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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-14 10:12:59 +02:00
vcmi/test/battle/CBattleInfoCallbackTest.cpp
K 462c79e190 remove never used code in CBonusSystemNode
Method CBonusSystemNode::getAllBonuses have 'root' parameter which is never
set to anythig else than nullptr. This patch removes the parameter and all
code that depends on it as preparatory work for further bonus system
optimization.
2024-08-25 14:15:21 +02:00

688 lines
19 KiB
C++

/*
* CBattleInfoCallbackTest.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 "../../lib/battle/CBattleInfoCallback.h"
#include "../../lib/battle/CUnitState.h"
#include <vstd/RNG.h>
#include "mock/mock_BonusBearer.h"
#include "mock/mock_battle_IBattleState.h"
#include "mock/mock_battle_Unit.h"
#if SCRIPTING_ENABLED
#include "mock/mock_scripting_Pool.h"
#endif
using namespace battle;
using namespace testing;
class UnitFake : public UnitMock
{
private:
std::shared_ptr<CUnitState> state;
public:
UnitFake()
{
state.reset(new CUnitStateDetached(this, this));
}
void addNewBonus(const std::shared_ptr<Bonus> & b)
{
bonusFake.addNewBonus(b);
}
void addCreatureAbility(BonusType bonusType)
{
addNewBonus(
std::make_shared<Bonus>(
BonusDuration::PERMANENT,
bonusType,
BonusSource::CREATURE_ABILITY,
0,
CreatureID(0)));
}
void makeAlive()
{
EXPECT_CALL(*this, alive()).WillRepeatedly(Return(true));
}
void setupPoisition(BattleHex pos)
{
EXPECT_CALL(*this, getPosition()).WillRepeatedly(Return(pos));
}
void makeDoubleWide()
{
EXPECT_CALL(*this, doubleWide()).WillRepeatedly(Return(true));
}
void makeWarMachine()
{
addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::SIEGE_WEAPON, BonusSource::CREATURE_ABILITY, 1, BonusSourceID()));
}
void redirectBonusesToFake()
{
ON_CALL(*this, getAllBonuses(_, _, _)).WillByDefault(Invoke(&bonusFake, &BonusBearerMock::getAllBonuses));
ON_CALL(*this, getTreeVersion()).WillByDefault(Invoke(&bonusFake, &BonusBearerMock::getTreeVersion));
}
void expectAnyBonusSystemCall()
{
EXPECT_CALL(*this, getAllBonuses(_, _, _)).Times(AtLeast(0));
EXPECT_CALL(*this, getTreeVersion()).Times(AtLeast(0));
}
void setDefaultExpectations()
{
EXPECT_CALL(*this, unitSlot()).WillRepeatedly(Return(SlotID(0)));
EXPECT_CALL(*this, creatureIndex()).WillRepeatedly(Return(0));
}
void setDefaultState()
{
EXPECT_CALL(*this, isClone()).WillRepeatedly(Return(false));
EXPECT_CALL(*this, isCaster()).WillRepeatedly(Return(false));
EXPECT_CALL(*this, acquireState()).WillRepeatedly(Return(state));
}
private:
BonusBearerMock bonusFake;
};
class UnitsFake
{
public:
std::vector<std::shared_ptr<UnitFake>> allUnits;
UnitFake & add(BattleSide side)
{
auto * unit = new UnitFake();
EXPECT_CALL(*unit, unitSide()).WillRepeatedly(Return(side));
unit->setDefaultExpectations();
allUnits.emplace_back(unit);
return *allUnits.back().get();
}
Units getUnitsIf(UnitFilter predicate) const
{
Units ret;
for(auto & unit : allUnits)
{
if(predicate(unit.get()))
ret.push_back(unit.get());
}
return ret;
}
void setDefaultBonusExpectations()
{
for(auto & unit : allUnits)
{
unit->redirectBonusesToFake();
unit->expectAnyBonusSystemCall();
}
}
};
class CBattleInfoCallbackTest : public Test
{
public:
class TestSubject : public CBattleInfoCallback
{
public:
const IBattleInfo * battle;
#if SCRIPTING_ENABLED
scripting::Pool * pool;
TestSubject(scripting::Pool * p)
: CBattleInfoCallback(),
pool(p)
#else
TestSubject()
: CBattleInfoCallback()
#endif
{
}
const IBattleInfo * getBattle() const override
{
return battle;
}
std::optional<PlayerColor> getPlayerID() const override
{
return std::nullopt;
}
#if SCRIPTING_ENABLED
scripting::Pool * getContextPool() const override
{
return pool;
}
#endif
};
#if SCRIPTING_ENABLED
StrictMock<scripting::PoolMock> pool;
#endif
TestSubject subject;
BattleStateMock battleMock;
UnitsFake unitsFake;
CBattleInfoCallbackTest()
#if SCRIPTING_ENABLED
: pool(),
subject(&pool)
#endif
{
}
void startBattle()
{
subject.battle = &battleMock;
}
void redirectUnitsToFake()
{
ON_CALL(battleMock, getUnitsIf(_)).WillByDefault(Invoke(&unitsFake, &UnitsFake::getUnitsIf));
}
};
class AttackableHexesTest : public CBattleInfoCallbackTest
{
public:
UnitFake & addRegularMelee(BattleHex hex, BattleSide side)
{
auto & unit = unitsFake.add(side);
unit.makeAlive();
unit.setDefaultState();
unit.setupPoisition(hex);
unit.redirectBonusesToFake();
return unit;
}
UnitFake & addDragon(BattleHex hex, BattleSide side)
{
auto & unit = addRegularMelee(hex, side);
unit.addCreatureAbility(BonusType::TWO_HEX_ATTACK_BREATH);
unit.makeDoubleWide();
return unit;
}
Units getAttackedUnits(UnitFake & attacker, UnitFake & defender, BattleHex defenderHex)
{
startBattle();
redirectUnitsToFake();
return subject.getAttackedBattleUnits(
&attacker, &defender,
defenderHex, false,
attacker.getPosition(),
defender.getPosition());
}
};
TEST_F(AttackableHexesTest, DragonRightRegular_RightHorithontalBreath)
{
// X A D #
UnitFake & attacker = addDragon(35, BattleSide::ATTACKER);
UnitFake & defender = addRegularMelee(36, BattleSide::DEFENDER);
UnitFake & next = addRegularMelee(37, BattleSide::DEFENDER);
auto attacked = getAttackedUnits(attacker, defender, defender.getPosition());
EXPECT_TRUE(vstd::contains(attacked, &next));
}
TEST_F(AttackableHexesTest, DragonDragonBottomRightHead_BottomRightBreathFromHead)
{
// X A
// D X target D
// #
UnitFake & attacker = addDragon(35, BattleSide::ATTACKER);
UnitFake & defender = addDragon(attacker.getPosition().cloneInDirection(BattleHex::BOTTOM_RIGHT), BattleSide::DEFENDER);
UnitFake & next = addRegularMelee(defender.getPosition().cloneInDirection(BattleHex::BOTTOM_RIGHT), BattleSide::DEFENDER);
auto attacked = getAttackedUnits(attacker, defender, defender.getPosition());
EXPECT_TRUE(vstd::contains(attacked, &next));
}
TEST_F(AttackableHexesTest, DragonDragonVerticalDownHead_VerticalDownBreathFromHead)
{
// X A
// D X target D
// #
UnitFake & attacker = addDragon(35, BattleSide::ATTACKER);
UnitFake & defender = addDragon(attacker.getPosition().cloneInDirection(BattleHex::BOTTOM_LEFT), BattleSide::DEFENDER);
UnitFake & next = addRegularMelee(defender.getPosition().cloneInDirection(BattleHex::BOTTOM_RIGHT), BattleSide::DEFENDER);
auto attacked = getAttackedUnits(attacker, defender, defender.getPosition());
EXPECT_TRUE(vstd::contains(attacked, &next));
}
TEST_F(AttackableHexesTest, DragonDragonVerticalDownHeadReverse_VerticalDownBreathFromHead)
{
// A X
// X D target D
// #
UnitFake & attacker = addDragon(36, BattleSide::DEFENDER);
UnitFake & defender = addDragon(attacker.getPosition().cloneInDirection(BattleHex::BOTTOM_RIGHT), BattleSide::ATTACKER);
UnitFake & next = addRegularMelee(defender.getPosition().cloneInDirection(BattleHex::BOTTOM_LEFT), BattleSide::ATTACKER);
auto attacked = getAttackedUnits(attacker, defender, defender.getPosition());
EXPECT_TRUE(vstd::contains(attacked, &next));
}
TEST_F(AttackableHexesTest, DragonDragonVerticalDownBack_VerticalDownBreath)
{
// X A
// D X target X
// #
UnitFake & attacker = addDragon(37, BattleSide::ATTACKER);
UnitFake & defender = addDragon(attacker.occupiedHex().cloneInDirection(BattleHex::BOTTOM_LEFT), BattleSide::DEFENDER);
UnitFake & next = addRegularMelee(defender.getPosition().cloneInDirection(BattleHex::BOTTOM_RIGHT), BattleSide::DEFENDER);
auto attacked = getAttackedUnits(attacker, defender, defender.occupiedHex());
EXPECT_TRUE(vstd::contains(attacked, &next));
}
TEST_F(AttackableHexesTest, DragonDragonHeadBottomRight_BottomRightBreathFromHead)
{
// X A
// D X target D
// #
UnitFake & attacker = addDragon(37, BattleSide::ATTACKER);
UnitFake & defender = addDragon(attacker.occupiedHex().cloneInDirection(BattleHex::BOTTOM_LEFT), BattleSide::DEFENDER);
UnitFake & next = addRegularMelee(defender.getPosition().cloneInDirection(BattleHex::BOTTOM_RIGHT), BattleSide::DEFENDER);
auto attacked = getAttackedUnits(attacker, defender, defender.getPosition());
EXPECT_TRUE(vstd::contains(attacked, &next));
}
TEST_F(AttackableHexesTest, DragonVerticalDownDragonBackReverse_VerticalDownBreath)
{
// A X
// X D target X
// #
UnitFake & attacker = addDragon(36, BattleSide::DEFENDER);
UnitFake & defender = addDragon(attacker.occupiedHex().cloneInDirection(BattleHex::BOTTOM_RIGHT), BattleSide::ATTACKER);
UnitFake & next = addRegularMelee(defender.getPosition().cloneInDirection(BattleHex::BOTTOM_LEFT), BattleSide::ATTACKER);
auto attacked = getAttackedUnits(attacker, defender, defender.occupiedHex());
EXPECT_TRUE(vstd::contains(attacked, &next));
}
TEST_F(AttackableHexesTest, DragonRightBottomDragonHeadReverse_RightBottomBreathFromHeadHex)
{
// A X
// X D target D
UnitFake & attacker = addDragon(36, BattleSide::DEFENDER);
UnitFake & defender = addDragon(attacker.occupiedHex().cloneInDirection(BattleHex::BOTTOM_RIGHT), BattleSide::ATTACKER);
UnitFake & next = addRegularMelee(defender.getPosition().cloneInDirection(BattleHex::BOTTOM_LEFT), BattleSide::ATTACKER);
auto attacked = getAttackedUnits(attacker, defender, defender.getPosition());
EXPECT_TRUE(vstd::contains(attacked, &next));
}
TEST_F(AttackableHexesTest, DragonLeftBottomDragonBackToBack_LeftBottomBreathFromBackHex)
{
// X A
// D X target X
// #
UnitFake & attacker = addDragon(8, BattleSide::ATTACKER);
UnitFake & defender = addDragon(attacker.occupiedHex().cloneInDirection(BattleHex::BOTTOM_LEFT).cloneInDirection(BattleHex::LEFT), BattleSide::DEFENDER);
UnitFake & next = addRegularMelee(defender.getPosition().cloneInDirection(BattleHex::BOTTOM_RIGHT), BattleSide::DEFENDER);
auto attacked = getAttackedUnits(attacker, defender, defender.occupiedHex());
EXPECT_TRUE(vstd::contains(attacked, &next));
}
TEST_F(AttackableHexesTest, DefenderPositionOverride_BreathCountsHypoteticDefenderPosition)
{
// # N
// X D target D
// A X
UnitFake & attacker = addDragon(35, BattleSide::DEFENDER);
UnitFake & defender = addDragon(8, BattleSide::ATTACKER);
UnitFake & next = addDragon(2, BattleSide::ATTACKER);
startBattle();
redirectUnitsToFake();
auto attacked = subject.getAttackedBattleUnits(
&attacker,
&defender,
19,
false,
attacker.getPosition(),
19);
EXPECT_TRUE(vstd::contains(attacked, &next));
}
class BattleFinishedTest : public CBattleInfoCallbackTest
{
public:
void expectBattleNotFinished()
{
auto ret = subject.battleIsFinished();
EXPECT_FALSE(ret);
}
void expectBattleDraw()
{
auto ret = subject.battleIsFinished();
EXPECT_TRUE(ret);
EXPECT_EQ(*ret, BattleSide::NONE);
}
void expectBattleWinner(BattleSide side)
{
auto ret = subject.battleIsFinished();
EXPECT_TRUE(ret);
EXPECT_EQ(*ret, side);
}
void expectBattleLooser(BattleSide side)
{
auto ret = subject.battleIsFinished();
EXPECT_TRUE(ret);
EXPECT_NE(*ret, side);
}
void setDefaultExpectations()
{
redirectUnitsToFake();
unitsFake.setDefaultBonusExpectations();
EXPECT_CALL(battleMock, getUnitsIf(_)).Times(1);
}
};
TEST_F(BattleFinishedTest, DISABLED_NoBattleIsDraw)
{
expectBattleDraw();
}
TEST_F(BattleFinishedTest, EmptyBattleIsDraw)
{
setDefaultExpectations();
startBattle();
expectBattleDraw();
}
TEST_F(BattleFinishedTest, LastAliveUnitWins)
{
UnitFake & unit = unitsFake.add(BattleSide::DEFENDER);
unit.makeAlive();
unit.setDefaultState();
setDefaultExpectations();
startBattle();
expectBattleWinner(BattleSide::DEFENDER);
}
TEST_F(BattleFinishedTest, TwoUnitsContinueFight)
{
UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
unit1.makeAlive();
UnitFake & unit2 = unitsFake.add(BattleSide::DEFENDER);
unit2.makeAlive();
setDefaultExpectations();
startBattle();
expectBattleNotFinished();
}
TEST_F(BattleFinishedTest, LastWarMachineNotWins)
{
UnitFake & unit = unitsFake.add(BattleSide::ATTACKER);
unit.makeAlive();
unit.makeWarMachine();
unit.setDefaultState();
setDefaultExpectations();
startBattle();
expectBattleLooser(BattleSide::ATTACKER);
}
TEST_F(BattleFinishedTest, LastWarMachineLoose)
{
try
{
UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
unit1.makeAlive();
unit1.setDefaultState();
UnitFake & unit2 = unitsFake.add(BattleSide::DEFENDER);
unit2.makeAlive();
unit2.makeWarMachine();
unit2.setDefaultState();
setDefaultExpectations();
startBattle();
expectBattleWinner(BattleSide::ATTACKER);
}
catch(const std::exception & e)
{
logGlobal->error(e.what());
}
}
class BattleMatchOwnerTest : public CBattleInfoCallbackTest
{
public:
void setDefaultExpectations()
{
redirectUnitsToFake();
unitsFake.setDefaultBonusExpectations();
EXPECT_CALL(battleMock, getSidePlayer(Eq(BattleSide::ATTACKER))).WillRepeatedly(Return(PlayerColor(0)));
EXPECT_CALL(battleMock, getSidePlayer(Eq(BattleSide::DEFENDER))).WillRepeatedly(Return(PlayerColor(1)));
}
};
TEST_F(BattleMatchOwnerTest, normalToSelf)
{
UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
setDefaultExpectations();
startBattle();
EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit1, true));
EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit1, boost::logic::indeterminate));
EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit1, false));
}
TEST_F(BattleMatchOwnerTest, hypnotizedToSelf)
{
UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
unit1.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, BonusSourceID()));
setDefaultExpectations();
startBattle();
EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit1, true));
EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit1, boost::logic::indeterminate));
EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit1, false));
}
TEST_F(BattleMatchOwnerTest, normalToNormalAlly)
{
UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
UnitFake & unit2 = unitsFake.add(BattleSide::ATTACKER);
EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
setDefaultExpectations();
startBattle();
EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, true));
EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, false));
}
TEST_F(BattleMatchOwnerTest, hypnotizedToNormalAlly)
{
UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
unit1.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, BonusSourceID()));
UnitFake & unit2 = unitsFake.add(BattleSide::ATTACKER);
EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
setDefaultExpectations();
startBattle();
EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, true));
EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, false));
}
TEST_F(BattleMatchOwnerTest, normalToHypnotizedAlly)
{
UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
UnitFake & unit2 = unitsFake.add(BattleSide::ATTACKER);
EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
unit2.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, BonusSourceID()));
setDefaultExpectations();
startBattle();
EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, true));
EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, false));
}
TEST_F(BattleMatchOwnerTest, hypnotizedToHypnotizedAlly)
{
UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
unit1.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, BonusSourceID()));
UnitFake & unit2 = unitsFake.add(BattleSide::ATTACKER);
EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
unit2.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, BonusSourceID()));
setDefaultExpectations();
startBattle();
EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, true));
EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, false));
}
TEST_F(BattleMatchOwnerTest, normalToNormalEnemy)
{
UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
UnitFake & unit2 = unitsFake.add(BattleSide::DEFENDER);
EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
setDefaultExpectations();
startBattle();
EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, true));
EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, false));
}
TEST_F(BattleMatchOwnerTest, hypnotizedToNormalEnemy)
{
UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
unit1.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, BonusSourceID()));
UnitFake & unit2 = unitsFake.add(BattleSide::DEFENDER);
EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
setDefaultExpectations();
startBattle();
EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, true));
EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, false));
}
TEST_F(BattleMatchOwnerTest, normalToHypnotizedEnemy)
{
UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
UnitFake & unit2 = unitsFake.add(BattleSide::DEFENDER);
EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
unit2.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, BonusSourceID()));
setDefaultExpectations();
startBattle();
EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, true));
EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, false));
}
TEST_F(BattleMatchOwnerTest, hypnotizedToHypnotizedEnemy)
{
UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
unit1.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, BonusSourceID()));
UnitFake & unit2 = unitsFake.add(BattleSide::DEFENDER);
EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
unit2.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, BonusSourceID()));
setDefaultExpectations();
startBattle();
EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, true));
EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, false));
}