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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
420 lines
11 KiB
C++
420 lines
11 KiB
C++
/*
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* CBattleInfoCallbackTest.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 "../../lib/battle/CBattleInfoCallback.h"
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#include <vstd/RNG.h>
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#include "../../lib/NetPacksBase.h"
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#include "mock/mock_BonusBearer.h"
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#include "mock/mock_battle_IBattleState.h"
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#include "mock/mock_battle_Unit.h"
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using namespace battle;
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using namespace testing;
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class UnitFake : public UnitMock
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{
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public:
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void addNewBonus(const std::shared_ptr<Bonus> & b)
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{
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bonusFake.addNewBonus(b);
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}
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void makeAlive()
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{
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EXPECT_CALL(*this, alive()).WillRepeatedly(Return(true));
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}
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void makeWarMachine()
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{
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addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::SIEGE_WEAPON, Bonus::CREATURE_ABILITY, 1, 0));
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}
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void redirectBonusesToFake()
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{
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ON_CALL(*this, getAllBonuses(_, _, _, _)).WillByDefault(Invoke(&bonusFake, &BonusBearerMock::getAllBonuses));
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ON_CALL(*this, getTreeVersion()).WillByDefault(Invoke(&bonusFake, &BonusBearerMock::getTreeVersion));
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}
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void expectAnyBonusSystemCall()
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{
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EXPECT_CALL(*this, getAllBonuses(_, _, _, _)).Times(AtLeast(0));
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EXPECT_CALL(*this, getTreeVersion()).Times(AtLeast(0));
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}
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void setDefaultExpectations()
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{
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EXPECT_CALL(*this, unitSlot()).WillRepeatedly(Return(SlotID(0)));
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EXPECT_CALL(*this, creatureIndex()).WillRepeatedly(Return(0));
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}
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private:
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BonusBearerMock bonusFake;
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};
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class UnitsFake
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{
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public:
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std::vector<std::shared_ptr<UnitFake>> allUnits;
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UnitFake & add(ui8 side)
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{
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UnitFake * unit = new UnitFake();
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EXPECT_CALL(*unit, unitSide()).WillRepeatedly(Return(side));
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unit->setDefaultExpectations();
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allUnits.emplace_back(unit);
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return *allUnits.back().get();
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}
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Units getUnitsIf(UnitFilter predicate) const
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{
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Units ret;
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for(auto & unit : allUnits)
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{
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if(predicate(unit.get()))
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ret.push_back(unit.get());
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}
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return ret;
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}
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void setDefaultBonusExpectations()
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{
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for(auto & unit : allUnits)
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{
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unit->redirectBonusesToFake();
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unit->expectAnyBonusSystemCall();
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}
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}
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};
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class CBattleInfoCallbackTest : public Test
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{
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public:
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class TestSubject : public CBattleInfoCallback
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{
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public:
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TestSubject()
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: CBattleInfoCallback()
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{
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}
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void setBattle(const IBattleInfo * battleInfo)
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{
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CBattleInfoCallback::setBattle(battleInfo);
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}
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};
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TestSubject subject;
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BattleStateMock battleMock;
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UnitsFake unitsFake;
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void startBattle()
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{
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subject.setBattle(&battleMock);
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}
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void redirectUnitsToFake()
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{
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ON_CALL(battleMock, getUnitsIf(_)).WillByDefault(Invoke(&unitsFake, &UnitsFake::getUnitsIf));
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}
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};
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class BattleFinishedTest : public CBattleInfoCallbackTest
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{
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public:
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void expectBattleNotFinished()
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{
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auto ret = subject.battleIsFinished();
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EXPECT_FALSE(ret);
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}
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void expectBattleDraw()
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{
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auto ret = subject.battleIsFinished();
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EXPECT_TRUE(ret);
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EXPECT_EQ(*ret, 2);
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}
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void expectBattleWinner(ui8 side)
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{
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auto ret = subject.battleIsFinished();
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EXPECT_TRUE(ret);
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EXPECT_EQ(*ret, side);
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}
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void expectBattleLooser(ui8 side)
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{
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auto ret = subject.battleIsFinished();
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EXPECT_TRUE(ret);
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EXPECT_NE(*ret, (int)side);
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}
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void setDefaultExpectations()
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{
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redirectUnitsToFake();
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unitsFake.setDefaultBonusExpectations();
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EXPECT_CALL(battleMock, getUnitsIf(_)).Times(1);
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}
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};
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TEST_F(BattleFinishedTest, NoBattleIsDraw)
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{
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expectBattleDraw();
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}
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TEST_F(BattleFinishedTest, EmptyBattleIsDraw)
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{
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setDefaultExpectations();
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startBattle();
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expectBattleDraw();
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}
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TEST_F(BattleFinishedTest, LastAliveUnitWins)
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{
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UnitFake & unit = unitsFake.add(1);
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unit.makeAlive();
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setDefaultExpectations();
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startBattle();
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expectBattleWinner(1);
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}
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TEST_F(BattleFinishedTest, TwoUnitsContinueFight)
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{
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UnitFake & unit1 = unitsFake.add(0);
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unit1.makeAlive();
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UnitFake & unit2 = unitsFake.add(1);
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unit2.makeAlive();
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setDefaultExpectations();
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startBattle();
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expectBattleNotFinished();
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}
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TEST_F(BattleFinishedTest, LastWarMachineNotWins)
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{
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UnitFake & unit = unitsFake.add(0);
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unit.makeAlive();
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unit.makeWarMachine();
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setDefaultExpectations();
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startBattle();
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expectBattleLooser(0);
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}
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TEST_F(BattleFinishedTest, LastWarMachineLoose)
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{
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UnitFake & unit1 = unitsFake.add(0);
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unit1.makeAlive();
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UnitFake & unit2 = unitsFake.add(1);
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unit2.makeAlive();
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unit2.makeWarMachine();
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setDefaultExpectations();
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startBattle();
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expectBattleWinner(0);
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}
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class BattleMatchOwnerTest : public CBattleInfoCallbackTest
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{
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public:
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void setDefaultExpectations()
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{
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redirectUnitsToFake();
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unitsFake.setDefaultBonusExpectations();
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EXPECT_CALL(battleMock, getSidePlayer(Eq(BattleSide::ATTACKER))).WillRepeatedly(Return(PlayerColor(0)));
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EXPECT_CALL(battleMock, getSidePlayer(Eq(BattleSide::DEFENDER))).WillRepeatedly(Return(PlayerColor(1)));
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}
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};
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TEST_F(BattleMatchOwnerTest, normalToSelf)
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{
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UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
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EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
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setDefaultExpectations();
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startBattle();
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EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit1, true));
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EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit1, boost::logic::indeterminate));
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EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit1, false));
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}
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TEST_F(BattleMatchOwnerTest, hypnotizedToSelf)
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{
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UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
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EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
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unit1.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0));
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setDefaultExpectations();
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startBattle();
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EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit1, true));
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EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit1, boost::logic::indeterminate));
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EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit1, false));
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}
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TEST_F(BattleMatchOwnerTest, normalToNormalAlly)
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{
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UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
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EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
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UnitFake & unit2 = unitsFake.add(BattleSide::ATTACKER);
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EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
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setDefaultExpectations();
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startBattle();
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EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, true));
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EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
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EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, false));
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}
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TEST_F(BattleMatchOwnerTest, hypnotizedToNormalAlly)
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{
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UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
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EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
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unit1.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0));
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UnitFake & unit2 = unitsFake.add(BattleSide::ATTACKER);
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EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
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setDefaultExpectations();
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startBattle();
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EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, true));
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EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
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EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, false));
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}
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TEST_F(BattleMatchOwnerTest, normalToHypnotizedAlly)
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{
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UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
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EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
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UnitFake & unit2 = unitsFake.add(BattleSide::ATTACKER);
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EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
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unit2.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0));
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setDefaultExpectations();
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startBattle();
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EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, true));
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EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
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EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, false));
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}
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TEST_F(BattleMatchOwnerTest, hypnotizedToHypnotizedAlly)
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{
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UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
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EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
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unit1.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0));
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UnitFake & unit2 = unitsFake.add(BattleSide::ATTACKER);
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EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
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unit2.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0));
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setDefaultExpectations();
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startBattle();
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EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, true));
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EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
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EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, false));
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}
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TEST_F(BattleMatchOwnerTest, normalToNormalEnemy)
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{
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UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
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EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
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UnitFake & unit2 = unitsFake.add(BattleSide::DEFENDER);
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EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
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setDefaultExpectations();
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startBattle();
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EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, true));
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EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
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EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, false));
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}
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TEST_F(BattleMatchOwnerTest, hypnotizedToNormalEnemy)
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{
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UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
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EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
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unit1.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0));
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UnitFake & unit2 = unitsFake.add(BattleSide::DEFENDER);
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EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
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setDefaultExpectations();
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startBattle();
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EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, true));
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EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
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EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, false));
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}
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TEST_F(BattleMatchOwnerTest, normalToHypnotizedEnemy)
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{
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UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
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EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
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UnitFake & unit2 = unitsFake.add(BattleSide::DEFENDER);
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EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
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unit2.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0));
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setDefaultExpectations();
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startBattle();
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EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, true));
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EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
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EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, false));
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}
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TEST_F(BattleMatchOwnerTest, hypnotizedToHypnotizedEnemy)
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{
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UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
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EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
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unit1.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0));
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UnitFake & unit2 = unitsFake.add(BattleSide::DEFENDER);
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EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
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unit2.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0));
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setDefaultExpectations();
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startBattle();
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EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, true));
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EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
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EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, false));
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}
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