mirror of
https://github.com/vcmi/vcmi.git
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- Dropped incomplete attempt to add initialize() function - Removed effectively duplicated getSpellByKey() method from API - Fixed several Sonar warnings
342 lines
11 KiB
C++
342 lines
11 KiB
C++
/*
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* CatapultTest.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/mapObjects/CGTownInstance.h"
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#include "../../../lib/json/JsonNode.h"
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#include "../../mock/TownFake.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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namespace
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{
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int midpointRng(int low, int high) { return (low + high) / 2; }
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}
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class CatapultTest : public Test, public EffectFixture
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{
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public:
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CatapultTest()
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:EffectFixture("core:catapult")
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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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setupEffect(JsonNode());
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}
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};
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TEST_F(CatapultTest, NotApplicableWithoutTown)
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{
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EXPECT_CALL(*battleFake, getDefendedTown()).WillRepeatedly(Return(nullptr));
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EXPECT_CALL(mechanicsMock, adaptProblem(_, _)).WillOnce(Return(false));
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EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(true));
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EXPECT_FALSE(subject->applicableGeneral(problemMock, &mechanicsMock));
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}
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TEST_F(CatapultTest, NotApplicableInVillage)
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{
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TownFake fakeTown;
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EXPECT_CALL(*battleFake, getDefendedTown()).WillRepeatedly(Return(fakeTown.get()));
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EXPECT_CALL(mechanicsMock, adaptProblem(_, _)).WillOnce(Return(false));
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EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(true));
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EXPECT_FALSE(subject->applicableGeneral(problemMock, &mechanicsMock));
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}
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TEST_F(CatapultTest, NotApplicableForDefenderIfSmart)
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{
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TownFake fakeTown;
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fakeTown.withBuilding(BuildingID::FORT);
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mechanicsMock.casterSide = BattleSide::DEFENDER;
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EXPECT_CALL(*battleFake, getDefendedTown()).WillRepeatedly(Return(fakeTown.get()));
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EXPECT_CALL(mechanicsMock, adaptProblem(_, _)).WillOnce(Return(false));
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EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(true));
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EXPECT_FALSE(subject->applicableGeneral(problemMock, &mechanicsMock));
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}
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TEST_F(CatapultTest, ApplicableInTown)
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{
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TownFake fakeTown;
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fakeTown.withBuilding(BuildingID::FORT);
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EXPECT_CALL(*battleFake, getDefendedTown()).WillRepeatedly(Return(fakeTown.get()));
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EXPECT_CALL(mechanicsMock, adaptProblem(_, _)).Times(0);
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EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(true));
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EXPECT_CALL(*battleFake, getWallState(_)).WillRepeatedly(Return(EWallState::INTACT));
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EXPECT_TRUE(subject->applicableGeneral(problemMock, &mechanicsMock));
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}
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class CatapultApplyTest : public Test, public EffectFixture
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{
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public:
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CatapultApplyTest()
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: EffectFixture("core:catapult")
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{
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}
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void setDefaultExpectations()
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{
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EXPECT_CALL(*battleFake, getDefendedTown()).WillRepeatedly(Return(fakeTown.get()));
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EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(true));
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setupDefaultRNG();
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EXPECT_CALL(rngMock, nextInt(Matcher<int>(_), Matcher<int>(_)))
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.WillRepeatedly(Invoke(&midpointRng));
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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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fakeTown.withBuilding(BuildingID::FORT);
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}
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TownFake fakeTown;
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};
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TEST_F(CatapultApplyTest, DamageToIntactPart)
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{
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{
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JsonNode config;
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config["targetsToAttack"].Integer() = 1;
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config["chanceToNormalHit"].Integer() = 100;
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EffectFixture::setupEffect(config);
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}
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setDefaultExpectations();
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const EWallPart targetPart = EWallPart::BELOW_GATE;
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auto & actualCaster = unitsFake.add(BattleSide::ATTACKER);
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mechanicsMock.caster = &actualCaster;
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EXPECT_CALL(mechanicsMock, getUnitCaster()).WillRepeatedly(Return(&actualCaster));
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EXPECT_CALL(actualCaster, unitId()).WillRepeatedly(Return(static_cast<uint32_t>(-1)));
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EXPECT_CALL(mechanicsMock, isMassive()).WillRepeatedly(Return(true));
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EXPECT_CALL(*battleFake, getWallState(_)).WillRepeatedly(Return(EWallState::DESTROYED));
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EXPECT_CALL(*battleFake, getWallState(Eq(targetPart))).WillRepeatedly(Return(EWallState::INTACT));
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EXPECT_CALL(*battleFake, setWallState(Eq(targetPart), Eq(EWallState::DAMAGED))).Times(1);
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CatapultAttack capturedPack;
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EXPECT_CALL(serverMock, apply(Matcher<CatapultAttack &>(_)))
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.WillOnce(Invoke([this, &capturedPack](CatapultAttack & pack)
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{
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capturedPack = pack;
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BattleStatePackVisitor visitor(*battleFake);
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pack.visit(visitor);
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}));
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Target target;
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target.emplace_back();
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subject->apply(&serverMock, &mechanicsMock, target);
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EXPECT_EQ(capturedPack.attackedPart, targetPart);
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EXPECT_EQ(capturedPack.killedTowerShooter, -1);
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}
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TEST_F(CatapultApplyTest, TargetedHitOnSpecifiedPart)
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{
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{
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JsonNode config;
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config["targetsToAttack"].Integer() = 1;
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config["chanceToNormalHit"].Integer() = 100;
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config["chanceToHitWall"].Integer() = 100;
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EffectFixture::setupEffect(config);
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}
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setDefaultExpectations();
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const EWallPart targetPart = EWallPart::BELOW_GATE;
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const BattleHex targetHex(130); // maps to BELOW_GATE
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auto & actualCaster = unitsFake.add(BattleSide::ATTACKER);
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mechanicsMock.caster = &actualCaster;
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EXPECT_CALL(mechanicsMock, getUnitCaster()).WillRepeatedly(Return(&actualCaster));
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EXPECT_CALL(actualCaster, unitId()).WillRepeatedly(Return(static_cast<uint32_t>(-1)));
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EXPECT_CALL(mechanicsMock, isMassive()).WillRepeatedly(Return(false));
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EXPECT_CALL(*battleFake, getWallState(_)).WillRepeatedly(Return(EWallState::DESTROYED));
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EXPECT_CALL(*battleFake, getWallState(Eq(targetPart))).WillRepeatedly(Return(EWallState::INTACT));
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EXPECT_CALL(*battleFake, setWallState(Eq(targetPart), Eq(EWallState::DAMAGED))).Times(1);
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CatapultAttack capturedPack;
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EXPECT_CALL(serverMock, apply(Matcher<CatapultAttack &>(_)))
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.WillOnce(Invoke([this, &capturedPack](CatapultAttack & pack)
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{
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capturedPack = pack;
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BattleStatePackVisitor visitor(*battleFake);
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pack.visit(visitor);
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}));
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Target target;
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target.emplace_back(targetHex);
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subject->apply(&serverMock, &mechanicsMock, target);
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EXPECT_EQ(capturedPack.attackedPart, targetPart);
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EXPECT_EQ(capturedPack.killedTowerShooter, -1);
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}
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TEST_F(CatapultApplyTest, TargetedMissRedirectsToPotentialTarget)
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{
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{
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JsonNode config;
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config["targetsToAttack"].Integer() = 1;
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config["chanceToNormalHit"].Integer() = 100;
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config["chanceToHitWall"].Integer() = 0; // always miss the desired part
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EffectFixture::setupEffect(config);
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}
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setDefaultExpectations();
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const EWallPart desiredPart = EWallPart::BELOW_GATE;
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const EWallPart fallbackPart = EWallPart::BOTTOM_WALL;
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const BattleHex desiredHex(130);
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auto & actualCaster = unitsFake.add(BattleSide::ATTACKER);
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mechanicsMock.caster = &actualCaster;
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EXPECT_CALL(mechanicsMock, getUnitCaster()).WillRepeatedly(Return(&actualCaster));
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EXPECT_CALL(actualCaster, unitId()).WillRepeatedly(Return(static_cast<uint32_t>(-1)));
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EXPECT_CALL(mechanicsMock, isMassive()).WillRepeatedly(Return(false));
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EXPECT_CALL(*battleFake, getWallState(_)).WillRepeatedly(Return(EWallState::DESTROYED));
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EXPECT_CALL(*battleFake, getWallState(Eq(desiredPart))).WillRepeatedly(Return(EWallState::INTACT));
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EXPECT_CALL(*battleFake, getWallState(Eq(fallbackPart))).WillRepeatedly(Return(EWallState::INTACT));
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EXPECT_CALL(*battleFake, setWallState(Eq(fallbackPart), _)).Times(1);
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EXPECT_CALL(*battleFake, setWallState(Eq(desiredPart), _)).Times(0);
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CatapultAttack capturedPack;
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EXPECT_CALL(serverMock, apply(Matcher<CatapultAttack &>(_)))
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.WillOnce(Invoke([this, &capturedPack](CatapultAttack & pack)
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{
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capturedPack = pack;
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BattleStatePackVisitor visitor(*battleFake);
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pack.visit(visitor);
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}));
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Target target;
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target.emplace_back(desiredHex);
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subject->apply(&serverMock, &mechanicsMock, target);
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EXPECT_EQ(capturedPack.attackedPart, fallbackPart);
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EXPECT_EQ(capturedPack.killedTowerShooter, -1);
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}
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TEST_F(CatapultApplyTest, RemovesTowerShooterOnKeepDestroyed)
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{
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{
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JsonNode config;
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config["targetsToAttack"].Integer() = 1;
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config["chanceToCrit"].Integer() = 100; // damage = 2, takes DAMAGED -> DESTROYED
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EffectFixture::setupEffect(config);
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}
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setDefaultExpectations();
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const EWallPart targetPart = EWallPart::KEEP;
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auto & actualCaster = unitsFake.add(BattleSide::ATTACKER);
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auto & towerShooter = unitsFake.add(BattleSide::DEFENDER);
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const uint32_t shooterId = 99;
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EXPECT_CALL(towerShooter, getPosition()).WillRepeatedly(Return(BattleHex(BattleHex::CASTLE_CENTRAL_TOWER)));
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EXPECT_CALL(towerShooter, isGhost()).WillRepeatedly(Return(false));
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EXPECT_CALL(towerShooter, unitId()).WillRepeatedly(Return(shooterId));
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EXPECT_CALL(towerShooter, doubleWide()).WillRepeatedly(Return(false));
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mechanicsMock.caster = &actualCaster;
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EXPECT_CALL(mechanicsMock, getUnitCaster()).WillRepeatedly(Return(&actualCaster));
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EXPECT_CALL(actualCaster, unitId()).WillRepeatedly(Return(static_cast<uint32_t>(-1)));
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EXPECT_CALL(mechanicsMock, isMassive()).WillRepeatedly(Return(true));
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// All wall parts DESTROYED except KEEP which is DAMAGED so it becomes the only attackable.
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EXPECT_CALL(*battleFake, getWallState(_)).WillRepeatedly(Return(EWallState::DESTROYED));
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EXPECT_CALL(*battleFake, getWallState(Eq(targetPart))).WillRepeatedly(Return(EWallState::DAMAGED));
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EXPECT_CALL(*battleFake, setWallState(Eq(targetPart), Eq(EWallState::DESTROYED))).Times(1);
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EXPECT_CALL(*battleFake, removeUnit(Eq(shooterId))).Times(1);
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CatapultAttack capturedPack;
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EXPECT_CALL(serverMock, apply(Matcher<CatapultAttack &>(_)))
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.WillOnce(Invoke([this, &capturedPack](CatapultAttack & pack)
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{
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capturedPack = pack;
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BattleStatePackVisitor visitor(*battleFake);
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pack.visit(visitor);
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}));
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Target target;
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target.emplace_back();
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subject->apply(&serverMock, &mechanicsMock, target);
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EXPECT_EQ(capturedPack.attackedPart, targetPart);
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EXPECT_EQ(capturedPack.damageDealt, 2u);
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EXPECT_EQ(capturedPack.killedTowerShooter, static_cast<int32_t>(shooterId));
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}
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TEST_F(CatapultApplyTest, MassiveAttacksMultipleParts)
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{
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{
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JsonNode config;
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config["targetsToAttack"].Integer() = 3;
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config["chanceToNormalHit"].Integer() = 100;
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EffectFixture::setupEffect(config);
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}
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setDefaultExpectations();
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auto & actualCaster = unitsFake.add(BattleSide::ATTACKER);
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mechanicsMock.caster = &actualCaster;
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EXPECT_CALL(mechanicsMock, getUnitCaster()).WillRepeatedly(Return(&actualCaster));
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EXPECT_CALL(actualCaster, unitId()).WillRepeatedly(Return(static_cast<uint32_t>(-1)));
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EXPECT_CALL(mechanicsMock, isMassive()).WillRepeatedly(Return(true));
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EXPECT_CALL(*battleFake, getWallState(_)).WillRepeatedly(Return(EWallState::INTACT));
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EXPECT_CALL(*battleFake, setWallState(_, _)).Times(AtLeast(1));
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std::vector<CatapultAttack> capturedPacks;
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EXPECT_CALL(serverMock, apply(Matcher<CatapultAttack &>(_)))
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.WillRepeatedly(Invoke([this, &capturedPacks](CatapultAttack & pack)
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{
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capturedPacks.push_back(pack);
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BattleStatePackVisitor visitor(*battleFake);
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pack.visit(visitor);
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}));
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Target target;
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target.emplace_back();
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subject->apply(&serverMock, &mechanicsMock, target);
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const int distinctParts = static_cast<int>(capturedPacks.size());
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EXPECT_GE(distinctParts, 1);
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EXPECT_LE(distinctParts, 3);
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std::set<EWallPart> seen;
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for(const auto & p : capturedPacks)
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seen.insert(p.attackedPart);
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EXPECT_EQ(seen.size(), capturedPacks.size()); // each pack hits a distinct part
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}
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}
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