \
BONUS_NAME(AIR_IMMUNITY) \
BONUS_NAME(MIND_IMMUNITY) \
BONUS_NAME(FIRE_SHIELD) \
BONUS_NAME(UNDEAD) \
@ -175,6 +171,8 @@ class JsonNode;
BONUS_NAME(BONUS_DAMAGE_PERCENTAGE) /*If hero can grant conditional damage to creature, value is percentage, subtype is creatureID*/\
BONUS_NAME(BONUS_DAMAGE_CHANCE) /*If hero can grant additional damage to creature, value is chance, subtype is creatureID*/\
BONUS_NAME(MAX_LEARNABLE_SPELL_LEVEL) /*This can work as wisdom before. val = max learnable spell level*/\
BONUS_NAME(SPELL_SCHOOL_IMMUNITY) /*This bonus will work as spell school immunity for all spells, subtype - spell school: 0 - air, 1 - fire, 2 - water, 3 - earth. Any is not handled for reducing overlap from LEVEL_SPELL_IMMUNITY*/\
BONUS_NAME(NEGATIVE_EFFECTS_IMMUNITY) /*This bonus will work as spell school immunity for negative effects from spells of school, subtype - spell school: -1 - any, 0 - air, 1 - fire, 2 - water, 3 - earth*/\
/* end of list */

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@ -620,14 +620,14 @@ int32_t CGHeroInstance::getSpellSchoolLevel(const spells::Spell * spell, int32_t
{
int32_t skill = -1; //skill level
spell->forEachSchool([&, this](const spells::SchoolInfo & cnf, bool & stop)
spell->forEachSchool([&, this](const ESpellSchool & cnf, bool & stop)
{
int32_t thisSchool = valOfBonuses(BonusType::MAGIC_SCHOOL_SKILL, cnf.id); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
int32_t thisSchool = valOfBonuses(BonusType::MAGIC_SCHOOL_SKILL, SpellSchool(cnf)); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
if(thisSchool > skill)
{
skill = thisSchool;
if(outSelectedSchool)
*outSelectedSchool = static_cast<ui8>(cnf.id);
*outSelectedSchool = SpellSchool(cnf);
}
});
@ -650,9 +650,9 @@ int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base,
int maxSchoolBonus = 0;
spell->forEachSchool([&maxSchoolBonus, this](const spells::SchoolInfo & cnf, bool & stop)
spell->forEachSchool([&maxSchoolBonus, this](const ESpellSchool & cnf, bool & stop)
{
vstd::amax(maxSchoolBonus, valOfBonuses(BonusType::SPELL_DAMAGE, cnf.id));
vstd::amax(maxSchoolBonus, valOfBonuses(BonusType::SPELL_DAMAGE, SpellSchool(cnf)));
});
base = static_cast<int64_t>(base * (100 + maxSchoolBonus) / 100.0);
@ -739,9 +739,9 @@ bool CGHeroInstance::canCastThisSpell(const spells::Spell * spell) const
bool schoolBonus = false;
spell->forEachSchool([this, &schoolBonus](const spells::SchoolInfo & cnf, bool & stop)
spell->forEachSchool([this, &schoolBonus](const ESpellSchool & cnf, bool & stop)
{
if(hasBonusOfType(BonusType::SPELLS_OF_SCHOOL, cnf.id))
if(hasBonusOfType(BonusType::SPELLS_OF_SCHOOL, SpellSchool(cnf)))
{
schoolBonus = stop = true;
}

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@ -43,22 +43,18 @@ const spells::SchoolInfo SCHOOL[4] =
{
{
ESpellSchool::AIR,
BonusType::AIR_IMMUNITY,
"air"
},
{
ESpellSchool::FIRE,
BonusType::FIRE_IMMUNITY,
"fire"
},
{
ESpellSchool::WATER,
BonusType::WATER_IMMUNITY,
"water"
},
{
ESpellSchool::EARTH,
BonusType::EARTH_IMMUNITY,
"earth"
}
};
@ -153,7 +149,7 @@ spells::AimType CSpell::getTargetType() const
return targetType;
}
void CSpell::forEachSchool(const std::function<void(const spells::SchoolInfo &, bool &)>& cb) const
void CSpell::forEachSchool(const std::function<void(const ESpellSchool &, bool &)>& cb) const
{
bool stop = false;
for(auto iter : SpellConfig::SCHOOL_ORDER)
@ -161,7 +157,7 @@ void CSpell::forEachSchool(const std::function<void(const spells::SchoolInfo &,
const spells::SchoolInfo & cnf = SpellConfig::SCHOOL[iter];
if(school.at(cnf.id))
{
cb(cnf, stop);
cb(cnf.id.toEnum(), stop);
if(stop)
break;
@ -385,11 +381,11 @@ int64_t CSpell::adjustRawDamage(const spells::Caster * caster, const battle::Uni
{
const auto * bearer = affectedCreature->getBonusBearer();
//applying protections - when spell has more then one elements, only one protection should be applied (I think)
forEachSchool([&](const spells::SchoolInfo & cnf, bool & stop)
forEachSchool([&](const ESpellSchool & cnf, bool & stop)
{
if(bearer->hasBonusOfType(BonusType::SPELL_DAMAGE_REDUCTION, cnf.id))
if(bearer->hasBonusOfType(BonusType::SPELL_DAMAGE_REDUCTION, SpellSchool(cnf)))
{
ret *= 100 - bearer->valOfBonuses(BonusType::SPELL_DAMAGE_REDUCTION, cnf.id);
ret *= 100 - bearer->valOfBonuses(BonusType::SPELL_DAMAGE_REDUCTION, SpellSchool(cnf));
ret /= 100;
stop = true; //only bonus from one school is used
}

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@ -44,7 +44,6 @@ class IBattleCast;
struct SchoolInfo
{
SpellSchool id; //backlink
BonusType immunityBonus;
std::string jsonName;
};
@ -216,7 +215,7 @@ public:
*
* Set stop to true to abort looping
*/
void forEachSchool(const std::function<void(const spells::SchoolInfo &, bool &)> & cb) const override;
void forEachSchool(const std::function<void(const ESpellSchool &, bool &)> & cb) const override;
spells::AimType getTargetType() const;

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@ -620,18 +620,6 @@ int64_t BaseMechanics::calculateRawEffectValue(int32_t basePowerMultiplier, int3
return owner->calculateRawEffectValue(getEffectLevel(), basePowerMultiplier, levelPowerMultiplier);
}
std::vector<BonusType> BaseMechanics::getElementalImmunity() const
{
std::vector<BonusType> ret;
owner->forEachSchool([&](const SchoolInfo & cnf, bool & stop)
{
ret.push_back(cnf.immunityBonus);
});
return ret;
}
bool BaseMechanics::ownerMatches(const battle::Unit * unit) const
{
return ownerMatches(unit, owner->getPositiveness());

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@ -235,8 +235,6 @@ public:
virtual int64_t applySpecificSpellBonus(int64_t value) const = 0;
virtual int64_t calculateRawEffectValue(int32_t basePowerMultiplier, int32_t levelPowerMultiplier) const = 0;
virtual std::vector<BonusType> getElementalImmunity() const = 0;
//Battle facade
virtual bool ownerMatches(const battle::Unit * unit) const = 0;
virtual bool ownerMatches(const battle::Unit * unit, const boost::logic::tribool positivness) const = 0;
@ -296,8 +294,6 @@ public:
int64_t applySpecificSpellBonus(int64_t value) const override;
int64_t calculateRawEffectValue(int32_t basePowerMultiplier, int32_t levelPowerMultiplier) const override;
std::vector<BonusType> getElementalImmunity() const override;
bool ownerMatches(const battle::Unit * unit) const override;
bool ownerMatches(const battle::Unit * unit, const boost::logic::tribool positivness) const override;

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@ -23,6 +23,8 @@
#include "../serializer/JsonSerializeFormat.h"
#include "../VCMI_Lib.h"
#include <vcmi/spells/Spell.h>
VCMI_LIB_NAMESPACE_BEGIN
@ -173,25 +175,25 @@ protected:
bool check(const Mechanics * m, const battle::Unit * target) const override
{
bool elementalImmune = false;
auto bearer = target->getBonusBearer();
auto filter = m->getElementalImmunity();
for(auto element : filter)
m->getSpell()->forEachSchool([&](const ESpellSchool & cnf, bool & stop)
{
if(target->hasBonusOfType(element, 0)) //always resist if immune to all spells altogether
if (bearer->hasBonusOfType(BonusType::SPELL_SCHOOL_IMMUNITY, SpellSchool(cnf)))
{
elementalImmune = true;
break;
stop = true; //only bonus from one school is used
}
else if(!m->isPositiveSpell()) //negative or indifferent
{
if(target->hasBonusOfType(element, 1))
if (bearer->hasBonusOfType(BonusType::NEGATIVE_EFFECTS_IMMUNITY, SpellSchool(cnf)))
{
elementalImmune = true;
break;
stop = true; //only bonus from one school is used
}
}
}
});
return elementalImmune;
}
};

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@ -87,9 +87,9 @@ bool Damage::isReceptive(const Mechanics * m, const battle::Unit * unit) const
bool isImmune = m->getSpell()->isMagical() && (unit->getBonusBearer()->valOfBonuses(BonusType::SPELL_DAMAGE_REDUCTION, SpellSchool(ESpellSchool::ANY)) >= 100); //General spell damage immunity
//elemental immunity for damage
m->getSpell()->forEachSchool([&](const SchoolInfo & cnf, bool & stop)
m->getSpell()->forEachSchool([&](const ESpellSchool & cnf, bool & stop)
{
isImmune |= (unit->getBonusBearer()->valOfBonuses(BonusType::SPELL_DAMAGE_REDUCTION, cnf.id) >= 100); //100% reduction is immunity
isImmune |= (unit->getBonusBearer()->valOfBonuses(BonusType::SPELL_DAMAGE_REDUCTION, SpellSchool(cnf)) >= 100); //100% reduction is immunity
});
return !isImmune;

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@ -1331,7 +1331,9 @@ int64_t BattleActionProcessor::applyBattleEffects(BattleAttack & bat, std::share
if(!bat.shot() &&
!def->isClone() &&
def->hasBonusOfType(BonusType::FIRE_SHIELD) &&
!attackerState->hasBonusOfType(BonusType::FIRE_IMMUNITY) &&
!attackerState->hasBonusOfType(BonusType::SPELL_SCHOOL_IMMUNITY, SpellSchool(ESpellSchool::FIRE)) &&
!attackerState->hasBonusOfType(BonusType::NEGATIVE_EFFECTS_IMMUNITY, SpellSchool(ESpellSchool::FIRE)) &&
attackerState->valOfBonuses(BonusType::SPELL_DAMAGE_REDUCTION, SpellSchool(ESpellSchool::FIRE)) < 100 &&
CStack::isMeleeAttackPossible(attackerState.get(), def) // attacked needs to be adjacent to defender for fire shield to trigger (e.g. Dragon Breath attack)
)
{

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@ -64,8 +64,6 @@ public:
MOCK_CONST_METHOD1(applySpecificSpellBonus,int64_t(int64_t));
MOCK_CONST_METHOD2(calculateRawEffectValue, int64_t(int32_t, int32_t));
MOCK_CONST_METHOD0(getElementalImmunity, std::vector<BonusType>());
MOCK_CONST_METHOD1(ownerMatches, bool(const battle::Unit *));
MOCK_CONST_METHOD2(ownerMatches, bool(const battle::Unit *, const boost::logic::tribool));

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@ -49,7 +49,7 @@ TEST_F(BonusConditionTest, ReceptiveIfMatchesType)
TEST_F(BonusConditionTest, ImmuneIfTypeMismatch)
{
setDefaultExpectations();
unitBonuses.addNewBonus(std::make_shared<Bonus>(BonusDuration::ONE_BATTLE, BonusType::FIRE_IMMUNITY, BonusSource::OTHER, 0, 0));
unitBonuses.addNewBonus(std::make_shared<Bonus>(BonusDuration::ONE_BATTLE, BonusType::SPELL_SCHOOL_IMMUNITY, BonusSource::OTHER, 0, SpellSchool(ESpellSchool::FIRE)));
EXPECT_FALSE(subject->isReceptive(&mechanicsMock, &unitMock));
}

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@ -20,18 +20,20 @@ class ElementalConditionTest : public TargetConditionItemTest, public WithParamI
{
public:
bool isPositive;
void setDefaultExpectations()
{
EXPECT_CALL(unitMock, getAllBonuses(_, _, _, _)).Times(AtLeast(1));
EXPECT_CALL(unitMock, getTreeVersion()).Times(AtLeast(0));
std::vector<BonusType> immunityList =
EXPECT_CALL(mechanicsMock, getSpell()).Times(AtLeast(1)).WillRepeatedly(Return(&spellMock));
EXPECT_CALL(spellMock, forEachSchool(NotNull())).Times(AtLeast(1)).WillRepeatedly([](const spells::Spell::SchoolCallback & cb)
{
BonusType::AIR_IMMUNITY,
BonusType::FIRE_IMMUNITY,
};
bool stop = false;
cb(ESpellSchool::AIR, stop);
cb(ESpellSchool::FIRE, stop);
});
EXPECT_CALL(mechanicsMock, getElementalImmunity()).Times(AtLeast(1)).WillRepeatedly(Return(immunityList));
EXPECT_CALL(mechanicsMock, isPositiveSpell()).WillRepeatedly(Return(isPositive));
}
@ -54,15 +56,23 @@ TEST_P(ElementalConditionTest, ReceptiveIfNoBonus)
TEST_P(ElementalConditionTest, ImmuneIfBonusMatches)
{
setDefaultExpectations();
unitBonuses.addNewBonus(std::make_shared<Bonus>(BonusDuration::ONE_BATTLE, BonusType::AIR_IMMUNITY, BonusSource::SPELL_EFFECT, 0, 0, 0));
unitBonuses.addNewBonus(std::make_shared<Bonus>(BonusDuration::ONE_BATTLE, BonusType::SPELL_SCHOOL_IMMUNITY, BonusSource::SPELL_EFFECT, 0, 0, SpellSchool(ESpellSchool::AIR)));
EXPECT_FALSE(subject->isReceptive(&mechanicsMock, &unitMock));
}
TEST_P(ElementalConditionTest, NotImmuneIfBonusMismatches)
{
setDefaultExpectations();
unitBonuses.addNewBonus(std::make_shared<Bonus>(BonusDuration::ONE_BATTLE, BonusType::SPELL_SCHOOL_IMMUNITY, BonusSource::SPELL_EFFECT, 0, 0, SpellSchool(ESpellSchool::WATER)));
EXPECT_TRUE(subject->isReceptive(&mechanicsMock, &unitMock));
}
TEST_P(ElementalConditionTest, DependsOnPositivness)
{
setDefaultExpectations();
unitBonuses.addNewBonus(std::make_shared<Bonus>(BonusDuration::ONE_BATTLE, BonusType::AIR_IMMUNITY, BonusSource::SPELL_EFFECT, 0, 0, 1));
unitBonuses.addNewBonus(std::make_shared<Bonus>(BonusDuration::ONE_BATTLE, BonusType::NEGATIVE_EFFECTS_IMMUNITY, BonusSource::SPELL_EFFECT, 0, 0, SpellSchool(ESpellSchool::AIR)));
EXPECT_EQ(isPositive, subject->isReceptive(&mechanicsMock, &unitMock));
}
@ -70,8 +80,8 @@ TEST_P(ElementalConditionTest, DependsOnPositivness)
TEST_P(ElementalConditionTest, ImmuneIfBothBonusesPresent)
{
setDefaultExpectations();
unitBonuses.addNewBonus(std::make_shared<Bonus>(BonusDuration::ONE_BATTLE, BonusType::AIR_IMMUNITY, BonusSource::SPELL_EFFECT, 0, 0, 0));
unitBonuses.addNewBonus(std::make_shared<Bonus>(BonusDuration::ONE_BATTLE, BonusType::AIR_IMMUNITY, BonusSource::SPELL_EFFECT, 0, 0, 1));
unitBonuses.addNewBonus(std::make_shared<Bonus>(BonusDuration::ONE_BATTLE, BonusType::SPELL_SCHOOL_IMMUNITY, BonusSource::SPELL_EFFECT, 0, 0, SpellSchool(ESpellSchool::AIR)));
unitBonuses.addNewBonus(std::make_shared<Bonus>(BonusDuration::ONE_BATTLE, BonusType::NEGATIVE_EFFECTS_IMMUNITY, BonusSource::SPELL_EFFECT, 0, 0, SpellSchool(ESpellSchool::AIR)));
EXPECT_FALSE(subject->isReceptive(&mechanicsMock, &unitMock));
}

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@ -17,6 +17,7 @@
#include "mock/mock_spells_Mechanics.h"
#include "mock/mock_spells_Spell.h"
#include "mock/mock_BonusBearer.h"
#include "mock/mock_battle_Unit.h"
@ -30,6 +31,8 @@ public:
::testing::StrictMock<spells::MechanicsMock> mechanicsMock;
::testing::StrictMock<UnitMock> unitMock;
::testing::StrictMock<spells::SpellMock> spellMock;
BonusBearerMock unitBonuses;
protected:
void SetUp() override