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0b70baa95e
* 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
242 lines
6.4 KiB
C++
242 lines
6.4 KiB
C++
/*
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* CUnitStateTest.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "mock/mock_BonusBearer.h"
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#include "mock/mock_UnitInfo.h"
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#include "mock/mock_UnitEnvironment.h"
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#include "../../lib/battle/CUnitState.h"
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#include "../../lib/CCreatureHandler.h"
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static const int32_t DEFAULT_HP = 123;
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static const int32_t DEFAULT_AMOUNT = 100;
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static const int32_t DEFAULT_SPEED = 10;
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static const BattleHex DEFAULT_POSITION = BattleHex(5, 5);
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static const int DEFAULT_ATTACK = 58;
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static const int DEFAULT_DEFENCE = 63;
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class UnitStateTest : public testing::Test
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{
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public:
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UnitInfoMock infoMock;
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UnitEnvironmentMock envMock;
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BonusBearerMock bonusMock;
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const CCreature * pikeman;
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battle::CUnitStateDetached subject;
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bool hasAmmoCart;
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UnitStateTest()
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:infoMock(),
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envMock(),
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bonusMock(),
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subject(&infoMock, &bonusMock),
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hasAmmoCart(false)
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{
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pikeman = CreatureID(0).toCreature();
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}
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void setDefaultExpectations()
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{
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using namespace testing;
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bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::STACKS_SPEED, Bonus::CREATURE_ABILITY, DEFAULT_SPEED, 0));
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bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::CREATURE_ABILITY, DEFAULT_ATTACK, 0, PrimarySkill::ATTACK));
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bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::CREATURE_ABILITY, DEFAULT_DEFENCE, 0, PrimarySkill::DEFENSE));
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bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::STACK_HEALTH, Bonus::CREATURE_ABILITY, DEFAULT_HP, 0));
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EXPECT_CALL(infoMock, unitBaseAmount()).WillRepeatedly(Return(DEFAULT_AMOUNT));
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EXPECT_CALL(infoMock, unitType()).WillRepeatedly(Return(pikeman));
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EXPECT_CALL(envMock, unitHasAmmoCart(_)).WillRepeatedly(Return(hasAmmoCart));
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}
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void makeShooter(int32_t ammo)
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{
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bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::SHOOTER, Bonus::CREATURE_ABILITY, 1, 0));
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bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::SHOTS, Bonus::CREATURE_ABILITY, ammo, 0));
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}
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void initUnit()
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{
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subject.localInit(&envMock);
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subject.position = DEFAULT_POSITION;
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}
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};
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TEST_F(UnitStateTest, initialRegular)
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{
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setDefaultExpectations();
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initUnit();
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EXPECT_TRUE(subject.alive());
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EXPECT_TRUE(subject.ableToRetaliate());
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EXPECT_FALSE(subject.isGhost());
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EXPECT_FALSE(subject.isDead());
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EXPECT_FALSE(subject.isTurret());
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EXPECT_TRUE(subject.isValidTarget(true));
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EXPECT_TRUE(subject.isValidTarget(false));
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EXPECT_FALSE(subject.isClone());
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EXPECT_FALSE(subject.hasClone());
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EXPECT_FALSE(subject.canCast());
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EXPECT_FALSE(subject.isCaster());
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EXPECT_FALSE(subject.canShoot());
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EXPECT_FALSE(subject.isShooter());
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EXPECT_EQ(subject.getCount(), DEFAULT_AMOUNT);
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EXPECT_EQ(subject.getFirstHPleft(), DEFAULT_HP);
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EXPECT_EQ(subject.getKilled(), 0);
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EXPECT_EQ(subject.getAvailableHealth(), DEFAULT_HP * DEFAULT_AMOUNT);
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EXPECT_EQ(subject.getTotalHealth(), subject.getAvailableHealth());
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EXPECT_EQ(subject.getPosition(), DEFAULT_POSITION);
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EXPECT_EQ(subject.getInitiative(), DEFAULT_SPEED);
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EXPECT_EQ(subject.getInitiative(123456), DEFAULT_SPEED);
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EXPECT_TRUE(subject.canMove());
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EXPECT_TRUE(subject.canMove(123456));
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EXPECT_FALSE(subject.defended());
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EXPECT_FALSE(subject.defended(123456));
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EXPECT_FALSE(subject.moved());
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EXPECT_FALSE(subject.moved(123456));
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EXPECT_TRUE(subject.willMove());
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EXPECT_TRUE(subject.willMove(123456));
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EXPECT_FALSE(subject.waited());
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EXPECT_FALSE(subject.waited(123456));
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EXPECT_EQ(subject.getTotalAttacks(true), 1);
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EXPECT_EQ(subject.getTotalAttacks(false), 1);
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}
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TEST_F(UnitStateTest, canShoot)
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{
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setDefaultExpectations();
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makeShooter(1);
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initUnit();
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EXPECT_FALSE(subject.canCast());
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EXPECT_FALSE(subject.isCaster());
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EXPECT_TRUE(subject.canShoot());
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EXPECT_TRUE(subject.isShooter());
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subject.afterAttack(true, false);
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EXPECT_FALSE(subject.canShoot());
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EXPECT_TRUE(subject.isShooter());
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}
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TEST_F(UnitStateTest, canShootWithAmmoCart)
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{
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hasAmmoCart = true;
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setDefaultExpectations();
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makeShooter(1);
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initUnit();
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EXPECT_FALSE(subject.canCast());
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EXPECT_FALSE(subject.isCaster());
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EXPECT_TRUE(subject.canShoot());
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EXPECT_TRUE(subject.isShooter());
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subject.afterAttack(true, false);
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EXPECT_TRUE(subject.canShoot());
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EXPECT_TRUE(subject.isShooter());
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}
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TEST_F(UnitStateTest, getAttack)
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{
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setDefaultExpectations();
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EXPECT_EQ(subject.getAttack(false), DEFAULT_ATTACK);
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EXPECT_EQ(subject.getAttack(true), DEFAULT_ATTACK);
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}
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TEST_F(UnitStateTest, getDefence)
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{
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setDefaultExpectations();
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EXPECT_EQ(subject.getDefence(false), DEFAULT_DEFENCE);
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EXPECT_EQ(subject.getDefence(true), DEFAULT_DEFENCE);
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}
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TEST_F(UnitStateTest, attackWithFrenzy)
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{
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setDefaultExpectations();
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bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::IN_FRENZY, Bonus::SPELL_EFFECT, 50, 0));
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int expectedAttack = DEFAULT_ATTACK + 0.5 * DEFAULT_DEFENCE;
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EXPECT_EQ(subject.getAttack(false), expectedAttack);
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EXPECT_EQ(subject.getAttack(true), expectedAttack);
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}
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TEST_F(UnitStateTest, defenceWithFrenzy)
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{
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setDefaultExpectations();
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bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::IN_FRENZY, Bonus::SPELL_EFFECT, 50, 0));
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int expectedDefence = 0;
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EXPECT_EQ(subject.getDefence(false), expectedDefence);
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EXPECT_EQ(subject.getDefence(true), expectedDefence);
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}
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TEST_F(UnitStateTest, additionalAttack)
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{
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setDefaultExpectations();
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{
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auto bonus = std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::ADDITIONAL_ATTACK, Bonus::SPELL_EFFECT, 41, 0);
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bonusMock.addNewBonus(bonus);
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}
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EXPECT_EQ(subject.getTotalAttacks(false), 42);
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EXPECT_EQ(subject.getTotalAttacks(true), 42);
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}
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TEST_F(UnitStateTest, additionalMeleeAttack)
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{
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setDefaultExpectations();
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{
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auto bonus = std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::ADDITIONAL_ATTACK, Bonus::SPELL_EFFECT, 41, 0);
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bonus->effectRange = Bonus::ONLY_MELEE_FIGHT;
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bonusMock.addNewBonus(bonus);
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}
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EXPECT_EQ(subject.getTotalAttacks(false), 42);
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EXPECT_EQ(subject.getTotalAttacks(true), 1);
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}
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TEST_F(UnitStateTest, additionalRangedAttack)
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{
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setDefaultExpectations();
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{
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auto bonus = std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::ADDITIONAL_ATTACK, Bonus::SPELL_EFFECT, 41, 0);
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bonus->effectRange = Bonus::ONLY_DISTANCE_FIGHT;
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bonusMock.addNewBonus(bonus);
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}
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EXPECT_EQ(subject.getTotalAttacks(false), 1);
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EXPECT_EQ(subject.getTotalAttacks(true), 42);
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}
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