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ecaa9f5d0b
* Made most Handlers derived from CHandlerBase and moved service API there. * Declared existing Entity APIs. * Added basic script context caching * Started Lua script module * Started Lua spell effect API * Started script state persistence * Started battle info callback binding * CommitPackage removed * Extracted spells::Caster to own header; Expanded Spell API. * implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C * !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented * Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key) * Re-enabled VERM macros. * !?GM0 added * !?TM implemented * Added !!MF:N * Started !?OB, !!BM, !!HE, !!OW, !!UN * Added basic support of w-variables * Added support for ERM indirect variables * Made !?FU regular trigger * !!re (ERA loop receiver) implemented * Fixed ERM receivers with zero args.
140 lines
3.9 KiB
C++
140 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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setupEffect(JsonNode());
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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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EXPECT_CALL(serverMock, apply(Matcher<CatapultAttack *>(_))).Times(1);
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EffectTarget target;
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target.emplace_back();
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subject->apply(&serverMock, &mechanicsMock, target);
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}
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}
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