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vcmi/test/spells/effects/TeleportTest.cpp
AlexVinS ecaa9f5d0b Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2021-02-14 19:05:43 +03:00

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1.8 KiB
C++

/*
* TeleportTest.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 "EffectFixture.h"
#include <vstd/RNG.h>
namespace test
{
using namespace ::spells;
using namespace ::spells::effects;
using namespace ::testing;
class TeleportTest : public Test, public EffectFixture
{
public:
TeleportTest()
: EffectFixture("core:teleport")
{
}
protected:
void SetUp() override
{
EffectFixture::setUp();
setupEffect(JsonNode());
}
};
class TeleportApplyTest : public Test, public EffectFixture
{
public:
TeleportApplyTest()
: EffectFixture("core:teleport")
{
}
protected:
void SetUp() override
{
EffectFixture::setUp();
setupEffect(JsonNode());
}
};
TEST_F(TeleportApplyTest, MovesUnit)
{
battleFake->setupEmptyBattlefield();
uint32_t unitId = 42;
BattleHex initial(1, 1);
BattleHex destination(10, 10);
EXPECT_CALL(*battleFake, getUnitsIf(_)).Times(AtLeast(0));
auto & unit = unitsFake.add(BattleSide::ATTACKER);
EXPECT_CALL(unit, getPosition()).WillRepeatedly(Return(initial));
EXPECT_CALL(unit, unitId()).Times(AtLeast(1)).WillRepeatedly(Return(unitId));
EXPECT_CALL(unit, unitSide()).Times(AtLeast(1));
EXPECT_CALL(unit, doubleWide()).WillRepeatedly(Return(false));
EXPECT_CALL(unit, isValidTarget(Eq(false))).WillRepeatedly(Return(true));
EXPECT_CALL(*battleFake, moveUnit(Eq(unitId), Eq(destination)));
EXPECT_CALL(mechanicsMock, getEffectLevel()).WillRepeatedly(Return(0));
EXPECT_CALL(serverMock, apply(Matcher<BattleStackMoved *>(_))).Times(1);
Target target;
target.emplace_back(&unit, BattleHex());
target.emplace_back(destination);
subject->apply(&serverMock, &mechanicsMock, target);
}
}