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307 lines
11 KiB
C++
307 lines
11 KiB
C++
/*
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* BattleHexTest.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 "../lib/bonuses/CBonusSystemNode.h"
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#include "../lib/bonuses/BonusEnum.h"
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#include "../lib/bonuses/Limiters.h"
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#include "../lib/bonuses/Propagators.h"
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#include "../lib/bonuses/Updaters.h"
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namespace test
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{
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using namespace ::testing;
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class TestBonusSystemNode : public CBonusSystemNode
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{
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public:
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using CBonusSystemNode::CBonusSystemNode;
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MOCK_CONST_METHOD0(getOwner, PlayerColor());
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void setPlayer(PlayerColor player)
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{
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EXPECT_CALL(*this, getOwner()).WillRepeatedly(Return(player));
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}
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void giveIntimidationSkill()
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{
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auto intimidationBonus = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::MORALE, BonusSource::SECONDARY_SKILL, -1, SecondarySkill(0));
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intimidationBonus->propagator = std::make_shared<CPropagatorNodeType>(BonusNodeType::BATTLE_WIDE);
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intimidationBonus->propagationUpdater = std::make_shared<OwnerUpdater>();
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intimidationBonus->limiter = std::make_shared<OppositeSideLimiter>();
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addNewBonus(intimidationBonus);
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}
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};
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class BonusSystemTest : public Test
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{
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protected:
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CBonusSystemNode global{BonusNodeType::GLOBAL_EFFECTS};
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CBonusSystemNode battle{BonusNodeType::BATTLE_WIDE};
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TestBonusSystemNode playerRed{BonusNodeType::PLAYER};
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TestBonusSystemNode playerBlue{BonusNodeType::PLAYER};
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TestBonusSystemNode heroAine{BonusNodeType::HERO};
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TestBonusSystemNode heroBron{BonusNodeType::HERO};
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CBonusSystemNode artifactTypeRing{BonusNodeType::ARTIFACT};
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CBonusSystemNode artifactTypeSword{BonusNodeType::ARTIFACT};
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CBonusSystemNode artifactTypeArmor{BonusNodeType::ARTIFACT};
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CBonusSystemNode artifactTypeOrb{BonusNodeType::ARTIFACT};
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CBonusSystemNode artifactTypeLegion{BonusNodeType::ARTIFACT};
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CBonusSystemNode creatureAngel{BonusNodeType::CREATURE};
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CBonusSystemNode creatureDevil{BonusNodeType::CREATURE};
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CBonusSystemNode creaturePikeman{BonusNodeType::CREATURE};
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void startBattle()
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{
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heroAine.attachTo(battle);
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heroBron.attachTo(battle);
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}
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void SetUp() override
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{
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playerRed.attachTo(global);
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playerBlue.attachTo(global);
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heroAine.attachTo(playerRed);
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heroBron.attachTo(playerBlue);
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playerRed.setPlayer(PlayerColor(0));
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playerBlue.setPlayer(PlayerColor(1));
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heroAine.setPlayer(PlayerColor(0));
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heroBron.setPlayer(PlayerColor(1));
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auto spellpowerBonus = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::ARTIFACT, 1, ArtifactID(0), PrimarySkill::SPELL_POWER);
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auto spellpowerBonus4 = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::ARTIFACT, 4, ArtifactID(1), PrimarySkill::SPELL_POWER);
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auto attackBonus = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::ARTIFACT, 1, ArtifactID(2), PrimarySkill::ATTACK);
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auto blockMagicBonus = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::BLOCK_ALL_MAGIC, BonusSource::ARTIFACT, 1, ArtifactID(3));
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auto legionBonus = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::CREATURE_GROWTH, BonusSource::ARTIFACT, 4, ArtifactID(4), BonusCustomSubtype::creatureLevel(3));
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auto luckBonusEnemies = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::LUCK, BonusSource::CREATURE_ABILITY, -1, CreatureID(0));
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auto moraleBonusAllies = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::MORALE, BonusSource::CREATURE_ABILITY, 1, CreatureID(1));
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luckBonusEnemies->propagator = std::make_shared<CPropagatorNodeType>(BonusNodeType::BATTLE_WIDE);
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luckBonusEnemies->propagationUpdater = std::make_shared<OwnerUpdater>();
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luckBonusEnemies->limiter = std::make_shared<OppositeSideLimiter>();
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luckBonusEnemies->stacking = "devil";
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moraleBonusAllies->propagator = std::make_shared<CPropagatorNodeType>(BonusNodeType::ARMY);
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moraleBonusAllies->stacking = "angel";
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blockMagicBonus->propagator = std::make_shared<CPropagatorNodeType>(BonusNodeType::BATTLE_WIDE);
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legionBonus->propagator = std::make_shared<CPropagatorNodeType>(BonusNodeType::TOWN_AND_VISITOR);
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artifactTypeRing.addNewBonus(spellpowerBonus);
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artifactTypeSword.addNewBonus(attackBonus);
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artifactTypeArmor.addNewBonus(spellpowerBonus4);
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artifactTypeOrb.addNewBonus(blockMagicBonus);
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artifactTypeLegion.addNewBonus(legionBonus);
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creatureAngel.addNewBonus(moraleBonusAllies);
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creatureDevil.addNewBonus(luckBonusEnemies);
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}
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};
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TEST_F(BonusSystemTest, multipleBonusSources)
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{
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CBonusSystemNode ring1{BonusNodeType::ARTIFACT_INSTANCE};
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CBonusSystemNode ring2{BonusNodeType::ARTIFACT_INSTANCE};
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CBonusSystemNode armor{BonusNodeType::ARTIFACT_INSTANCE};
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ring1.attachToSource(artifactTypeRing);
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ring2.attachToSource(artifactTypeRing);
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armor.attachToSource(artifactTypeArmor);
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EXPECT_EQ(heroAine.valOfBonuses(BonusType::PRIMARY_SKILL, PrimarySkill::SPELL_POWER), 0);
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// single bonus produces single effect
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heroAine.attachToSource(ring1);
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EXPECT_EQ(heroAine.valOfBonuses(BonusType::PRIMARY_SKILL, PrimarySkill::SPELL_POWER), 1);
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// same bonus applied twice produces single effect
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heroAine.attachToSource(ring2);
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EXPECT_EQ(heroAine.valOfBonuses(BonusType::PRIMARY_SKILL, PrimarySkill::SPELL_POWER), 1);
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// different bonuses stack
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heroAine.attachToSource(armor);
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EXPECT_EQ(heroAine.valOfBonuses(BonusType::PRIMARY_SKILL, PrimarySkill::SPELL_POWER), 1+4);
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heroAine.detachFromSource(ring1);
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heroAine.detachFromSource(ring2);
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heroAine.detachFromSource(armor);
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}
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TEST_F(BonusSystemTest, battlewidePropagationToAllies)
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{
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CBonusSystemNode angel1{BonusNodeType::STACK_INSTANCE};
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CBonusSystemNode angel2{BonusNodeType::STACK_INSTANCE};
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CBonusSystemNode pikemanAlly{BonusNodeType::STACK_INSTANCE};
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CBonusSystemNode pikemanEnemy{BonusNodeType::STACK_INSTANCE};
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angel1.attachToSource(creatureAngel);
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angel2.attachToSource(creatureAngel);
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pikemanAlly.attachToSource(creaturePikeman);
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pikemanEnemy.attachToSource(creaturePikeman);
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pikemanAlly.attachTo(heroAine);
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pikemanEnemy.attachTo(heroBron);
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startBattle();
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EXPECT_EQ(heroAine.valOfBonuses(BonusType::MORALE), 0);
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EXPECT_EQ(heroBron.valOfBonuses(BonusType::MORALE), 0);
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EXPECT_EQ(pikemanAlly.valOfBonuses(BonusType::MORALE), 0);
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EXPECT_EQ(pikemanEnemy.valOfBonuses(BonusType::MORALE), 0);
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angel1.attachTo(heroAine);
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EXPECT_EQ(heroAine.valOfBonuses(BonusType::MORALE), 1);
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EXPECT_EQ(heroBron.valOfBonuses(BonusType::MORALE), 0);
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EXPECT_EQ(pikemanAlly.valOfBonuses(BonusType::MORALE), 1);
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EXPECT_EQ(pikemanEnemy.valOfBonuses(BonusType::MORALE), 0);
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angel2.attachTo(heroAine);
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EXPECT_EQ(heroAine.valOfBonuses(BonusType::MORALE), 1);
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EXPECT_EQ(heroBron.valOfBonuses(BonusType::MORALE), 0);
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EXPECT_EQ(pikemanAlly.valOfBonuses(BonusType::MORALE), 1);
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EXPECT_EQ(pikemanEnemy.valOfBonuses(BonusType::MORALE), 0);
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}
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TEST_F(BonusSystemTest, battlewidePropagationToAll)
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{
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CBonusSystemNode orb{BonusNodeType::ARTIFACT_INSTANCE};
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orb.attachToSource(artifactTypeOrb);
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heroAine.attachToSource(orb);
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startBattle();
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EXPECT_TRUE(heroAine.hasBonusOfType(BonusType::BLOCK_ALL_MAGIC));
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EXPECT_TRUE(heroBron.hasBonusOfType(BonusType::BLOCK_ALL_MAGIC));
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heroAine.detachFromSource(orb);
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}
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TEST_F(BonusSystemTest, battlewidePropagationToEnemies)
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{
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TestBonusSystemNode devil1{BonusNodeType::STACK_INSTANCE};
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TestBonusSystemNode devil2{BonusNodeType::STACK_INSTANCE};
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TestBonusSystemNode pikemanAlly{BonusNodeType::STACK_INSTANCE};
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TestBonusSystemNode pikemanEnemy{BonusNodeType::STACK_INSTANCE};
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devil1.setPlayer(PlayerColor(0));
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devil2.setPlayer(PlayerColor(0));
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pikemanAlly.setPlayer(PlayerColor(0));
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pikemanEnemy.setPlayer(PlayerColor(1));
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devil1.attachToSource(creatureDevil);
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devil2.attachToSource(creatureDevil);
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pikemanAlly.attachToSource(creaturePikeman);
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pikemanEnemy.attachToSource(creaturePikeman);
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pikemanAlly.attachTo(heroAine);
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pikemanEnemy.attachTo(heroBron);
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startBattle();
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EXPECT_EQ(heroAine.valOfBonuses(BonusType::LUCK), 0);
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EXPECT_EQ(heroBron.valOfBonuses(BonusType::LUCK), 0);
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EXPECT_EQ(pikemanAlly.valOfBonuses(BonusType::LUCK), 0);
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EXPECT_EQ(pikemanEnemy.valOfBonuses(BonusType::LUCK), 0);
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devil1.attachTo(heroAine);
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EXPECT_EQ(heroAine.valOfBonuses(BonusType::LUCK), 0);
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EXPECT_EQ(heroBron.valOfBonuses(BonusType::LUCK), -1);
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EXPECT_EQ(pikemanAlly.valOfBonuses(BonusType::LUCK), 0);
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EXPECT_EQ(pikemanEnemy.valOfBonuses(BonusType::LUCK), -1);
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devil2.attachTo(heroAine);
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EXPECT_EQ(heroAine.valOfBonuses(BonusType::LUCK), 0);
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EXPECT_EQ(heroBron.valOfBonuses(BonusType::LUCK), -1);
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EXPECT_EQ(pikemanAlly.valOfBonuses(BonusType::LUCK), 0);
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EXPECT_EQ(pikemanEnemy.valOfBonuses(BonusType::LUCK), -1);
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EXPECT_EQ(heroAine.valOfBonuses(BonusType::LUCK), 0);
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EXPECT_EQ(heroBron.valOfBonuses(BonusType::LUCK), -1);
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EXPECT_EQ(pikemanAlly.valOfBonuses(BonusType::LUCK), 0);
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EXPECT_EQ(pikemanEnemy.valOfBonuses(BonusType::LUCK), -1);
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}
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TEST_F(BonusSystemTest, battlewideSkillPropagationToEnemies)
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{
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TestBonusSystemNode pikemanAlly{BonusNodeType::STACK_INSTANCE};
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TestBonusSystemNode pikemanEnemy{BonusNodeType::STACK_INSTANCE};
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// #5975 - skill that affects only enemies in battle is broken,
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// but only if hero has *any* artifact (including obligatory catapult/spellbook, so always)
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CBonusSystemNode armor{BonusNodeType::ARTIFACT_INSTANCE};
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armor.attachToSource(artifactTypeArmor);
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heroAine.attachToSource(armor);
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pikemanAlly.setPlayer(PlayerColor(0));
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pikemanEnemy.setPlayer(PlayerColor(1));
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pikemanAlly.attachToSource(creaturePikeman);
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pikemanEnemy.attachToSource(creaturePikeman);
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heroAine.giveIntimidationSkill();
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pikemanAlly.attachTo(heroAine);
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pikemanEnemy.attachTo(heroBron);
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startBattle();
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EXPECT_EQ(heroAine.valOfBonuses(BonusType::MORALE), 0);
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EXPECT_EQ(heroBron.valOfBonuses(BonusType::MORALE), -1);
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EXPECT_EQ(pikemanAlly.valOfBonuses(BonusType::MORALE), 0);
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EXPECT_EQ(pikemanEnemy.valOfBonuses(BonusType::MORALE), -1);
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heroAine.nodeHasChanged();
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EXPECT_EQ(heroAine.valOfBonuses(BonusType::MORALE), 0);
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EXPECT_EQ(heroBron.valOfBonuses(BonusType::MORALE), -1);
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EXPECT_EQ(pikemanAlly.valOfBonuses(BonusType::MORALE), 0);
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EXPECT_EQ(pikemanEnemy.valOfBonuses(BonusType::MORALE), -1);
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}
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TEST_F(BonusSystemTest, legionPieces)
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{
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TestBonusSystemNode townAndVisitor{BonusNodeType::TOWN_AND_VISITOR};
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TestBonusSystemNode town{BonusNodeType::TOWN_AND_VISITOR};
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town.attachTo(townAndVisitor);
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CBonusSystemNode legion{BonusNodeType::ARTIFACT_INSTANCE};
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legion.attachToSource(artifactTypeLegion);
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heroAine.attachToSource(legion);
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heroAine.attachTo(townAndVisitor);
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EXPECT_EQ(town.valOfBonuses(BonusType::CREATURE_GROWTH, BonusCustomSubtype::creatureLevel(3)), 4);
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heroAine.detachFromSource(legion);
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EXPECT_EQ(town.valOfBonuses(BonusType::CREATURE_GROWTH, BonusCustomSubtype::creatureLevel(3)), 0);
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heroAine.attachToSource(legion);
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EXPECT_EQ(town.valOfBonuses(BonusType::CREATURE_GROWTH, BonusCustomSubtype::creatureLevel(3)), 4);
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heroAine.detachFrom(townAndVisitor);
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EXPECT_EQ(town.valOfBonuses(BonusType::CREATURE_GROWTH, BonusCustomSubtype::creatureLevel(3)), 0);
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heroAine.detachFromSource(legion);
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}
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}
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