/* * CGameStateTest.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 "mock/mock_Services.h" #include "mock/mock_MapService.h" #include "mock/mock_IGameCallback.h" #include "mock/mock_spells_Problem.h" #include "../../lib/VCMIDirs.h" #include "../../lib/json/JsonUtils.h" #include "../../lib/gameState/CGameState.h" #include "../../lib/networkPacks/PacksForClient.h" #include "../../lib/networkPacks/PacksForClientBattle.h" #include "../../lib/networkPacks/SetStackEffect.h" #include "../../lib/StartInfo.h" #include "../../lib/TerrainHandler.h" #include "../../lib/battle/BattleInfo.h" #include "../../lib/battle/BattleLayout.h" #include "../../lib/CStack.h" #include "../../lib/filesystem/ResourcePath.h" #include "../../lib/mapping/CMap.h" #include "../../lib/spells/CSpellHandler.h" #include "../../lib/spells/ISpellMechanics.h" #include "../../lib/spells/AbilityCaster.h" class CGameStateTest : public ::testing::Test, public SpellCastEnvironment, public MapListener { public: CGameStateTest() : gameCallback(new GameCallbackMock(this)), mapService("test/MiniTest/", this), map(nullptr) { } void SetUp() override { gameState = std::make_shared(); gameCallback->setGameState(gameState.get()); gameState->preInit(&services, gameCallback.get()); } void TearDown() override { gameState.reset(); } bool describeChanges() const override { return true; } void apply(CPackForClient & pack) override { gameState->apply(pack); } void apply(BattleLogMessage & pack) override { gameState->apply(pack); } void apply(BattleStackMoved & pack) override { gameState->apply(pack); } void apply(BattleUnitsChanged & pack) override { gameState->apply(pack); } void apply(SetStackEffect & pack) override { gameState->apply(pack); } void apply(StacksInjured & pack) override { gameState->apply(pack); } void apply(BattleObstaclesChanged & pack) override { gameState->apply(pack); } void apply(CatapultAttack & pack) override { gameState->apply(pack); } void complain(const std::string & problem) override { FAIL() << "Server-side assertion: " << problem; }; vstd::RNG * getRNG() override { return &gameState->getRandomGenerator();//todo: mock this } const CMap * getMap() const override { return map; } const CGameInfoCallback * getCb() const override { return gameState.get(); } void createBoat(const int3 & visitablePosition, BoatId type, PlayerColor initiator) override { } bool moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode) override { return false; } void genericQuery(Query * request, PlayerColor color, std::function)> callback) override { //todo: } void mapLoaded(CMap * map) override { EXPECT_EQ(this->map, nullptr); this->map = map; } void startTestGame() { StartInfo si; si.mapname = "anything";//does not matter, map service mocked si.difficulty = 0; si.mode = EStartMode::NEW_GAME; std::unique_ptr header = mapService.loadMapHeader(ResourcePath(si.mapname)); ASSERT_NE(header.get(), nullptr); //FIXME: this has been copied from CPreGame, but should be part of StartInfo for(int i = 0; i < header->players.size(); i++) { const PlayerInfo & pinfo = header->players[i]; //neither computer nor human can play - no player if (!(pinfo.canHumanPlay || pinfo.canComputerPlay)) continue; PlayerSettings & pset = si.playerInfos[PlayerColor(i)]; pset.color = PlayerColor(i); pset.connectedPlayerIDs.insert(i); pset.name = "Player"; pset.castle = pinfo.defaultCastle(); pset.hero = pinfo.defaultHero(); if(pset.hero != HeroTypeID::RANDOM && pinfo.hasCustomMainHero()) { pset.hero = pinfo.mainCustomHeroId; pset.heroNameTextId = pinfo.mainCustomHeroNameTextId; pset.heroPortrait = HeroTypeID(pinfo.mainCustomHeroPortrait); } } Load::ProgressAccumulator progressTracker; gameState->init(&mapService, &si, progressTracker, false); ASSERT_NE(map, nullptr); ASSERT_EQ(map->heroesOnMap.size(), 2); } void startTestBattle(const CGHeroInstance * attacker, const CGHeroInstance * defender) { BattleSideArray heroes = {attacker, defender}; BattleSideArray armedInstancies = {attacker, defender}; int3 tile(4,4,0); const auto & t = *gameCallback->getTile(tile); auto terrain = t.terType->getId(); BattleField terType(0); BattleLayout layout = BattleLayout::createDefaultLayout(gameState->callback, attacker, defender); //send info about battles BattleInfo * battle = BattleInfo::setupBattle(tile, terrain, terType, armedInstancies, heroes, layout, nullptr); BattleStart bs; bs.info = battle; ASSERT_EQ(gameState->currentBattles.size(), 0); gameCallback->sendAndApply(bs); ASSERT_EQ(gameState->currentBattles.size(), 1); } std::shared_ptr gameState; std::shared_ptr gameCallback; MapServiceMock mapService; ServicesMock services; CMap * map; }; //Issue #2765, Ghost Dragons can cast Age on Catapults TEST_F(CGameStateTest, DISABLED_issue2765) { startTestGame(); CGHeroInstance * attacker = map->heroesOnMap[0]; CGHeroInstance * defender = map->heroesOnMap[1]; ASSERT_NE(attacker->tempOwner, defender->tempOwner); { NewArtifact na; na.artHolder = defender->id; na.artId = ArtifactID::BALLISTA; na.pos = ArtifactPosition::MACH1; gameCallback->sendAndApply(na); } startTestBattle(attacker, defender); { battle::UnitInfo info; info.id = gameState->currentBattles.front()->battleNextUnitId(); info.count = 1; info.type = CreatureID(69); info.side = BattleSide::ATTACKER; info.position = gameState->currentBattles.front()->getAvailableHex(info.type, info.side); info.summoned = false; BattleUnitsChanged pack; pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD); info.save(pack.changedStacks.back().data); gameCallback->sendAndApply(pack); } const CStack * att = nullptr; const CStack * def = nullptr; for(const CStack * s : gameState->currentBattles.front()->stacks) { if(s->unitType()->getId() == CreatureID::BALLISTA && s->unitSide() == BattleSide::DEFENDER) def = s; else if(s->unitType()->getId() == CreatureID(69) && s->unitSide() == BattleSide::ATTACKER) att = s; } ASSERT_NE(att, nullptr); ASSERT_NE(def, nullptr); ASSERT_NE(att, def); EXPECT_NE(att->getMyHero(), defender); EXPECT_NE(def->getMyHero(), attacker); EXPECT_EQ(att->getMyHero(), attacker) << att->nodeName(); EXPECT_EQ(def->getMyHero(), defender) << def->nodeName(); { using namespace ::testing; spells::ProblemMock problemMock; // EXPECT_CALL(problemMock, add(_)); const CSpell * age = SpellID(SpellID::AGE).toSpell(); ASSERT_NE(age, nullptr); spells::AbilityCaster caster(att, 3); //here tested ballista, but this applied to all war machines spells::BattleCast cast(gameState->currentBattles.front().get(), &caster, spells::Mode::PASSIVE, age); spells::Target target; target.emplace_back(def); auto m = age->battleMechanics(&cast); EXPECT_FALSE(m->canBeCastAt(target, problemMock)); EXPECT_TRUE(cast.castIfPossible(this, target));//should be possible, but with no effect (change to aimed cast check?) EXPECT_TRUE(def->activeSpells().empty()); } } TEST_F(CGameStateTest, DISABLED_battleResurrection) { startTestGame(); CGHeroInstance * attacker = map->heroesOnMap[0]; CGHeroInstance * defender = map->heroesOnMap[1]; ASSERT_NE(attacker->tempOwner, defender->tempOwner); attacker->setSecSkillLevel(SecondarySkill::EARTH_MAGIC, 3, true); attacker->addSpellToSpellbook(SpellID::RESURRECTION); attacker->setPrimarySkill(PrimarySkill::SPELL_POWER, 100, true); attacker->setPrimarySkill(PrimarySkill::KNOWLEDGE, 20, true); attacker->mana = attacker->manaLimit(); { NewArtifact na; na.artHolder = attacker->id; na.artId = ArtifactID::SPELLBOOK; na.pos = ArtifactPosition::SPELLBOOK; gameCallback->sendAndApply(na); } startTestBattle(attacker, defender); uint32_t unitId = gameState->currentBattles.front()->battleNextUnitId(); { battle::UnitInfo info; info.id = unitId; info.count = 10; info.type = CreatureID(13); info.side = BattleSide::ATTACKER; info.position = gameState->currentBattles.front()->getAvailableHex(info.type, info.side); info.summoned = false; BattleUnitsChanged pack; pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD); info.save(pack.changedStacks.back().data); gameCallback->sendAndApply(pack); } { battle::UnitInfo info; info.id = gameState->currentBattles.front()->battleNextUnitId(); info.count = 10; info.type = CreatureID(13); info.side = BattleSide::DEFENDER; info.position = gameState->currentBattles.front()->getAvailableHex(info.type, info.side); info.summoned = false; BattleUnitsChanged pack; pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD); info.save(pack.changedStacks.back().data); gameCallback->sendAndApply(pack); } CStack * unit = gameState->currentBattles.front()->getStack(unitId); ASSERT_NE(unit, nullptr); int64_t damage = unit->getMaxHealth() + 1; unit->damage(damage); EXPECT_EQ(unit->getCount(), 9); { using namespace ::testing; spells::ProblemMock problemMock; EXPECT_CALL(problemMock, add(_)).Times(AnyNumber()); //todo: do smth with problems of optional effects const CSpell * spell = SpellID(SpellID::RESURRECTION).toSpell(); ASSERT_NE(spell, nullptr); spells::BattleCast cast(gameState->currentBattles.front().get(), attacker, spells::Mode::HERO, spell); spells::Target target; target.emplace_back(unit); auto m = spell->battleMechanics(&cast); EXPECT_TRUE(m->canBeCast(problemMock)); EXPECT_TRUE(m->canBeCastAt(target, problemMock)); cast.cast(this, target); // // std::vector expLog; // // EXPECT_THAT(problemMock.log, ContainerEq(expLog)); } EXPECT_EQ(unit->health.getCount(), 10); EXPECT_EQ(unit->health.getResurrected(), 0); }