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vcmi/test/battle/CUnitStateMagicTest.cpp
AlexVinS 0b70baa95e Spells configuration version 2 (effect-based)
* Indirect spell effects loading
* Json serializer improvements
* spell->canBeCastAt do not allow useless cast for any spell
* Added proxy caster class for spell-created obstacles
* Handle damage from spell-created obstacles inside mechanics
* Experimental GameState integration/regression tests
* Ignore mod settings and load only "vcmi" mod when running tests
* fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests)
* Huge improvements of BattleAI regarding spell casts
* AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells.
* Possible fix for https://bugs.vcmi.eu/view.php?id=1811
* CStack factored out to several classes
* [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional
* [Battle] Allowed BattleAction have multiple destinations
* [Spells] Converted limit|immunity to target condition
* [Spells] Use partial configuration reload for backward compatibility handling
* [Tests] Started tests for CUnitState
* Partial fixes of fire shield effect
* [Battle] Do HP calculations in 64 bits
* [BattleAI] Use threading for spell cast evaluation
* [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state)
* Implemented https://bugs.vcmi.eu/view.php?id=2811
* plug rare freeze when hypnotized unit shots vertically
* Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense
* [BattleAI] Try to not waste a cast if battle is actually won already
* Extended JsonSerializeFormat API
* fixed https://bugs.vcmi.eu/view.php?id=2847
* Any unit effect can be now chained (not only damage like Chain Lightning)
** only damage effect for now actually uses "chainFactor"
* Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2018-02-08 11:37:21 +03:00

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/*
* CUnitStateMagicTest.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_BonusBearer.h"
#include "mock/mock_spells_Spell.h"
#include "mock/mock_UnitInfo.h"
#include "mock/mock_UnitEnvironment.h"
#include "../../lib/battle/CUnitState.h"
#include "../../lib/CCreatureHandler.h"
class UnitStateMagicTest : public testing::Test
{
public:
UnitInfoMock infoMock;
UnitEnvironmentMock envMock;
BonusBearerMock bonusMock;
spells::SpellMock spellMock;
const CCreature * pikeman;
battle::CUnitStateDetached subject;
const int32_t DEFAULT_AMOUNT = 100;
const int32_t DEFAULT_SPELL_INDEX = 42000000; //could be anything but should be far out of spellhandler bounds
const int32_t DEFAULT_SCHOOL_LEVEL = 2;
UnitStateMagicTest()
:infoMock(),
envMock(),
bonusMock(),
spellMock(),
subject(&infoMock, &bonusMock)
{
pikeman = CreatureID(0).toCreature();
}
void setDefaultExpectations()
{
using namespace testing;
EXPECT_CALL(infoMock, unitBaseAmount()).WillRepeatedly(Return(DEFAULT_AMOUNT));
EXPECT_CALL(spellMock, getIndex()).WillRepeatedly(Return(DEFAULT_SPELL_INDEX));
}
void initUnit()
{
subject.localInit(&envMock);
}
void makeNormalCaster()
{
bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::SPELLCASTER, Bonus::CREATURE_ABILITY, DEFAULT_SCHOOL_LEVEL, 0, DEFAULT_SPELL_INDEX));
}
};
TEST_F(UnitStateMagicTest, initialNormal)
{
setDefaultExpectations();
bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::CASTS, Bonus::CREATURE_ABILITY, 567, 0));
initUnit();
EXPECT_TRUE(subject.canCast());
EXPECT_TRUE(subject.isCaster());
EXPECT_EQ(subject.casts.total(), 567);
EXPECT_EQ(subject.casts.available(), 567);
}
TEST_F(UnitStateMagicTest, schoolLevelByDefault)
{
setDefaultExpectations();
initUnit();
EXPECT_EQ(subject.getSpellSchoolLevel(&spellMock, nullptr), 0);
}
TEST_F(UnitStateMagicTest, schoolLevelForNormalCaster)
{
setDefaultExpectations();
initUnit();
makeNormalCaster();
EXPECT_EQ(subject.getSpellSchoolLevel(&spellMock, nullptr), DEFAULT_SCHOOL_LEVEL);
}
TEST_F(UnitStateMagicTest, effectLevelForNormalCaster)
{
setDefaultExpectations();
initUnit();
makeNormalCaster();
EXPECT_EQ(subject.getEffectLevel(&spellMock), DEFAULT_SCHOOL_LEVEL);
}
TEST_F(UnitStateMagicTest, spellBonus)
{
setDefaultExpectations();
initUnit();
makeNormalCaster();
EXPECT_EQ(subject.getSpellBonus(&spellMock, 12345, &subject), 12345);
}
TEST_F(UnitStateMagicTest, specificSpellBonus)
{
setDefaultExpectations();
initUnit();
makeNormalCaster();
EXPECT_EQ(subject.getSpecificSpellBonus(&spellMock, 12345), 12345);
}
TEST_F(UnitStateMagicTest, effectPower)
{
setDefaultExpectations();
initUnit();
const int32_t EFFECT_POWER = 12 * 100;
bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::CREATURE_SPELL_POWER, Bonus::CREATURE_ABILITY, EFFECT_POWER, 0));
makeNormalCaster();
EXPECT_EQ(subject.getEffectPower(&spellMock), 12 * DEFAULT_AMOUNT);
}
TEST_F(UnitStateMagicTest, enchantPowerByDefault)
{
setDefaultExpectations();
initUnit();
makeNormalCaster();
EXPECT_EQ(subject.getEnchantPower(&spellMock), 3);
}
TEST_F(UnitStateMagicTest, enchantPower)
{
setDefaultExpectations();
initUnit();
const int32_t ENCHANT_POWER = 42;
bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::CREATURE_ENCHANT_POWER, Bonus::CREATURE_ABILITY, ENCHANT_POWER, 0));
makeNormalCaster();
EXPECT_EQ(subject.getEnchantPower(&spellMock), ENCHANT_POWER);
}
TEST_F(UnitStateMagicTest, effectValueByDefault)
{
setDefaultExpectations();
initUnit();
makeNormalCaster();
EXPECT_EQ(subject.getEffectValue(&spellMock), 0);
}
TEST_F(UnitStateMagicTest, effectValue)
{
setDefaultExpectations();
initUnit();
const int32_t EFFECT_VALUE = 456;
bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::SPECIFIC_SPELL_POWER, Bonus::CREATURE_ABILITY, EFFECT_VALUE, 0, DEFAULT_SPELL_INDEX));
makeNormalCaster();
EXPECT_EQ(subject.getEffectValue(&spellMock), EFFECT_VALUE * DEFAULT_AMOUNT);
}
TEST_F(UnitStateMagicTest, getOwner)
{
using namespace testing;
setDefaultExpectations();
initUnit();
PlayerColor player(123);
PlayerColor otherPlayer(124);
EXPECT_CALL(infoMock, unitOwner()).WillRepeatedly(Return(player));
ON_CALL(envMock, unitEffectiveOwner(Eq(&subject))).WillByDefault(Return(otherPlayer));
EXPECT_CALL(envMock, unitEffectiveOwner(_));
EXPECT_EQ(subject.getOwner(), otherPlayer);
}
TEST_F(UnitStateMagicTest, spendMana)
{
setDefaultExpectations();
bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::CASTS, Bonus::CREATURE_ABILITY, 1, 0));
initUnit();
EXPECT_TRUE(subject.canCast());
subject.spendMana(nullptr, 1);
EXPECT_FALSE(subject.canCast());
}
//TODO:getCasterName
//TODO:getCastDescription
//TODO:spendMana