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139 lines
3.0 KiB
C++
139 lines
3.0 KiB
C++
/*
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* TimedTest.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "EffectFixture.h"
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#include <vstd/RNG.h>
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#include "lib/CModHandler.h"
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namespace test
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{
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using namespace ::spells;
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using namespace ::spells::effects;
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using namespace ::testing;
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class TimedTest : public Test, public EffectFixture
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{
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public:
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TimedTest()
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: EffectFixture("core:timed")
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{
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}
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protected:
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void SetUp() override
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{
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EffectFixture::setUp();
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}
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};
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class TimedApplyTest : public TestWithParam<::testing::tuple<bool, bool>>, public EffectFixture
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{
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public:
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bool cumulative = false;
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bool firstCast = false;
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const int32_t spellIndex = 456;
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const int32_t duration = 57;
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TimedApplyTest()
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: EffectFixture("core:timed")
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{
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}
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void setDefaultExpectaions()
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{
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unitsFake.setDefaultBonusExpectations();
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EXPECT_CALL(mechanicsMock, getSpellIndex()).WillRepeatedly(Return(spellIndex));
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EXPECT_CALL(mechanicsMock, getEffectDuration()).WillRepeatedly(Return(duration));
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EXPECT_CALL(serverMock, describeChanges()).WillRepeatedly(Return(false));
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}
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protected:
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void SetUp() override
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{
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EffectFixture::setUp();
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cumulative = get<0>(GetParam());
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firstCast = get<1>(GetParam());
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}
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};
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TEST_P(TimedApplyTest, ChangesBonuses)
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{
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Bonus testBonus1(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::OTHER, 3, 0, PrimarySkill::KNOWLEDGE);
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Bonus testBonus2(Bonus::N_TURNS, Bonus::PRIMARY_SKILL, Bonus::OTHER, 3, 0, PrimarySkill::KNOWLEDGE);
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testBonus2.turnsRemain = 4;
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JsonNode options(JsonNode::JsonType::DATA_STRUCT);
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options["cumulative"].Bool() = cumulative;
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options["bonus"]["test1"] = testBonus1.toJsonNode();
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options["bonus"]["test2"] = testBonus2.toJsonNode();
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options.setMeta(CModHandler::scopeBuiltin());
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setupEffect(options);
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const uint32_t unitId = 42;
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auto & targetUnit = unitsFake.add(BattleSide::ATTACKER);
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targetUnit.makeAlive();
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EXPECT_CALL(targetUnit, unitId()).WillRepeatedly(Return(unitId));
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EXPECT_CALL(targetUnit, creatureLevel()).WillRepeatedly(Return(1));
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EffectTarget target;
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target.emplace_back(&targetUnit, BattleHex());
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std::vector<Bonus> actualBonus;
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std::vector<Bonus> expectedBonus;
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testBonus1.turnsRemain = duration;
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expectedBonus.push_back(testBonus1);
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expectedBonus.push_back(testBonus2);
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for(auto & bonus : expectedBonus)
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{
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bonus.source = Bonus::SPELL_EFFECT;
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bonus.sid = spellIndex;
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}
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if(cumulative)
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{
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EXPECT_CALL(*battleFake, addUnitBonus(Eq(unitId),_)).WillOnce(SaveArg<1>(&actualBonus));
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}
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else
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{
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EXPECT_CALL(*battleFake, updateUnitBonus(Eq(unitId),_)).WillOnce(SaveArg<1>(&actualBonus));
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}
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setDefaultExpectaions();
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EXPECT_CALL(serverMock, apply(Matcher<SetStackEffect *>(_))).Times(1);
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subject->apply(&serverMock, &mechanicsMock, target);
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EXPECT_THAT(actualBonus, UnorderedElementsAreArray(expectedBonus));
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}
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INSTANTIATE_TEST_SUITE_P
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(
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ByConfig,
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TimedApplyTest,
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Combine
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(
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Values(false, true),
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Values(false, true)
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)
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);
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}
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