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vcmi/test/spells/effects/TimedTest.cpp
AlexVinS ecaa9f5d0b Entities redesign and a few ERM features
* 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.
2021-02-14 19:05:43 +03:00

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3.0 KiB
C++

/*
* TimedTest.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>
namespace test
{
using namespace ::spells;
using namespace ::spells::effects;
using namespace ::testing;
class TimedTest : public Test, public EffectFixture
{
public:
TimedTest()
: EffectFixture("core:timed")
{
}
protected:
void SetUp() override
{
EffectFixture::setUp();
}
};
class TimedApplyTest : public TestWithParam<::testing::tuple<bool, bool>>, public EffectFixture
{
public:
bool cumulative = false;
bool firstCast = false;
const int32_t spellIndex = 456;
const int32_t duration = 57;
TimedApplyTest()
: EffectFixture("core:timed")
{
}
void setDefaultExpectaions()
{
unitsFake.setDefaultBonusExpectations();
EXPECT_CALL(mechanicsMock, getSpellIndex()).WillRepeatedly(Return(spellIndex));
EXPECT_CALL(mechanicsMock, getEffectDuration()).WillRepeatedly(Return(duration));
EXPECT_CALL(serverMock, describeChanges()).WillRepeatedly(Return(false));
}
protected:
void SetUp() override
{
EffectFixture::setUp();
cumulative = get<0>(GetParam());
firstCast = get<1>(GetParam());
}
};
TEST_P(TimedApplyTest, ChangesBonuses)
{
Bonus testBonus1(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::OTHER, 3, 0, PrimarySkill::KNOWLEDGE);
Bonus testBonus2(Bonus::N_TURNS, Bonus::PRIMARY_SKILL, Bonus::OTHER, 3, 0, PrimarySkill::KNOWLEDGE);
testBonus2.turnsRemain = 4;
JsonNode options(JsonNode::JsonType::DATA_STRUCT);
options["cumulative"].Bool() = cumulative;
options["bonus"]["test1"] = testBonus1.toJsonNode();
options["bonus"]["test2"] = testBonus2.toJsonNode();
options.setMeta("core");
setupEffect(options);
const uint32_t unitId = 42;
auto & targetUnit = unitsFake.add(BattleSide::ATTACKER);
targetUnit.makeAlive();
EXPECT_CALL(targetUnit, unitId()).WillRepeatedly(Return(unitId));
EXPECT_CALL(targetUnit, creatureLevel()).WillRepeatedly(Return(1));
EffectTarget target;
target.emplace_back(&targetUnit, BattleHex());
std::vector<Bonus> actualBonus;
std::vector<Bonus> expectedBonus;
testBonus1.turnsRemain = duration;
expectedBonus.push_back(testBonus1);
expectedBonus.push_back(testBonus2);
for(auto & bonus : expectedBonus)
{
bonus.source = Bonus::SPELL_EFFECT;
bonus.sid = spellIndex;
}
if(cumulative)
{
EXPECT_CALL(*battleFake, addUnitBonus(Eq(unitId),_)).WillOnce(SaveArg<1>(&actualBonus));
}
else
{
EXPECT_CALL(*battleFake, updateUnitBonus(Eq(unitId),_)).WillOnce(SaveArg<1>(&actualBonus));
}
setDefaultExpectaions();
EXPECT_CALL(serverMock, apply(Matcher<SetStackEffect *>(_))).Times(1);
subject->apply(&serverMock, &mechanicsMock, target);
EXPECT_THAT(actualBonus, UnorderedElementsAreArray(expectedBonus));
}
INSTANTIATE_TEST_CASE_P
(
ByConfig,
TimedApplyTest,
Combine
(
Values(false, true),
Values(false, true)
)
);
}