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