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vcmi/test/spells/effects/EffectFixture.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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/*
* EffectFixture.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/serializer/JsonDeserializer.h"
bool battle::operator==(const Destination& left, const Destination& right)
{
return left.unitValue == right.unitValue && left.hexValue == right.hexValue;
}
namespace test
{
using namespace ::spells;
using namespace ::spells::effects;
using namespace ::testing;
void EffectFixture::UnitFake::addNewBonus(const std::shared_ptr<Bonus> & b)
{
bonusFake.addNewBonus(b);
}
void EffectFixture::UnitFake::makeAlive()
{
EXPECT_CALL(*this, alive()).Times(AtLeast(1)).WillRepeatedly(Return(true));
}
void EffectFixture::UnitFake::makeDead()
{
EXPECT_CALL(*this, alive()).Times(AtLeast(1)).WillRepeatedly(Return(false));
EXPECT_CALL(*this, isGhost()).Times(AtLeast(1)).WillRepeatedly(Return(false));
}
void EffectFixture::UnitFake::redirectBonusesToFake()
{
ON_CALL(*this, getAllBonuses(_, _, _, _)).WillByDefault(Invoke(&bonusFake, &BonusBearerMock::getAllBonuses));
ON_CALL(*this, getTreeVersion()).WillByDefault(Invoke(&bonusFake, &BonusBearerMock::getTreeVersion));
}
void EffectFixture::UnitFake::expectAnyBonusSystemCall()
{
EXPECT_CALL(*this, getAllBonuses(_, _, _, _)).Times(AtLeast(0));
EXPECT_CALL(*this, getTreeVersion()).Times(AtLeast(0));
}
EffectFixture::UnitFake & EffectFixture::UnitsFake::add(ui8 side)
{
UnitFake * unit = new UnitFake();
ON_CALL(*unit, unitSide()).WillByDefault(Return(side));
unit->redirectBonusesToFake();
allUnits.emplace_back(unit);
return *allUnits.back().get();
}
battle::Units EffectFixture::UnitsFake::getUnitsIf(battle::UnitFilter predicate) const
{
battle::Units ret;
for(auto & unit : allUnits)
{
if(predicate(unit.get()))
ret.push_back(unit.get());
}
return ret;
}
EffectFixture::BattleFake::BattleFake()
: CBattleInfoCallback(),
BattleStateMock()
{
}
void EffectFixture::BattleFake::setUp()
{
CBattleInfoCallback::setBattle(this);
}
void EffectFixture::UnitsFake::setDefaultBonusExpectations()
{
for(auto & unit : allUnits)
{
unit->expectAnyBonusSystemCall();
}
}
EffectFixture::EffectFixture(std::string effectName_)
:subject(),
problemMock(),
mechanicsMock(),
battleFake(),
effectName(effectName_)
{
}
EffectFixture::~EffectFixture() = default;
void EffectFixture::setupEffect(const JsonNode & effectConfig)
{
JsonDeserializer deser(nullptr, effectConfig);
subject->serializeJson(deser);
}
void EffectFixture::setUp()
{
subject = Effect::create(effectName);
ASSERT_TRUE(subject);
battleFake = std::make_shared<BattleFake>();
battleFake->setUp();
mechanicsMock.cb = battleFake.get();
battleProxy = std::make_shared<BattleStateProxy>(battleFake.get());
ON_CALL(*battleFake, getUnitsIf(_)).WillByDefault(Invoke(&unitsFake, &UnitsFake::getUnitsIf));
}
static vstd::TRandI64 getInt64RangeDef(int64_t lower, int64_t upper)
{
return [=]()->int64_t
{
return (lower + upper)/2;
};
}
static vstd::TRand getDoubleRangeDef(double lower, double upper)
{
return [=]()->double
{
return (lower + upper)/2;
};
}
void EffectFixture::setupDefaultRNG()
{
EXPECT_CALL(rngMock, getInt64Range(_,_)).WillRepeatedly(Invoke(&getInt64RangeDef));
EXPECT_CALL(rngMock, getDoubleRange(_,_)).WillRepeatedly(Invoke(&getDoubleRangeDef));
}
void EffectFixture::setupEmptyBattlefield()
{
EXPECT_CALL(*battleFake, getDefendedTown()).WillRepeatedly(Return(nullptr));
EXPECT_CALL(*battleFake, getAllObstacles()).WillRepeatedly(Return(IBattleInfo::ObstacleCList()));
EXPECT_CALL(*battleFake, getBattlefieldType()).WillRepeatedly(Return(BFieldType::NONE2));
}
}