1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
vcmi/test/spells/targetConditions/HealthValueConditionTest.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

69 lines
1.7 KiB
C++

/*
* HealthValueConditionTest.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 HealthValueConditionTest : public TargetConditionItemTest
{
public:
const int64_t UNIT_HP = 4242;
const int64_t EFFECT_VALUE = 101;
void setDefaultExpectations()
{
EXPECT_CALL(unitMock, getAllBonuses(_, _, _, _)).Times(0);
EXPECT_CALL(unitMock, getTreeVersion()).Times(0);
EXPECT_CALL(unitMock, getAvailableHealth()).WillOnce(Return(UNIT_HP));
EXPECT_CALL(mechanicsMock, getEffectValue()).WillOnce(Return(EFFECT_VALUE));
}
void SetUp() override
{
TargetConditionItemTest::SetUp();
subject = TargetConditionItemFactory::getDefault()->createConfigurable("", "healthValueSpecial", "");
GTEST_ASSERT_NE(subject, nullptr);
}
};
TEST_F(HealthValueConditionTest, ReceptiveIfEq)
{
setDefaultExpectations();
EXPECT_CALL(mechanicsMock, applySpellBonus(Eq(EFFECT_VALUE), Eq(&unitMock))).WillOnce(Return(UNIT_HP));
EXPECT_TRUE(subject->isReceptive(&mechanicsMock, &unitMock));
}
TEST_F(HealthValueConditionTest, ReceptiveIfGt)
{
setDefaultExpectations();
EXPECT_CALL(mechanicsMock, applySpellBonus(Eq(EFFECT_VALUE), Eq(&unitMock))).WillOnce(Return(UNIT_HP+1));
EXPECT_TRUE(subject->isReceptive(&mechanicsMock, &unitMock));
}
TEST_F(HealthValueConditionTest, ImmuneIfLt)
{
setDefaultExpectations();
EXPECT_CALL(mechanicsMock, applySpellBonus(Eq(EFFECT_VALUE), Eq(&unitMock))).WillOnce(Return(UNIT_HP-1));
EXPECT_FALSE(subject->isReceptive(&mechanicsMock, &unitMock));
}
}