/* * CBattleInfoCallbackTest.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/battle/CBattleInfoCallback.h" #include "../../lib/battle/CUnitState.h" #include #include "../../lib/NetPacksBase.h" #include "mock/mock_BonusBearer.h" #include "mock/mock_battle_IBattleState.h" #include "mock/mock_battle_Unit.h" #include "mock/mock_scripting_Pool.h" using namespace battle; using namespace testing; class UnitFake : public UnitMock { private: std::shared_ptr state; public: UnitFake() { state.reset(new CUnitStateDetached(this, this)); } void addNewBonus(const std::shared_ptr & b) { bonusFake.addNewBonus(b); } void makeAlive() { EXPECT_CALL(*this, alive()).WillRepeatedly(Return(true)); } void makeWarMachine() { addNewBonus(std::make_shared(Bonus::PERMANENT, Bonus::SIEGE_WEAPON, Bonus::CREATURE_ABILITY, 1, 0)); } void redirectBonusesToFake() { ON_CALL(*this, getAllBonuses(_, _, _, _)).WillByDefault(Invoke(&bonusFake, &BonusBearerMock::getAllBonuses)); ON_CALL(*this, getTreeVersion()).WillByDefault(Invoke(&bonusFake, &BonusBearerMock::getTreeVersion)); } void expectAnyBonusSystemCall() { EXPECT_CALL(*this, getAllBonuses(_, _, _, _)).Times(AtLeast(0)); EXPECT_CALL(*this, getTreeVersion()).Times(AtLeast(0)); } void setDefaultExpectations() { EXPECT_CALL(*this, unitSlot()).WillRepeatedly(Return(SlotID(0))); EXPECT_CALL(*this, creatureIndex()).WillRepeatedly(Return(0)); } void setDefaultState() { EXPECT_CALL(*this, isClone()).WillRepeatedly(Return(false)); EXPECT_CALL(*this, isCaster()).WillRepeatedly(Return(false)); EXPECT_CALL(*this, acquireState()).WillRepeatedly(Return(state)); } private: BonusBearerMock bonusFake; }; class UnitsFake { public: std::vector> allUnits; UnitFake & add(ui8 side) { UnitFake * unit = new UnitFake(); EXPECT_CALL(*unit, unitSide()).WillRepeatedly(Return(side)); unit->setDefaultExpectations(); allUnits.emplace_back(unit); return *allUnits.back().get(); } Units getUnitsIf(UnitFilter predicate) const { Units ret; for(auto & unit : allUnits) { if(predicate(unit.get())) ret.push_back(unit.get()); } return ret; } void setDefaultBonusExpectations() { for(auto & unit : allUnits) { unit->redirectBonusesToFake(); unit->expectAnyBonusSystemCall(); } } }; class CBattleInfoCallbackTest : public Test { public: class TestSubject : public CBattleInfoCallback { public: scripting::Pool * pool; TestSubject(scripting::Pool * p) : CBattleInfoCallback(), pool(p) { } void setBattle(const IBattleInfo * battleInfo) { CBattleInfoCallback::setBattle(battleInfo); } scripting::Pool * getContextPool() const override { return pool; } }; StrictMock pool; TestSubject subject; BattleStateMock battleMock; UnitsFake unitsFake; CBattleInfoCallbackTest() : pool(), subject(&pool) { } void startBattle() { subject.setBattle(&battleMock); } void redirectUnitsToFake() { ON_CALL(battleMock, getUnitsIf(_)).WillByDefault(Invoke(&unitsFake, &UnitsFake::getUnitsIf)); } }; class BattleFinishedTest : public CBattleInfoCallbackTest { public: void expectBattleNotFinished() { auto ret = subject.battleIsFinished(); EXPECT_FALSE(ret); } void expectBattleDraw() { auto ret = subject.battleIsFinished(); EXPECT_TRUE(ret); EXPECT_EQ(*ret, 2); } void expectBattleWinner(ui8 side) { auto ret = subject.battleIsFinished(); EXPECT_TRUE(ret); EXPECT_EQ(*ret, side); } void expectBattleLooser(ui8 side) { auto ret = subject.battleIsFinished(); EXPECT_TRUE(ret); EXPECT_NE(*ret, (int)side); } void setDefaultExpectations() { redirectUnitsToFake(); unitsFake.setDefaultBonusExpectations(); EXPECT_CALL(battleMock, getUnitsIf(_)).Times(1); } }; TEST_F(BattleFinishedTest, NoBattleIsDraw) { expectBattleDraw(); } TEST_F(BattleFinishedTest, EmptyBattleIsDraw) { setDefaultExpectations(); startBattle(); expectBattleDraw(); } TEST_F(BattleFinishedTest, LastAliveUnitWins) { UnitFake & unit = unitsFake.add(1); unit.makeAlive(); unit.setDefaultState(); setDefaultExpectations(); startBattle(); expectBattleWinner(1); } TEST_F(BattleFinishedTest, TwoUnitsContinueFight) { UnitFake & unit1 = unitsFake.add(0); unit1.makeAlive(); UnitFake & unit2 = unitsFake.add(1); unit2.makeAlive(); setDefaultExpectations(); startBattle(); expectBattleNotFinished(); } TEST_F(BattleFinishedTest, LastWarMachineNotWins) { UnitFake & unit = unitsFake.add(0); unit.makeAlive(); unit.makeWarMachine(); unit.setDefaultState(); setDefaultExpectations(); startBattle(); expectBattleLooser(0); } TEST_F(BattleFinishedTest, LastWarMachineLoose) { try { UnitFake & unit1 = unitsFake.add(0); unit1.makeAlive(); unit1.setDefaultState(); UnitFake & unit2 = unitsFake.add(1); unit2.makeAlive(); unit2.makeWarMachine(); unit2.setDefaultState(); setDefaultExpectations(); startBattle(); expectBattleWinner(0); } catch(std::exception e) { logGlobal->error(e.what()); } } class BattleMatchOwnerTest : public CBattleInfoCallbackTest { public: void setDefaultExpectations() { redirectUnitsToFake(); unitsFake.setDefaultBonusExpectations(); EXPECT_CALL(battleMock, getSidePlayer(Eq(BattleSide::ATTACKER))).WillRepeatedly(Return(PlayerColor(0))); EXPECT_CALL(battleMock, getSidePlayer(Eq(BattleSide::DEFENDER))).WillRepeatedly(Return(PlayerColor(1))); } }; TEST_F(BattleMatchOwnerTest, normalToSelf) { UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER); EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42)); setDefaultExpectations(); startBattle(); EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit1, true)); EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit1, boost::logic::indeterminate)); EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit1, false)); } TEST_F(BattleMatchOwnerTest, hypnotizedToSelf) { UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER); EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42)); unit1.addNewBonus(std::make_shared(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0)); setDefaultExpectations(); startBattle(); EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit1, true)); EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit1, boost::logic::indeterminate)); EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit1, false)); } TEST_F(BattleMatchOwnerTest, normalToNormalAlly) { UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER); EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42)); UnitFake & unit2 = unitsFake.add(BattleSide::ATTACKER); EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242)); setDefaultExpectations(); startBattle(); EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, true)); EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate)); EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, false)); } TEST_F(BattleMatchOwnerTest, hypnotizedToNormalAlly) { UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER); EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42)); unit1.addNewBonus(std::make_shared(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0)); UnitFake & unit2 = unitsFake.add(BattleSide::ATTACKER); EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242)); setDefaultExpectations(); startBattle(); EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, true)); EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate)); EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, false)); } TEST_F(BattleMatchOwnerTest, normalToHypnotizedAlly) { UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER); EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42)); UnitFake & unit2 = unitsFake.add(BattleSide::ATTACKER); EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242)); unit2.addNewBonus(std::make_shared(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0)); setDefaultExpectations(); startBattle(); EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, true)); EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate)); EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, false)); } TEST_F(BattleMatchOwnerTest, hypnotizedToHypnotizedAlly) { UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER); EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42)); unit1.addNewBonus(std::make_shared(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0)); UnitFake & unit2 = unitsFake.add(BattleSide::ATTACKER); EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242)); unit2.addNewBonus(std::make_shared(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0)); setDefaultExpectations(); startBattle(); EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, true)); EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate)); EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, false)); } TEST_F(BattleMatchOwnerTest, normalToNormalEnemy) { UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER); EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42)); UnitFake & unit2 = unitsFake.add(BattleSide::DEFENDER); EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242)); setDefaultExpectations(); startBattle(); EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, true)); EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate)); EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, false)); } TEST_F(BattleMatchOwnerTest, hypnotizedToNormalEnemy) { UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER); EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42)); unit1.addNewBonus(std::make_shared(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0)); UnitFake & unit2 = unitsFake.add(BattleSide::DEFENDER); EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242)); setDefaultExpectations(); startBattle(); EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, true)); EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate)); EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, false)); } TEST_F(BattleMatchOwnerTest, normalToHypnotizedEnemy) { UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER); EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42)); UnitFake & unit2 = unitsFake.add(BattleSide::DEFENDER); EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242)); unit2.addNewBonus(std::make_shared(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0)); setDefaultExpectations(); startBattle(); EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, true)); EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate)); EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, false)); } TEST_F(BattleMatchOwnerTest, hypnotizedToHypnotizedEnemy) { UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER); EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42)); unit1.addNewBonus(std::make_shared(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0)); UnitFake & unit2 = unitsFake.add(BattleSide::DEFENDER); EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242)); unit2.addNewBonus(std::make_shared(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0)); setDefaultExpectations(); startBattle(); EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, true)); EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate)); EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, false)); }