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vcmi/test/spells/effects/CatapultTest.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

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/*
* CatapultTest.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>
#include "../../../lib/mapObjects/CGTownInstance.h"
namespace test
{
using namespace ::spells;
using namespace ::spells::effects;
using namespace ::testing;
class CatapultTest : public Test, public EffectFixture
{
public:
CatapultTest()
:EffectFixture("core:catapult")
{
}
protected:
void SetUp() override
{
EffectFixture::setUp();
}
};
TEST_F(CatapultTest, NotApplicableWithoutTown)
{
EXPECT_CALL(*battleFake, getDefendedTown()).WillRepeatedly(Return(nullptr));
EXPECT_CALL(mechanicsMock, adaptProblem(_, _)).WillOnce(Return(false));
EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(true));
EXPECT_CALL(*battleFake, getWallState(_)).Times(0);
EXPECT_FALSE(subject->applicable(problemMock, &mechanicsMock));
}
TEST_F(CatapultTest, NotApplicableInVillage)
{
std::shared_ptr<CGTownInstance> fakeTown = std::make_shared<CGTownInstance>();
EXPECT_CALL(*battleFake, getDefendedTown()).WillRepeatedly(Return(fakeTown.get()));
EXPECT_CALL(mechanicsMock, adaptProblem(_, _)).WillOnce(Return(false));
EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(true));
EXPECT_CALL(*battleFake, getWallState(_)).Times(0);
EXPECT_FALSE(subject->applicable(problemMock, &mechanicsMock));
}
TEST_F(CatapultTest, NotApplicableForDefenderIfSmart)
{
std::shared_ptr<CGTownInstance> fakeTown = std::make_shared<CGTownInstance>();
fakeTown->builtBuildings.insert(BuildingID::FORT);
mechanicsMock.casterSide = BattleSide::DEFENDER;
EXPECT_CALL(*battleFake, getDefendedTown()).WillRepeatedly(Return(fakeTown.get()));
EXPECT_CALL(mechanicsMock, adaptProblem(_, _)).WillOnce(Return(false));
EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(true));
EXPECT_CALL(*battleFake, getWallState(_)).WillRepeatedly(Return(EWallState::INTACT));
EXPECT_FALSE(subject->applicable(problemMock, &mechanicsMock));
}
TEST_F(CatapultTest, ApplicableInTown)
{
std::shared_ptr<CGTownInstance> fakeTown = std::make_shared<CGTownInstance>();
fakeTown->builtBuildings.insert(BuildingID::FORT);
EXPECT_CALL(*battleFake, getDefendedTown()).WillRepeatedly(Return(fakeTown.get()));
EXPECT_CALL(mechanicsMock, adaptProblem(_, _)).Times(0);
EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(true));
EXPECT_CALL(*battleFake, getWallState(_)).WillRepeatedly(Return(EWallState::INTACT));
EXPECT_TRUE(subject->applicable(problemMock, &mechanicsMock));
}
class CatapultApplyTest : public Test, public EffectFixture
{
public:
CatapultApplyTest()
: EffectFixture("core:catapult")
{
}
void setDefaultExpectations()
{
EXPECT_CALL(*battleFake, getDefendedTown()).WillRepeatedly(Return(fakeTown.get()));
EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(true));
setupDefaultRNG();
}
protected:
void SetUp() override
{
EffectFixture::setUp();
fakeTown = std::make_shared<CGTownInstance>();
fakeTown->builtBuildings.insert(BuildingID::FORT);
}
private:
std::shared_ptr<CGTownInstance> fakeTown;
};
TEST_F(CatapultApplyTest, DamageToIntactPart)
{
{
JsonNode config(JsonNode::JsonType::DATA_STRUCT);
config["targetsToAttack"].Integer() = 1;
EffectFixture::setupEffect(config);
}
setDefaultExpectations();
const EWallPart::EWallPart targetPart = EWallPart::BELOW_GATE;
EXPECT_CALL(*battleFake, getWallState(_)).WillRepeatedly(Return(EWallState::DESTROYED));
EXPECT_CALL(*battleFake, getWallState(Eq(int(targetPart)))).WillRepeatedly(Return(EWallState::INTACT));
EXPECT_CALL(*battleFake, setWallState(Eq(int(targetPart)), Eq(EWallState::DAMAGED))).Times(1);
EffectTarget target;
target.emplace_back();
subject->apply(battleProxy.get(), rngMock, &mechanicsMock, target);
}
}