/* * NormalLevelConditionTest.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 "TargetConditionItemFixture.h" namespace test { using namespace ::spells; using namespace ::testing; class NormalLevelConditionTest : public TargetConditionItemTest { public: void setDefaultExpectations() { EXPECT_CALL(mechanicsMock, isMagicalEffect()).WillRepeatedly(Return(true)); EXPECT_CALL(unitMock, getAllBonuses(_, _, _, _)).Times(AtLeast(1)); EXPECT_CALL(unitMock, getTreeVersion()).Times(AtLeast(0)); } void SetUp() override { TargetConditionItemTest::SetUp(); subject = TargetConditionItemFactory::getDefault()->createNormalLevel(); } }; TEST_F(NormalLevelConditionTest, DefaultForAbility) { setDefaultExpectations(); EXPECT_CALL(mechanicsMock, getSpellLevel()).WillRepeatedly(Return(0)); EXPECT_TRUE(subject->isReceptive(&mechanicsMock, &unitMock)); } TEST_F(NormalLevelConditionTest, DefaultForNormal) { setDefaultExpectations(); EXPECT_CALL(mechanicsMock, getSpellLevel()).WillRepeatedly(Return(1)); EXPECT_TRUE(subject->isReceptive(&mechanicsMock, &unitMock)); } TEST_F(NormalLevelConditionTest, ReceptiveNormal) { setDefaultExpectations(); unitBonuses.addNewBonus(std::make_shared(Bonus::ONE_BATTLE, Bonus::LEVEL_SPELL_IMMUNITY, Bonus::OTHER, 3, 0)); EXPECT_CALL(mechanicsMock, getSpellLevel()).Times(AtLeast(1)).WillRepeatedly(Return(4)); EXPECT_TRUE(subject->isReceptive(&mechanicsMock, &unitMock)); } //TODO: this tests covers fact that creature abilities ignored (by spell level == 0), should this be done by ability flag or by cast mode? TEST_F(NormalLevelConditionTest, ReceptiveAbility) { setDefaultExpectations(); unitBonuses.addNewBonus(std::make_shared(Bonus::ONE_BATTLE, Bonus::LEVEL_SPELL_IMMUNITY, Bonus::OTHER, 5, 0)); EXPECT_CALL(mechanicsMock, getSpellLevel()).Times(AtLeast(1)).WillRepeatedly(Return(0)); EXPECT_TRUE(subject->isReceptive(&mechanicsMock, &unitMock)); } TEST_F(NormalLevelConditionTest, ImmuneNormal) { setDefaultExpectations(); unitBonuses.addNewBonus(std::make_shared(Bonus::ONE_BATTLE, Bonus::LEVEL_SPELL_IMMUNITY, Bonus::OTHER, 4, 0)); EXPECT_CALL(mechanicsMock, getSpellLevel()).Times(AtLeast(1)).WillRepeatedly(Return(2)); EXPECT_FALSE(subject->isReceptive(&mechanicsMock, &unitMock)); } }