/* * SacrificeTest.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 "EffectFixture.h" #include #include "../../../lib/battle/CUnitState.h" #include "mock/mock_UnitEnvironment.h" namespace test { using namespace ::spells; using namespace ::spells::effects; using namespace ::testing; class SacrificeTest : public Test, public EffectFixture { public: SacrificeTest() : EffectFixture("core:sacrifice") { } protected: void SetUp() override { EffectFixture::setUp(); { JsonNode config(JsonNode::JsonType::DATA_STRUCT); config["healLevel"].String() = "resurrect"; EffectFixture::setupEffect(config); } } }; TEST_F(SacrificeTest, ApplicableForTwoTargets) { auto & unit = unitsFake.add(BattleSide::ATTACKER); EXPECT_CALL(unit, getPosition()).WillRepeatedly(Return(BattleHex(5,5))); EXPECT_CALL(unit, isValidTarget(Eq(false))).WillRepeatedly(Return(false)); EXPECT_CALL(unit, isValidTarget(Eq(true))).WillRepeatedly(Return(true)); EXPECT_CALL(unit, getTotalHealth()).WillRepeatedly(Return(0)); EXPECT_CALL(unit, getAvailableHealth()).WillRepeatedly(Return(200)); auto & victim = unitsFake.add(BattleSide::ATTACKER); victim.makeAlive(); EXPECT_CALL(victim, getPosition()).WillRepeatedly(Return(BattleHex(5,10))); EXPECT_CALL(victim, isValidTarget(_)).WillRepeatedly(Return(true)); EXPECT_CALL(victim, getTotalHealth()).WillRepeatedly(Return(300)); EXPECT_CALL(victim, getAvailableHealth()).WillRepeatedly(Return(300)); EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(true)); EXPECT_CALL(mechanicsMock, isMassive()).WillRepeatedly(Return(false)); EXPECT_CALL(mechanicsMock, alwaysHitFirstTarget()).WillRepeatedly(Return(false)); EXPECT_CALL(mechanicsMock, ownerMatches(Eq(&unit))).Times(AtLeast(1)).WillRepeatedly(Return(true)); EXPECT_CALL(mechanicsMock, isReceptive(Eq(&unit))).Times(AtLeast(1)).WillRepeatedly(Return(true)); EXPECT_CALL(mechanicsMock, ownerMatches(Eq(&victim))).Times(AtLeast(1)).WillRepeatedly(Return(true)); EXPECT_CALL(mechanicsMock, isReceptive(Eq(&victim))).Times(AtLeast(1)).WillRepeatedly(Return(true)); EffectTarget aimPoint; aimPoint.emplace_back(&unit, BattleHex()); aimPoint.emplace_back(&victim, BattleHex()); EffectTarget spellTarget; spellTarget.emplace_back(&unit, BattleHex()); EffectTarget transformed = subject->transformTarget(&mechanicsMock, aimPoint, spellTarget); EXPECT_TRUE(subject->applicable(problemMock, &mechanicsMock, transformed)); } #if 0 TEST_F(SacrificeTest, NotApplicableWithoutVictim) { { JsonNode config(JsonNode::JsonType::DATA_STRUCT); config["healLevel"].String() = "resurrect"; EffectFixture::setupEffect(config); } auto & unit = unitsFake.add(BattleSide::ATTACKER); EXPECT_CALL(unit, getPosition()).WillRepeatedly(Return(BattleHex(5,5))); EXPECT_CALL(unit, isValidTarget(Eq(false))).WillRepeatedly(Return(false)); EXPECT_CALL(unit, isValidTarget(Eq(true))).WillRepeatedly(Return(true)); EXPECT_CALL(unit, getTotalHealth()).WillRepeatedly(Return(0)); EXPECT_CALL(unit, getAvailableHealth()).WillRepeatedly(Return(200)); EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(true)); EXPECT_CALL(mechanicsMock, isMassive()).WillRepeatedly(Return(false)); EXPECT_CALL(mechanicsMock, alwaysHitFirstTarget()).WillRepeatedly(Return(false)); EXPECT_CALL(mechanicsMock, ownerMatches(Eq(&unit))).WillRepeatedly(Return(true)); EXPECT_CALL(mechanicsMock, isReceptive(Eq(&unit))).WillRepeatedly(Return(true)); EffectTarget aimPoint; aimPoint.emplace_back(&unit, BattleHex()); EffectTarget transformed = subject->transformTarget(&mechanicsMock, aimPoint, aimPoint); EXPECT_FALSE(subject->applicable(problemMock, &mechanicsMock, transformed)); } #endif class SacrificeApplyTest : public Test, public EffectFixture { public: UnitEnvironmentMock unitEnvironmentMock; SacrificeApplyTest() : EffectFixture("core:sacrifice") { } void setDefaultExpectations() { } protected: void SetUp() override { EffectFixture::setUp(); { JsonNode config(JsonNode::JsonType::DATA_STRUCT); config["healLevel"].String() = "resurrect"; config["healPower"].String() = "permanent"; EffectFixture::setupEffect(config); } } }; TEST_F(SacrificeApplyTest, ResurrectsTarget) { using namespace ::battle; const int32_t effectPower = 10; const int64_t effectValue = 500; const uint32_t unitId = 42; const int32_t unitAmount = 100; const int32_t unitHP = 1000; const uint32_t victimId = 4242; const int32_t victimCount = 5; const int32_t victimUnitHP = 100; const auto pikeman = CreatureID(unitId).toCreature(); const int64_t expectedHealValue = (effectPower + victimUnitHP + effectValue) * victimCount; auto & targetUnit = unitsFake.add(BattleSide::ATTACKER); EXPECT_CALL(targetUnit, unitBaseAmount()).WillRepeatedly(Return(unitAmount)); EXPECT_CALL(targetUnit, unitId()).WillRepeatedly(Return(unitId)); EXPECT_CALL(targetUnit, unitType()).WillRepeatedly(Return(pikeman)); EXPECT_CALL(mechanicsMock, getEffectPower()).Times(AtLeast(1)).WillRepeatedly(Return(effectPower)); EXPECT_CALL(mechanicsMock, applySpellBonus(_, Eq(&targetUnit))).WillOnce(ReturnArg<0>()); EXPECT_CALL(mechanicsMock, calculateRawEffectValue(_,_)).WillOnce(Return(effectValue)); targetUnit.addNewBonus(std::make_shared(Bonus::PERMANENT, Bonus::STACK_HEALTH, Bonus::CREATURE_ABILITY, unitHP, 0)); auto & victim = unitsFake.add(BattleSide::ATTACKER); EXPECT_CALL(victim, unitId()).Times(AtLeast(1)).WillRepeatedly(Return(victimId)); EXPECT_CALL(victim, getCount()).Times(AtLeast(1)).WillRepeatedly(Return(victimCount)); victim.addNewBonus(std::make_shared(Bonus::PERMANENT, Bonus::STACK_HEALTH, Bonus::CREATURE_ABILITY, victimUnitHP, 0)); EXPECT_CALL(*battleFake, setUnitState(Eq(unitId), _, Eq(expectedHealValue))).Times(1); EXPECT_CALL(*battleFake, removeUnit(Eq(victimId))).Times(1); unitsFake.setDefaultBonusExpectations(); std::shared_ptr targetUnitState = std::make_shared(&targetUnit, &targetUnit); targetUnitState->localInit(&unitEnvironmentMock); { int64_t initialDmg = targetUnitState->getAvailableHealth(); targetUnitState->damage(initialDmg); } EXPECT_CALL(targetUnit, acquire()).WillOnce(Return(targetUnitState)); EXPECT_CALL(serverMock, apply(Matcher(_))).Times(AtLeast(1)); EXPECT_CALL(serverMock, apply(Matcher(_))).Times(AtLeast(1)); setupDefaultRNG(); EffectTarget target; target.emplace_back(&targetUnit, BattleHex()); target.emplace_back(&victim, BattleHex()); subject->apply(&serverMock, &mechanicsMock, target); EXPECT_EQ(targetUnitState->getAvailableHealth(), expectedHealValue); } }