/* * 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 WithParamInterface { public: bool isMagicalEffect; void setDefaultExpectations() { isMagicalEffect = GetParam(); EXPECT_CALL(mechanicsMock, isMagicalEffect()).WillRepeatedly(Return(isMagicalEffect)); if(isMagicalEffect) EXPECT_CALL(unitMock, getAllBonuses(_, _, _, _)).Times(AtLeast(1)); EXPECT_CALL(unitMock, getTreeVersion()).Times(AtLeast(0)); } void SetUp() override { TargetConditionItemTest::SetUp(); subject = TargetConditionItemFactory::getDefault()->createNormalLevel(); } }; TEST_P(NormalLevelConditionTest, DefaultForAbility) { setDefaultExpectations(); EXPECT_CALL(mechanicsMock, getSpellLevel()).WillRepeatedly(Return(0)); EXPECT_TRUE(subject->isReceptive(&mechanicsMock, &unitMock)); } TEST_P(NormalLevelConditionTest, DefaultForNormal) { setDefaultExpectations(); EXPECT_CALL(mechanicsMock, getSpellLevel()).WillRepeatedly(Return(1)); EXPECT_TRUE(subject->isReceptive(&mechanicsMock, &unitMock)); } TEST_P(NormalLevelConditionTest, ReceptiveNormal) { setDefaultExpectations(); unitBonuses.addNewBonus(std::make_shared(BonusDuration::ONE_BATTLE, BonusType::LEVEL_SPELL_IMMUNITY, BonusSource::OTHER, 3, 0)); if(isMagicalEffect) 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_P(NormalLevelConditionTest, ReceptiveAbility) { setDefaultExpectations(); unitBonuses.addNewBonus(std::make_shared(BonusDuration::ONE_BATTLE, BonusType::LEVEL_SPELL_IMMUNITY, BonusSource::OTHER, 5, 0)); if(isMagicalEffect) EXPECT_CALL(mechanicsMock, getSpellLevel()).Times(AtLeast(1)).WillRepeatedly(Return(0)); EXPECT_TRUE(subject->isReceptive(&mechanicsMock, &unitMock)); } TEST_P(NormalLevelConditionTest, ImmuneNormal) { setDefaultExpectations(); unitBonuses.addNewBonus(std::make_shared(BonusDuration::ONE_BATTLE, BonusType::LEVEL_SPELL_IMMUNITY, BonusSource::OTHER, 4, 0)); if(isMagicalEffect) EXPECT_CALL(mechanicsMock, getSpellLevel()).Times(AtLeast(1)).WillRepeatedly(Return(2)); EXPECT_EQ(!isMagicalEffect, subject->isReceptive(&mechanicsMock, &unitMock)); } INSTANTIATE_TEST_SUITE_P ( ByMagicalEffect, NormalLevelConditionTest, Values(false, true) ); }