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404 lines
10 KiB
C++
404 lines
10 KiB
C++
/*
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* CGameStateTest.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_Services.h"
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#include "mock/mock_MapService.h"
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#include "mock/mock_IGameCallback.h"
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#include "mock/mock_spells_Problem.h"
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#include "../../lib/VCMIDirs.h"
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#include "../../lib/json/JsonUtils.h"
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#include "../../lib/gameState/CGameState.h"
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#include "../../lib/networkPacks/PacksForClient.h"
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#include "../../lib/networkPacks/PacksForClientBattle.h"
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#include "../../lib/networkPacks/SetStackEffect.h"
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#include "../../lib/StartInfo.h"
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#include "../../lib/TerrainHandler.h"
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#include "../../lib/battle/BattleInfo.h"
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#include "../../lib/battle/BattleLayout.h"
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#include "../../lib/CStack.h"
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#include "../../lib/filesystem/ResourcePath.h"
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#include "../../lib/mapping/CMap.h"
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#include "../../lib/spells/CSpellHandler.h"
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#include "../../lib/spells/ISpellMechanics.h"
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#include "../../lib/spells/AbilityCaster.h"
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class CGameStateTest : public ::testing::Test, public SpellCastEnvironment, public MapListener
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{
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public:
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CGameStateTest()
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: gameCallback(new GameCallbackMock(this)),
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mapService("test/MiniTest/", this),
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map(nullptr)
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{
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}
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void SetUp() override
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{
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gameState = std::make_shared<CGameState>();
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gameCallback->setGameState(gameState.get());
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gameState->preInit(&services, gameCallback.get());
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}
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void TearDown() override
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{
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gameState.reset();
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}
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bool describeChanges() const override
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{
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return true;
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}
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void apply(CPackForClient & pack) override
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{
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gameState->apply(pack);
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}
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void apply(BattleLogMessage & pack) override
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{
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gameState->apply(pack);
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}
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void apply(BattleStackMoved & pack) override
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{
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gameState->apply(pack);
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}
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void apply(BattleUnitsChanged & pack) override
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{
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gameState->apply(pack);
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}
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void apply(SetStackEffect & pack) override
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{
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gameState->apply(pack);
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}
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void apply(StacksInjured & pack) override
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{
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gameState->apply(pack);
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}
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void apply(BattleObstaclesChanged & pack) override
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{
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gameState->apply(pack);
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}
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void apply(CatapultAttack & pack) override
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{
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gameState->apply(pack);
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}
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void complain(const std::string & problem) override
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{
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FAIL() << "Server-side assertion: " << problem;
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};
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vstd::RNG * getRNG() override
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{
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return &gameState->getRandomGenerator();//todo: mock this
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}
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const CMap * getMap() const override
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{
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return map;
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}
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const CGameInfoCallback * getCb() const override
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{
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return gameState.get();
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}
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void createBoat(const int3 & visitablePosition, BoatId type, PlayerColor initiator) override
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{
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}
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bool moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode) override
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{
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return false;
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}
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void genericQuery(Query * request, PlayerColor color, std::function<void(std::optional<int32_t>)> callback) override
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{
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//todo:
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}
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void mapLoaded(CMap * map) override
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{
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EXPECT_EQ(this->map, nullptr);
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this->map = map;
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}
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void startTestGame()
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{
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StartInfo si;
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si.mapname = "anything";//does not matter, map service mocked
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si.difficulty = 0;
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si.mode = EStartMode::NEW_GAME;
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std::unique_ptr<CMapHeader> header = mapService.loadMapHeader(ResourcePath(si.mapname));
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ASSERT_NE(header.get(), nullptr);
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//FIXME: this has been copied from CPreGame, but should be part of StartInfo
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for(int i = 0; i < header->players.size(); i++)
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{
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const PlayerInfo & pinfo = header->players[i];
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//neither computer nor human can play - no player
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if (!(pinfo.canHumanPlay || pinfo.canComputerPlay))
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continue;
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PlayerSettings & pset = si.playerInfos[PlayerColor(i)];
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pset.color = PlayerColor(i);
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pset.connectedPlayerIDs.insert(i);
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pset.name = "Player";
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pset.castle = pinfo.defaultCastle();
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pset.hero = pinfo.defaultHero();
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if(pset.hero != HeroTypeID::RANDOM && pinfo.hasCustomMainHero())
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{
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pset.hero = pinfo.mainCustomHeroId;
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pset.heroNameTextId = pinfo.mainCustomHeroNameTextId;
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pset.heroPortrait = HeroTypeID(pinfo.mainCustomHeroPortrait);
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}
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}
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Load::ProgressAccumulator progressTracker;
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gameState->init(&mapService, &si, progressTracker, false);
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ASSERT_NE(map, nullptr);
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ASSERT_EQ(map->heroesOnMap.size(), 2);
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}
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void startTestBattle(const CGHeroInstance * attacker, const CGHeroInstance * defender)
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{
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BattleSideArray<const CGHeroInstance *> heroes = {attacker, defender};
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BattleSideArray<const CArmedInstance *> armedInstancies = {attacker, defender};
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int3 tile(4,4,0);
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const auto & t = *gameCallback->getTile(tile);
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auto terrain = t.terType->getId();
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BattleField terType(0);
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BattleLayout layout = BattleLayout::createDefaultLayout(gameState->callback, attacker, defender);
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//send info about battles
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BattleInfo * battle = BattleInfo::setupBattle(tile, terrain, terType, armedInstancies, heroes, layout, nullptr);
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BattleStart bs;
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bs.info = battle;
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ASSERT_EQ(gameState->currentBattles.size(), 0);
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gameCallback->sendAndApply(bs);
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ASSERT_EQ(gameState->currentBattles.size(), 1);
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}
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std::shared_ptr<CGameState> gameState;
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std::shared_ptr<GameCallbackMock> gameCallback;
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MapServiceMock mapService;
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ServicesMock services;
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CMap * map;
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};
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//Issue #2765, Ghost Dragons can cast Age on Catapults
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TEST_F(CGameStateTest, DISABLED_issue2765)
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{
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startTestGame();
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CGHeroInstance * attacker = map->heroesOnMap[0];
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CGHeroInstance * defender = map->heroesOnMap[1];
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ASSERT_NE(attacker->tempOwner, defender->tempOwner);
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{
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NewArtifact na;
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na.artHolder = defender->id;
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na.artId = ArtifactID::BALLISTA;
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na.pos = ArtifactPosition::MACH1;
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gameCallback->sendAndApply(na);
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}
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startTestBattle(attacker, defender);
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{
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battle::UnitInfo info;
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info.id = gameState->currentBattles.front()->battleNextUnitId();
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info.count = 1;
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info.type = CreatureID(69);
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info.side = BattleSide::ATTACKER;
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info.position = gameState->currentBattles.front()->getAvailableHex(info.type, info.side);
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info.summoned = false;
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BattleUnitsChanged pack;
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pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
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info.save(pack.changedStacks.back().data);
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gameCallback->sendAndApply(pack);
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}
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const CStack * att = nullptr;
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const CStack * def = nullptr;
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for(const CStack * s : gameState->currentBattles.front()->stacks)
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{
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if(s->unitType()->getId() == CreatureID::BALLISTA && s->unitSide() == BattleSide::DEFENDER)
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def = s;
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else if(s->unitType()->getId() == CreatureID(69) && s->unitSide() == BattleSide::ATTACKER)
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att = s;
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}
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ASSERT_NE(att, nullptr);
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ASSERT_NE(def, nullptr);
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ASSERT_NE(att, def);
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EXPECT_NE(att->getMyHero(), defender);
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EXPECT_NE(def->getMyHero(), attacker);
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EXPECT_EQ(att->getMyHero(), attacker) << att->nodeName();
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EXPECT_EQ(def->getMyHero(), defender) << def->nodeName();
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{
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using namespace ::testing;
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spells::ProblemMock problemMock;
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// EXPECT_CALL(problemMock, add(_));
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const CSpell * age = SpellID(SpellID::AGE).toSpell();
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ASSERT_NE(age, nullptr);
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spells::AbilityCaster caster(att, 3);
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//here tested ballista, but this applied to all war machines
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spells::BattleCast cast(gameState->currentBattles.front().get(), &caster, spells::Mode::PASSIVE, age);
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spells::Target target;
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target.emplace_back(def);
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auto m = age->battleMechanics(&cast);
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EXPECT_FALSE(m->canBeCastAt(target, problemMock));
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EXPECT_TRUE(cast.castIfPossible(this, target));//should be possible, but with no effect (change to aimed cast check?)
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EXPECT_TRUE(def->activeSpells().empty());
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}
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}
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TEST_F(CGameStateTest, DISABLED_battleResurrection)
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{
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startTestGame();
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CGHeroInstance * attacker = map->heroesOnMap[0];
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CGHeroInstance * defender = map->heroesOnMap[1];
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ASSERT_NE(attacker->tempOwner, defender->tempOwner);
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attacker->setSecSkillLevel(SecondarySkill::EARTH_MAGIC, 3, true);
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attacker->addSpellToSpellbook(SpellID::RESURRECTION);
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attacker->setPrimarySkill(PrimarySkill::SPELL_POWER, 100, true);
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attacker->setPrimarySkill(PrimarySkill::KNOWLEDGE, 20, true);
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attacker->mana = attacker->manaLimit();
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{
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NewArtifact na;
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na.artHolder = attacker->id;
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na.artId = ArtifactID::SPELLBOOK;
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na.pos = ArtifactPosition::SPELLBOOK;
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gameCallback->sendAndApply(na);
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}
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startTestBattle(attacker, defender);
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uint32_t unitId = gameState->currentBattles.front()->battleNextUnitId();
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{
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battle::UnitInfo info;
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info.id = unitId;
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info.count = 10;
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info.type = CreatureID(13);
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info.side = BattleSide::ATTACKER;
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info.position = gameState->currentBattles.front()->getAvailableHex(info.type, info.side);
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info.summoned = false;
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BattleUnitsChanged pack;
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pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
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info.save(pack.changedStacks.back().data);
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gameCallback->sendAndApply(pack);
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}
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{
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battle::UnitInfo info;
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info.id = gameState->currentBattles.front()->battleNextUnitId();
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info.count = 10;
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info.type = CreatureID(13);
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info.side = BattleSide::DEFENDER;
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info.position = gameState->currentBattles.front()->getAvailableHex(info.type, info.side);
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info.summoned = false;
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BattleUnitsChanged pack;
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pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
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info.save(pack.changedStacks.back().data);
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gameCallback->sendAndApply(pack);
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}
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CStack * unit = gameState->currentBattles.front()->getStack(unitId);
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ASSERT_NE(unit, nullptr);
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int64_t damage = unit->getMaxHealth() + 1;
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unit->damage(damage);
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EXPECT_EQ(unit->getCount(), 9);
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{
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using namespace ::testing;
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spells::ProblemMock problemMock;
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EXPECT_CALL(problemMock, add(_)).Times(AnyNumber()); //todo: do smth with problems of optional effects
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const CSpell * spell = SpellID(SpellID::RESURRECTION).toSpell();
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ASSERT_NE(spell, nullptr);
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spells::BattleCast cast(gameState->currentBattles.front().get(), attacker, spells::Mode::HERO, spell);
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spells::Target target;
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target.emplace_back(unit);
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auto m = spell->battleMechanics(&cast);
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EXPECT_TRUE(m->canBeCast(problemMock));
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EXPECT_TRUE(m->canBeCastAt(target, problemMock));
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cast.cast(this, target);
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//
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// std::vector<std::string> expLog;
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//
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// EXPECT_THAT(problemMock.log, ContainerEq(expLog));
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}
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EXPECT_EQ(unit->health.getCount(), 10);
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EXPECT_EQ(unit->health.getResurrected(), 0);
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}
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