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vcmi/test/game/CGameStateTest.cpp
2024-07-29 22:54:42 +02:00

414 lines
10 KiB
C++

/*
* 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/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<CGameState>();
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<void(std::optional<int32_t>)> 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<CMapHeader> 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)
{
const CGHeroInstance * heroes[2] = {attacker, defender};
const CArmedInstance * armedInstancies[2] = {attacker, defender};
int3 tile(4,4,0);
const auto & t = *gameCallback->getTile(tile);
auto terrain = t.terType->getId();
BattleField terType(0);
//send info about battles
BattleInfo * battle = BattleInfo::setupBattle(tile, terrain, terType, armedInstancies, heroes, false, nullptr);
BattleStart bs;
bs.info = battle;
ASSERT_EQ(gameState->currentBattles.size(), 0);
gameCallback->sendAndApply(&bs);
ASSERT_EQ(gameState->currentBattles.size(), 1);
}
std::shared_ptr<CGameState> gameState;
std::shared_ptr<GameCallbackMock> 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);
{
CArtifactInstance * a = new CArtifactInstance();
a->artType = const_cast<CArtifact *>(ArtifactID(ArtifactID::BALLISTA).toArtifact());
NewArtifact na;
na.art = a;
gameCallback->sendAndApply(&na);
PutArtifact pack;
pack.al = ArtifactLocation(defender->id, ArtifactPosition::MACH1);
pack.art = a;
gameCallback->sendAndApply(&pack);
}
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();
{
CArtifactInstance * a = new CArtifactInstance();
a->artType = const_cast<CArtifact *>(ArtifactID(ArtifactID::SPELLBOOK).toArtifact());
NewArtifact na;
na.art = a;
gameCallback->sendAndApply(&na);
PutArtifact pack;
pack.al = ArtifactLocation(attacker->id, ArtifactPosition::SPELLBOOK);
pack.art = a;
gameCallback->sendAndApply(&pack);
}
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<std::string> expLog;
//
// EXPECT_THAT(problemMock.log, ContainerEq(expLog));
}
EXPECT_EQ(unit->health.getCount(), 10);
EXPECT_EQ(unit->health.getResurrected(), 0);
}