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vcmi/test/spells/targetConditions/BonusConditionTest.cpp
Konstantin 8724181a0f vcmi: spell resistance rework
Now instead of XXX_IMMUNITY bonuses we have 2 bonuses with spellSchool
subtype: SPELL_SCHOOL_IMMUNITY and NEGATIVE_EFFECT_IMMUNITY.
All previous bonuses of subtype 0 is covered by SPELL_SCHOOL_IMMUNITY,
and all previous bonuses of subtype 1 is covered by
NEGATIVE_EFFECT_IMMUNITY. Unit tests are updated accordingly.
2023-08-23 17:52:16 +03:00

57 lines
1.5 KiB
C++

/*
* BonusConditionTest.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 "TargetConditionItemFixture.h"
namespace test
{
using namespace ::spells;
using namespace ::testing;
class BonusConditionTest : public TargetConditionItemTest
{
public:
void setDefaultExpectations()
{
EXPECT_CALL(unitMock, getAllBonuses(_, _, _, _)).Times(AtLeast(1));
EXPECT_CALL(unitMock, getTreeVersion()).Times(AtLeast(0));
}
void SetUp() override
{
TargetConditionItemTest::SetUp();
subject = TargetConditionItemFactory::getDefault()->createConfigurable("", "bonus", "DIRECT_DAMAGE_IMMUNITY");
GTEST_ASSERT_NE(subject, nullptr);
}
};
TEST_F(BonusConditionTest, ImmuneByDefault)
{
setDefaultExpectations();
EXPECT_FALSE(subject->isReceptive(&mechanicsMock, &unitMock));
}
TEST_F(BonusConditionTest, ReceptiveIfMatchesType)
{
setDefaultExpectations();
unitBonuses.addNewBonus(std::make_shared<Bonus>(BonusDuration::ONE_BATTLE, BonusType::SPELL_DAMAGE_REDUCTION, BonusSource::OTHER, 100, 0));
EXPECT_TRUE(subject->isReceptive(&mechanicsMock, &unitMock));
}
TEST_F(BonusConditionTest, ImmuneIfTypeMismatch)
{
setDefaultExpectations();
unitBonuses.addNewBonus(std::make_shared<Bonus>(BonusDuration::ONE_BATTLE, BonusType::SPELL_SCHOOL_IMMUNITY, BonusSource::OTHER, 0, SpellSchool(ESpellSchool::FIRE)));
EXPECT_FALSE(subject->isReceptive(&mechanicsMock, &unitMock));
}
}