1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-16 10:19:47 +02:00
vcmi/test/battle/CUnitStateTest.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

242 lines
6.4 KiB
C++

/*
* CUnitStateTest.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_UnitInfo.h"
#include "mock/mock_UnitEnvironment.h"
#include "../../lib/battle/CUnitState.h"
#include "../../lib/CCreatureHandler.h"
static const int32_t DEFAULT_HP = 123;
static const int32_t DEFAULT_AMOUNT = 100;
static const int32_t DEFAULT_SPEED = 10;
static const BattleHex DEFAULT_POSITION = BattleHex(5, 5);
static const int DEFAULT_ATTACK = 58;
static const int DEFAULT_DEFENCE = 63;
class UnitStateTest : public testing::Test
{
public:
UnitInfoMock infoMock;
UnitEnvironmentMock envMock;
BonusBearerMock bonusMock;
const CCreature * pikeman;
battle::CUnitStateDetached subject;
bool hasAmmoCart;
UnitStateTest()
:infoMock(),
envMock(),
bonusMock(),
subject(&infoMock, &bonusMock),
hasAmmoCart(false)
{
pikeman = CreatureID(0).toCreature();
}
void setDefaultExpectations()
{
using namespace testing;
bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::STACKS_SPEED, Bonus::CREATURE_ABILITY, DEFAULT_SPEED, 0));
bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::CREATURE_ABILITY, DEFAULT_ATTACK, 0, PrimarySkill::ATTACK));
bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::CREATURE_ABILITY, DEFAULT_DEFENCE, 0, PrimarySkill::DEFENSE));
bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::STACK_HEALTH, Bonus::CREATURE_ABILITY, DEFAULT_HP, 0));
EXPECT_CALL(infoMock, unitBaseAmount()).WillRepeatedly(Return(DEFAULT_AMOUNT));
EXPECT_CALL(infoMock, unitType()).WillRepeatedly(Return(pikeman));
EXPECT_CALL(envMock, unitHasAmmoCart(_)).WillRepeatedly(Return(hasAmmoCart));
}
void makeShooter(int32_t ammo)
{
bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::SHOOTER, Bonus::CREATURE_ABILITY, 1, 0));
bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::SHOTS, Bonus::CREATURE_ABILITY, ammo, 0));
}
void initUnit()
{
subject.localInit(&envMock);
subject.position = DEFAULT_POSITION;
}
};
TEST_F(UnitStateTest, initialRegular)
{
setDefaultExpectations();
initUnit();
EXPECT_TRUE(subject.alive());
EXPECT_TRUE(subject.ableToRetaliate());
EXPECT_FALSE(subject.isGhost());
EXPECT_FALSE(subject.isDead());
EXPECT_FALSE(subject.isTurret());
EXPECT_TRUE(subject.isValidTarget(true));
EXPECT_TRUE(subject.isValidTarget(false));
EXPECT_FALSE(subject.isClone());
EXPECT_FALSE(subject.hasClone());
EXPECT_FALSE(subject.canCast());
EXPECT_FALSE(subject.isCaster());
EXPECT_FALSE(subject.canShoot());
EXPECT_FALSE(subject.isShooter());
EXPECT_EQ(subject.getCount(), DEFAULT_AMOUNT);
EXPECT_EQ(subject.getFirstHPleft(), DEFAULT_HP);
EXPECT_EQ(subject.getKilled(), 0);
EXPECT_EQ(subject.getAvailableHealth(), DEFAULT_HP * DEFAULT_AMOUNT);
EXPECT_EQ(subject.getTotalHealth(), subject.getAvailableHealth());
EXPECT_EQ(subject.getPosition(), DEFAULT_POSITION);
EXPECT_EQ(subject.getInitiative(), DEFAULT_SPEED);
EXPECT_EQ(subject.getInitiative(123456), DEFAULT_SPEED);
EXPECT_TRUE(subject.canMove());
EXPECT_TRUE(subject.canMove(123456));
EXPECT_FALSE(subject.defended());
EXPECT_FALSE(subject.defended(123456));
EXPECT_FALSE(subject.moved());
EXPECT_FALSE(subject.moved(123456));
EXPECT_TRUE(subject.willMove());
EXPECT_TRUE(subject.willMove(123456));
EXPECT_FALSE(subject.waited());
EXPECT_FALSE(subject.waited(123456));
EXPECT_EQ(subject.getTotalAttacks(true), 1);
EXPECT_EQ(subject.getTotalAttacks(false), 1);
}
TEST_F(UnitStateTest, canShoot)
{
setDefaultExpectations();
makeShooter(1);
initUnit();
EXPECT_FALSE(subject.canCast());
EXPECT_FALSE(subject.isCaster());
EXPECT_TRUE(subject.canShoot());
EXPECT_TRUE(subject.isShooter());
subject.afterAttack(true, false);
EXPECT_FALSE(subject.canShoot());
EXPECT_TRUE(subject.isShooter());
}
TEST_F(UnitStateTest, canShootWithAmmoCart)
{
hasAmmoCart = true;
setDefaultExpectations();
makeShooter(1);
initUnit();
EXPECT_FALSE(subject.canCast());
EXPECT_FALSE(subject.isCaster());
EXPECT_TRUE(subject.canShoot());
EXPECT_TRUE(subject.isShooter());
subject.afterAttack(true, false);
EXPECT_TRUE(subject.canShoot());
EXPECT_TRUE(subject.isShooter());
}
TEST_F(UnitStateTest, getAttack)
{
setDefaultExpectations();
EXPECT_EQ(subject.getAttack(false), DEFAULT_ATTACK);
EXPECT_EQ(subject.getAttack(true), DEFAULT_ATTACK);
}
TEST_F(UnitStateTest, getDefence)
{
setDefaultExpectations();
EXPECT_EQ(subject.getDefence(false), DEFAULT_DEFENCE);
EXPECT_EQ(subject.getDefence(true), DEFAULT_DEFENCE);
}
TEST_F(UnitStateTest, attackWithFrenzy)
{
setDefaultExpectations();
bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::IN_FRENZY, Bonus::SPELL_EFFECT, 50, 0));
int expectedAttack = DEFAULT_ATTACK + 0.5 * DEFAULT_DEFENCE;
EXPECT_EQ(subject.getAttack(false), expectedAttack);
EXPECT_EQ(subject.getAttack(true), expectedAttack);
}
TEST_F(UnitStateTest, defenceWithFrenzy)
{
setDefaultExpectations();
bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::IN_FRENZY, Bonus::SPELL_EFFECT, 50, 0));
int expectedDefence = 0;
EXPECT_EQ(subject.getDefence(false), expectedDefence);
EXPECT_EQ(subject.getDefence(true), expectedDefence);
}
TEST_F(UnitStateTest, additionalAttack)
{
setDefaultExpectations();
{
auto bonus = std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::ADDITIONAL_ATTACK, Bonus::SPELL_EFFECT, 41, 0);
bonusMock.addNewBonus(bonus);
}
EXPECT_EQ(subject.getTotalAttacks(false), 42);
EXPECT_EQ(subject.getTotalAttacks(true), 42);
}
TEST_F(UnitStateTest, additionalMeleeAttack)
{
setDefaultExpectations();
{
auto bonus = std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::ADDITIONAL_ATTACK, Bonus::SPELL_EFFECT, 41, 0);
bonus->effectRange = Bonus::ONLY_MELEE_FIGHT;
bonusMock.addNewBonus(bonus);
}
EXPECT_EQ(subject.getTotalAttacks(false), 42);
EXPECT_EQ(subject.getTotalAttacks(true), 1);
}
TEST_F(UnitStateTest, additionalRangedAttack)
{
setDefaultExpectations();
{
auto bonus = std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::ADDITIONAL_ATTACK, Bonus::SPELL_EFFECT, 41, 0);
bonus->effectRange = Bonus::ONLY_DISTANCE_FIGHT;
bonusMock.addNewBonus(bonus);
}
EXPECT_EQ(subject.getTotalAttacks(false), 1);
EXPECT_EQ(subject.getTotalAttacks(true), 42);
}