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vcmi/test/battle/CHealthTest.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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/*
* CHealthTest.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 "mock/mock_battle_Unit.h"
#include "mock/mock_BonusBearer.h"
#include "../../lib/battle/CUnitState.h"
#include "../../lib/NetPacksBase.h"
using namespace testing;
using namespace battle;
static const int32_t UNIT_HEALTH = 123;
static const int32_t UNIT_AMOUNT = 300;
class HealthTest : public Test
{
public:
UnitMock mock;
BonusBearerMock bonusMock;
HealthTest() : health(&mock)
{}
void setDefaultExpectations()
{
EXPECT_CALL(mock, getAllBonuses(_, _, _, _)).WillRepeatedly(Invoke(&bonusMock, &BonusBearerMock::getAllBonuses));
EXPECT_CALL(mock, getTreeVersion()).WillRepeatedly(Return(1));
bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::STACK_HEALTH, Bonus::CREATURE_ABILITY, UNIT_HEALTH, 0));
EXPECT_CALL(mock, unitBaseAmount()).WillRepeatedly(Return(UNIT_AMOUNT));
}
CHealth health;
};
static void checkTotal(const CHealth & health, const UnitMock & mock)
{
EXPECT_EQ(health.total(), mock.MaxHealth() * mock.unitBaseAmount());
}
static void checkEmptyHealth(const CHealth & health, const UnitMock & mock)
{
checkTotal(health, mock);
EXPECT_EQ(health.getCount(), 0);
EXPECT_EQ(health.getFirstHPleft(), 0);
EXPECT_EQ(health.getResurrected(), 0);
EXPECT_EQ(health.available(), 0);
}
static void checkFullHealth(const CHealth & health, const UnitMock & mock)
{
checkTotal(health, mock);
EXPECT_EQ(health.getCount(), mock.unitBaseAmount());
EXPECT_EQ(health.getFirstHPleft(), mock.MaxHealth());
EXPECT_EQ(health.getResurrected(), 0);
EXPECT_EQ(health.available(), mock.MaxHealth() * mock.unitBaseAmount());
}
static void checkDamage(CHealth & health, const int64_t initialDamage, const int64_t expectedDamage)
{
int64_t damage = initialDamage;
health.damage(damage);
EXPECT_EQ(damage, expectedDamage);
}
static void checkNormalDamage(CHealth & health, const int64_t initialDamage)
{
checkDamage(health, initialDamage, initialDamage);
}
static void checkNoDamage(CHealth & health, const int64_t initialDamage)
{
checkDamage(health, initialDamage, 0);
}
static void checkHeal(CHealth & health, EHealLevel level, EHealPower power, const int64_t initialHeal, const int64_t expectedHeal)
{
int64_t heal = initialHeal;
health.heal(heal, level, power);
EXPECT_EQ(heal, expectedHeal);
}
TEST_F(HealthTest, empty)
{
setDefaultExpectations();
checkEmptyHealth(health, mock);
health.init();
checkFullHealth(health, mock);
health.reset();
checkEmptyHealth(health, mock);
}
TEST_F(HealthTest, damage)
{
setDefaultExpectations();
health.init();
checkNormalDamage(health, 0);
checkFullHealth(health, mock);
checkNormalDamage(health, mock.MaxHealth() - 1);
EXPECT_EQ(health.getCount(), UNIT_AMOUNT);
EXPECT_EQ(health.getFirstHPleft(), 1);
EXPECT_EQ(health.getResurrected(), 0);
checkNormalDamage(health, 1);
EXPECT_EQ(health.getCount(), UNIT_AMOUNT - 1);
EXPECT_EQ(health.getFirstHPleft(), UNIT_HEALTH);
EXPECT_EQ(health.getResurrected(), 0);
checkNormalDamage(health, UNIT_HEALTH * (UNIT_AMOUNT - 1));
checkEmptyHealth(health, mock);
checkNoDamage(health, 1337);
checkEmptyHealth(health, mock);
}
TEST_F(HealthTest, heal)
{
setDefaultExpectations();
health.init();
checkNormalDamage(health, 99);
EXPECT_EQ(health.getCount(), UNIT_AMOUNT);
EXPECT_EQ(health.getFirstHPleft(), UNIT_HEALTH-99);
EXPECT_EQ(health.getResurrected(), 0);
checkHeal(health, EHealLevel::HEAL, EHealPower::PERMANENT, 9, 9);
EXPECT_EQ(health.getCount(), UNIT_AMOUNT);
EXPECT_EQ(health.getFirstHPleft(), UNIT_HEALTH-90);
EXPECT_EQ(health.getResurrected(), 0);
checkHeal(health, EHealLevel::RESURRECT, EHealPower::ONE_BATTLE, 40, 40);
EXPECT_EQ(health.getCount(), UNIT_AMOUNT);
EXPECT_EQ(health.getFirstHPleft(), UNIT_HEALTH-50);
EXPECT_EQ(health.getResurrected(), 0);
checkHeal(health, EHealLevel::OVERHEAL, EHealPower::PERMANENT, 50, 50);
checkFullHealth(health, mock);
}
TEST_F(HealthTest, resurrectOneBattle)
{
setDefaultExpectations();
health.init();
checkNormalDamage(health, UNIT_HEALTH);
EXPECT_EQ(health.getCount(), UNIT_AMOUNT - 1);
EXPECT_EQ(health.getFirstHPleft(), UNIT_HEALTH);
EXPECT_EQ(health.getResurrected(), 0);
checkHeal(health, EHealLevel::RESURRECT, EHealPower::ONE_BATTLE, UNIT_HEALTH, UNIT_HEALTH);
EXPECT_EQ(health.getCount(), UNIT_AMOUNT);
EXPECT_EQ(health.getFirstHPleft(), UNIT_HEALTH);
EXPECT_EQ(health.getResurrected(), 1);
checkNormalDamage(health, UNIT_HEALTH);
EXPECT_EQ(health.getCount(), UNIT_AMOUNT - 1);
EXPECT_EQ(health.getFirstHPleft(), UNIT_HEALTH);
EXPECT_EQ(health.getResurrected(), 0);
health.init();
checkNormalDamage(health, UNIT_HEALTH);
EXPECT_EQ(health.getCount(), UNIT_AMOUNT - 1);
EXPECT_EQ(health.getFirstHPleft(), UNIT_HEALTH);
EXPECT_EQ(health.getResurrected(), 0);
health.takeResurrected();
EXPECT_EQ(health.getCount(), UNIT_AMOUNT - 1);
EXPECT_EQ(health.getFirstHPleft(), UNIT_HEALTH);
EXPECT_EQ(health.getResurrected(), 0);
health.init();
checkNormalDamage(health, UNIT_HEALTH * UNIT_AMOUNT);
checkEmptyHealth(health, mock);
checkHeal(health, EHealLevel::RESURRECT, EHealPower::ONE_BATTLE, UNIT_HEALTH * UNIT_AMOUNT, UNIT_HEALTH * UNIT_AMOUNT);
EXPECT_EQ(health.getCount(), UNIT_AMOUNT);
EXPECT_EQ(health.getFirstHPleft(), UNIT_HEALTH);
EXPECT_EQ(health.getResurrected(), UNIT_AMOUNT);
health.takeResurrected();
checkEmptyHealth(health, mock);
}
TEST_F(HealthTest, resurrectPermanent)
{
setDefaultExpectations();
health.init();
checkNormalDamage(health, UNIT_HEALTH);
EXPECT_EQ(health.getCount(), UNIT_AMOUNT - 1);
EXPECT_EQ(health.getFirstHPleft(), UNIT_HEALTH);
EXPECT_EQ(health.getResurrected(), 0);
checkHeal(health, EHealLevel::RESURRECT, EHealPower::PERMANENT, UNIT_HEALTH, UNIT_HEALTH);
EXPECT_EQ(health.getCount(), UNIT_AMOUNT);
EXPECT_EQ(health.getFirstHPleft(), UNIT_HEALTH);
EXPECT_EQ(health.getResurrected(), 0);
checkNormalDamage(health, UNIT_HEALTH);
EXPECT_EQ(health.getCount(), UNIT_AMOUNT - 1);
EXPECT_EQ(health.getFirstHPleft(), UNIT_HEALTH);
EXPECT_EQ(health.getResurrected(), 0);
health.init();
checkNormalDamage(health, UNIT_HEALTH * UNIT_AMOUNT);
checkEmptyHealth(health, mock);
checkHeal(health, EHealLevel::RESURRECT, EHealPower::PERMANENT, UNIT_HEALTH * UNIT_AMOUNT, UNIT_HEALTH * UNIT_AMOUNT);
checkFullHealth(health, mock);
health.takeResurrected();
checkFullHealth(health, mock);
}
TEST_F(HealthTest, singleUnitStack)
{
//related to issue 2612
//one Titan
EXPECT_CALL(mock, getAllBonuses(_, _, _, _)).WillRepeatedly(Invoke(&bonusMock, &BonusBearerMock::getAllBonuses));
EXPECT_CALL(mock, getTreeVersion()).WillRepeatedly(Return(1));
bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::STACK_HEALTH, Bonus::CREATURE_ABILITY, 300, 0));
EXPECT_CALL(mock, unitBaseAmount()).WillRepeatedly(Return(1));
health.init();
checkDamage(health, 1000, 300);
checkEmptyHealth(health, mock);
checkHeal(health, EHealLevel::RESURRECT, EHealPower::PERMANENT, 300, 300);
checkFullHealth(health, mock);
}