mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
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
242 lines
6.4 KiB
C++
242 lines
6.4 KiB
C++
/*
|
|
* CUnitStateTest.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_BonusBearer.h"
|
|
#include "mock/mock_UnitInfo.h"
|
|
#include "mock/mock_UnitEnvironment.h"
|
|
#include "../../lib/battle/CUnitState.h"
|
|
#include "../../lib/CCreatureHandler.h"
|
|
|
|
static const int32_t DEFAULT_HP = 123;
|
|
static const int32_t DEFAULT_AMOUNT = 100;
|
|
static const int32_t DEFAULT_SPEED = 10;
|
|
static const BattleHex DEFAULT_POSITION = BattleHex(5, 5);
|
|
static const int DEFAULT_ATTACK = 58;
|
|
static const int DEFAULT_DEFENCE = 63;
|
|
|
|
class UnitStateTest : public testing::Test
|
|
{
|
|
public:
|
|
UnitInfoMock infoMock;
|
|
UnitEnvironmentMock envMock;
|
|
BonusBearerMock bonusMock;
|
|
|
|
const CCreature * pikeman;
|
|
|
|
battle::CUnitStateDetached subject;
|
|
|
|
bool hasAmmoCart;
|
|
|
|
UnitStateTest()
|
|
:infoMock(),
|
|
envMock(),
|
|
bonusMock(),
|
|
subject(&infoMock, &bonusMock),
|
|
hasAmmoCart(false)
|
|
{
|
|
pikeman = CreatureID(0).toCreature();
|
|
}
|
|
|
|
void setDefaultExpectations()
|
|
{
|
|
using namespace testing;
|
|
bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::STACKS_SPEED, Bonus::CREATURE_ABILITY, DEFAULT_SPEED, 0));
|
|
|
|
bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::CREATURE_ABILITY, DEFAULT_ATTACK, 0, PrimarySkill::ATTACK));
|
|
bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::CREATURE_ABILITY, DEFAULT_DEFENCE, 0, PrimarySkill::DEFENSE));
|
|
|
|
bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::STACK_HEALTH, Bonus::CREATURE_ABILITY, DEFAULT_HP, 0));
|
|
|
|
EXPECT_CALL(infoMock, unitBaseAmount()).WillRepeatedly(Return(DEFAULT_AMOUNT));
|
|
EXPECT_CALL(infoMock, unitType()).WillRepeatedly(Return(pikeman));
|
|
|
|
EXPECT_CALL(envMock, unitHasAmmoCart(_)).WillRepeatedly(Return(hasAmmoCart));
|
|
}
|
|
|
|
void makeShooter(int32_t ammo)
|
|
{
|
|
bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::SHOOTER, Bonus::CREATURE_ABILITY, 1, 0));
|
|
bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::SHOTS, Bonus::CREATURE_ABILITY, ammo, 0));
|
|
}
|
|
|
|
void initUnit()
|
|
{
|
|
subject.localInit(&envMock);
|
|
subject.position = DEFAULT_POSITION;
|
|
}
|
|
};
|
|
|
|
TEST_F(UnitStateTest, initialRegular)
|
|
{
|
|
setDefaultExpectations();
|
|
initUnit();
|
|
|
|
EXPECT_TRUE(subject.alive());
|
|
EXPECT_TRUE(subject.ableToRetaliate());
|
|
EXPECT_FALSE(subject.isGhost());
|
|
EXPECT_FALSE(subject.isDead());
|
|
EXPECT_FALSE(subject.isTurret());
|
|
EXPECT_TRUE(subject.isValidTarget(true));
|
|
EXPECT_TRUE(subject.isValidTarget(false));
|
|
|
|
EXPECT_FALSE(subject.isClone());
|
|
EXPECT_FALSE(subject.hasClone());
|
|
|
|
EXPECT_FALSE(subject.canCast());
|
|
EXPECT_FALSE(subject.isCaster());
|
|
EXPECT_FALSE(subject.canShoot());
|
|
EXPECT_FALSE(subject.isShooter());
|
|
|
|
EXPECT_EQ(subject.getCount(), DEFAULT_AMOUNT);
|
|
EXPECT_EQ(subject.getFirstHPleft(), DEFAULT_HP);
|
|
EXPECT_EQ(subject.getKilled(), 0);
|
|
EXPECT_EQ(subject.getAvailableHealth(), DEFAULT_HP * DEFAULT_AMOUNT);
|
|
EXPECT_EQ(subject.getTotalHealth(), subject.getAvailableHealth());
|
|
|
|
EXPECT_EQ(subject.getPosition(), DEFAULT_POSITION);
|
|
|
|
EXPECT_EQ(subject.getInitiative(), DEFAULT_SPEED);
|
|
EXPECT_EQ(subject.getInitiative(123456), DEFAULT_SPEED);
|
|
|
|
EXPECT_TRUE(subject.canMove());
|
|
EXPECT_TRUE(subject.canMove(123456));
|
|
EXPECT_FALSE(subject.defended());
|
|
EXPECT_FALSE(subject.defended(123456));
|
|
EXPECT_FALSE(subject.moved());
|
|
EXPECT_FALSE(subject.moved(123456));
|
|
EXPECT_TRUE(subject.willMove());
|
|
EXPECT_TRUE(subject.willMove(123456));
|
|
EXPECT_FALSE(subject.waited());
|
|
EXPECT_FALSE(subject.waited(123456));
|
|
|
|
EXPECT_EQ(subject.getTotalAttacks(true), 1);
|
|
EXPECT_EQ(subject.getTotalAttacks(false), 1);
|
|
}
|
|
|
|
TEST_F(UnitStateTest, canShoot)
|
|
{
|
|
setDefaultExpectations();
|
|
makeShooter(1);
|
|
initUnit();
|
|
|
|
EXPECT_FALSE(subject.canCast());
|
|
EXPECT_FALSE(subject.isCaster());
|
|
EXPECT_TRUE(subject.canShoot());
|
|
EXPECT_TRUE(subject.isShooter());
|
|
|
|
subject.afterAttack(true, false);
|
|
|
|
EXPECT_FALSE(subject.canShoot());
|
|
EXPECT_TRUE(subject.isShooter());
|
|
}
|
|
|
|
TEST_F(UnitStateTest, canShootWithAmmoCart)
|
|
{
|
|
hasAmmoCart = true;
|
|
setDefaultExpectations();
|
|
makeShooter(1);
|
|
initUnit();
|
|
|
|
EXPECT_FALSE(subject.canCast());
|
|
EXPECT_FALSE(subject.isCaster());
|
|
EXPECT_TRUE(subject.canShoot());
|
|
EXPECT_TRUE(subject.isShooter());
|
|
|
|
subject.afterAttack(true, false);
|
|
|
|
EXPECT_TRUE(subject.canShoot());
|
|
EXPECT_TRUE(subject.isShooter());
|
|
}
|
|
|
|
TEST_F(UnitStateTest, getAttack)
|
|
{
|
|
setDefaultExpectations();
|
|
|
|
EXPECT_EQ(subject.getAttack(false), DEFAULT_ATTACK);
|
|
EXPECT_EQ(subject.getAttack(true), DEFAULT_ATTACK);
|
|
}
|
|
|
|
TEST_F(UnitStateTest, getDefence)
|
|
{
|
|
setDefaultExpectations();
|
|
|
|
EXPECT_EQ(subject.getDefence(false), DEFAULT_DEFENCE);
|
|
EXPECT_EQ(subject.getDefence(true), DEFAULT_DEFENCE);
|
|
}
|
|
|
|
TEST_F(UnitStateTest, attackWithFrenzy)
|
|
{
|
|
setDefaultExpectations();
|
|
|
|
bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::IN_FRENZY, Bonus::SPELL_EFFECT, 50, 0));
|
|
|
|
int expectedAttack = DEFAULT_ATTACK + 0.5 * DEFAULT_DEFENCE;
|
|
|
|
EXPECT_EQ(subject.getAttack(false), expectedAttack);
|
|
EXPECT_EQ(subject.getAttack(true), expectedAttack);
|
|
}
|
|
|
|
TEST_F(UnitStateTest, defenceWithFrenzy)
|
|
{
|
|
setDefaultExpectations();
|
|
|
|
bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::IN_FRENZY, Bonus::SPELL_EFFECT, 50, 0));
|
|
|
|
int expectedDefence = 0;
|
|
|
|
EXPECT_EQ(subject.getDefence(false), expectedDefence);
|
|
EXPECT_EQ(subject.getDefence(true), expectedDefence);
|
|
}
|
|
|
|
TEST_F(UnitStateTest, additionalAttack)
|
|
{
|
|
setDefaultExpectations();
|
|
|
|
{
|
|
auto bonus = std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::ADDITIONAL_ATTACK, Bonus::SPELL_EFFECT, 41, 0);
|
|
|
|
bonusMock.addNewBonus(bonus);
|
|
}
|
|
|
|
EXPECT_EQ(subject.getTotalAttacks(false), 42);
|
|
EXPECT_EQ(subject.getTotalAttacks(true), 42);
|
|
}
|
|
|
|
TEST_F(UnitStateTest, additionalMeleeAttack)
|
|
{
|
|
setDefaultExpectations();
|
|
|
|
{
|
|
auto bonus = std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::ADDITIONAL_ATTACK, Bonus::SPELL_EFFECT, 41, 0);
|
|
bonus->effectRange = Bonus::ONLY_MELEE_FIGHT;
|
|
|
|
bonusMock.addNewBonus(bonus);
|
|
}
|
|
|
|
EXPECT_EQ(subject.getTotalAttacks(false), 42);
|
|
EXPECT_EQ(subject.getTotalAttacks(true), 1);
|
|
}
|
|
|
|
TEST_F(UnitStateTest, additionalRangedAttack)
|
|
{
|
|
setDefaultExpectations();
|
|
|
|
{
|
|
auto bonus = std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::ADDITIONAL_ATTACK, Bonus::SPELL_EFFECT, 41, 0);
|
|
bonus->effectRange = Bonus::ONLY_DISTANCE_FIGHT;
|
|
|
|
bonusMock.addNewBonus(bonus);
|
|
}
|
|
|
|
EXPECT_EQ(subject.getTotalAttacks(false), 1);
|
|
EXPECT_EQ(subject.getTotalAttacks(true), 42);
|
|
}
|