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0b70baa95e
* 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
255 lines
7.1 KiB
C++
255 lines
7.1 KiB
C++
/*
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* CHealthTest.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 "mock/mock_battle_Unit.h"
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#include "mock/mock_BonusBearer.h"
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#include "../../lib/battle/CUnitState.h"
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#include "../../lib/NetPacksBase.h"
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using namespace testing;
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using namespace battle;
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static const int32_t UNIT_HEALTH = 123;
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static const int32_t UNIT_AMOUNT = 300;
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class HealthTest : public Test
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{
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public:
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UnitMock mock;
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BonusBearerMock bonusMock;
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HealthTest() : health(&mock)
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{}
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void setDefaultExpectations()
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{
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EXPECT_CALL(mock, getAllBonuses(_, _, _, _)).WillRepeatedly(Invoke(&bonusMock, &BonusBearerMock::getAllBonuses));
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EXPECT_CALL(mock, getTreeVersion()).WillRepeatedly(Return(1));
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bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::STACK_HEALTH, Bonus::CREATURE_ABILITY, UNIT_HEALTH, 0));
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EXPECT_CALL(mock, unitBaseAmount()).WillRepeatedly(Return(UNIT_AMOUNT));
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}
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CHealth health;
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};
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static void checkTotal(const CHealth & health, const UnitMock & mock)
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{
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EXPECT_EQ(health.total(), mock.MaxHealth() * mock.unitBaseAmount());
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}
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static void checkEmptyHealth(const CHealth & health, const UnitMock & mock)
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{
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checkTotal(health, mock);
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EXPECT_EQ(health.getCount(), 0);
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EXPECT_EQ(health.getFirstHPleft(), 0);
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EXPECT_EQ(health.getResurrected(), 0);
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EXPECT_EQ(health.available(), 0);
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}
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static void checkFullHealth(const CHealth & health, const UnitMock & mock)
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{
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checkTotal(health, mock);
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EXPECT_EQ(health.getCount(), mock.unitBaseAmount());
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EXPECT_EQ(health.getFirstHPleft(), mock.MaxHealth());
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EXPECT_EQ(health.getResurrected(), 0);
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EXPECT_EQ(health.available(), mock.MaxHealth() * mock.unitBaseAmount());
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}
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static void checkDamage(CHealth & health, const int64_t initialDamage, const int64_t expectedDamage)
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{
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int64_t damage = initialDamage;
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health.damage(damage);
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EXPECT_EQ(damage, expectedDamage);
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}
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static void checkNormalDamage(CHealth & health, const int64_t initialDamage)
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{
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checkDamage(health, initialDamage, initialDamage);
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}
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static void checkNoDamage(CHealth & health, const int64_t initialDamage)
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{
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checkDamage(health, initialDamage, 0);
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}
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static void checkHeal(CHealth & health, EHealLevel level, EHealPower power, const int64_t initialHeal, const int64_t expectedHeal)
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{
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int64_t heal = initialHeal;
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health.heal(heal, level, power);
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EXPECT_EQ(heal, expectedHeal);
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}
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TEST_F(HealthTest, empty)
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{
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setDefaultExpectations();
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checkEmptyHealth(health, mock);
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health.init();
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checkFullHealth(health, mock);
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health.reset();
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checkEmptyHealth(health, mock);
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}
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TEST_F(HealthTest, damage)
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{
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setDefaultExpectations();
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health.init();
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checkNormalDamage(health, 0);
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checkFullHealth(health, mock);
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checkNormalDamage(health, mock.MaxHealth() - 1);
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EXPECT_EQ(health.getCount(), UNIT_AMOUNT);
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EXPECT_EQ(health.getFirstHPleft(), 1);
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EXPECT_EQ(health.getResurrected(), 0);
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checkNormalDamage(health, 1);
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EXPECT_EQ(health.getCount(), UNIT_AMOUNT - 1);
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EXPECT_EQ(health.getFirstHPleft(), UNIT_HEALTH);
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EXPECT_EQ(health.getResurrected(), 0);
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checkNormalDamage(health, UNIT_HEALTH * (UNIT_AMOUNT - 1));
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checkEmptyHealth(health, mock);
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checkNoDamage(health, 1337);
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checkEmptyHealth(health, mock);
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}
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TEST_F(HealthTest, heal)
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{
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setDefaultExpectations();
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health.init();
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checkNormalDamage(health, 99);
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EXPECT_EQ(health.getCount(), UNIT_AMOUNT);
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EXPECT_EQ(health.getFirstHPleft(), UNIT_HEALTH-99);
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EXPECT_EQ(health.getResurrected(), 0);
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checkHeal(health, EHealLevel::HEAL, EHealPower::PERMANENT, 9, 9);
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EXPECT_EQ(health.getCount(), UNIT_AMOUNT);
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EXPECT_EQ(health.getFirstHPleft(), UNIT_HEALTH-90);
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EXPECT_EQ(health.getResurrected(), 0);
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checkHeal(health, EHealLevel::RESURRECT, EHealPower::ONE_BATTLE, 40, 40);
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EXPECT_EQ(health.getCount(), UNIT_AMOUNT);
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EXPECT_EQ(health.getFirstHPleft(), UNIT_HEALTH-50);
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EXPECT_EQ(health.getResurrected(), 0);
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checkHeal(health, EHealLevel::OVERHEAL, EHealPower::PERMANENT, 50, 50);
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checkFullHealth(health, mock);
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}
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TEST_F(HealthTest, resurrectOneBattle)
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{
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setDefaultExpectations();
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health.init();
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checkNormalDamage(health, UNIT_HEALTH);
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EXPECT_EQ(health.getCount(), UNIT_AMOUNT - 1);
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EXPECT_EQ(health.getFirstHPleft(), UNIT_HEALTH);
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EXPECT_EQ(health.getResurrected(), 0);
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checkHeal(health, EHealLevel::RESURRECT, EHealPower::ONE_BATTLE, UNIT_HEALTH, UNIT_HEALTH);
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EXPECT_EQ(health.getCount(), UNIT_AMOUNT);
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EXPECT_EQ(health.getFirstHPleft(), UNIT_HEALTH);
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EXPECT_EQ(health.getResurrected(), 1);
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checkNormalDamage(health, UNIT_HEALTH);
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EXPECT_EQ(health.getCount(), UNIT_AMOUNT - 1);
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EXPECT_EQ(health.getFirstHPleft(), UNIT_HEALTH);
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EXPECT_EQ(health.getResurrected(), 0);
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health.init();
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checkNormalDamage(health, UNIT_HEALTH);
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EXPECT_EQ(health.getCount(), UNIT_AMOUNT - 1);
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EXPECT_EQ(health.getFirstHPleft(), UNIT_HEALTH);
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EXPECT_EQ(health.getResurrected(), 0);
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health.takeResurrected();
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EXPECT_EQ(health.getCount(), UNIT_AMOUNT - 1);
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EXPECT_EQ(health.getFirstHPleft(), UNIT_HEALTH);
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EXPECT_EQ(health.getResurrected(), 0);
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health.init();
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checkNormalDamage(health, UNIT_HEALTH * UNIT_AMOUNT);
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checkEmptyHealth(health, mock);
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checkHeal(health, EHealLevel::RESURRECT, EHealPower::ONE_BATTLE, UNIT_HEALTH * UNIT_AMOUNT, UNIT_HEALTH * UNIT_AMOUNT);
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EXPECT_EQ(health.getCount(), UNIT_AMOUNT);
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EXPECT_EQ(health.getFirstHPleft(), UNIT_HEALTH);
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EXPECT_EQ(health.getResurrected(), UNIT_AMOUNT);
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health.takeResurrected();
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checkEmptyHealth(health, mock);
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}
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TEST_F(HealthTest, resurrectPermanent)
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{
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setDefaultExpectations();
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health.init();
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checkNormalDamage(health, UNIT_HEALTH);
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EXPECT_EQ(health.getCount(), UNIT_AMOUNT - 1);
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EXPECT_EQ(health.getFirstHPleft(), UNIT_HEALTH);
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EXPECT_EQ(health.getResurrected(), 0);
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checkHeal(health, EHealLevel::RESURRECT, EHealPower::PERMANENT, UNIT_HEALTH, UNIT_HEALTH);
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EXPECT_EQ(health.getCount(), UNIT_AMOUNT);
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EXPECT_EQ(health.getFirstHPleft(), UNIT_HEALTH);
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EXPECT_EQ(health.getResurrected(), 0);
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checkNormalDamage(health, UNIT_HEALTH);
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EXPECT_EQ(health.getCount(), UNIT_AMOUNT - 1);
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EXPECT_EQ(health.getFirstHPleft(), UNIT_HEALTH);
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EXPECT_EQ(health.getResurrected(), 0);
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health.init();
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checkNormalDamage(health, UNIT_HEALTH * UNIT_AMOUNT);
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checkEmptyHealth(health, mock);
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checkHeal(health, EHealLevel::RESURRECT, EHealPower::PERMANENT, UNIT_HEALTH * UNIT_AMOUNT, UNIT_HEALTH * UNIT_AMOUNT);
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checkFullHealth(health, mock);
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health.takeResurrected();
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checkFullHealth(health, mock);
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}
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TEST_F(HealthTest, singleUnitStack)
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{
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//related to issue 2612
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//one Titan
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EXPECT_CALL(mock, getAllBonuses(_, _, _, _)).WillRepeatedly(Invoke(&bonusMock, &BonusBearerMock::getAllBonuses));
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EXPECT_CALL(mock, getTreeVersion()).WillRepeatedly(Return(1));
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bonusMock.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::STACK_HEALTH, Bonus::CREATURE_ABILITY, 300, 0));
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EXPECT_CALL(mock, unitBaseAmount()).WillRepeatedly(Return(1));
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health.init();
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checkDamage(health, 1000, 300);
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checkEmptyHealth(health, mock);
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checkHeal(health, EHealLevel::RESURRECT, EHealPower::PERMANENT, 300, 300);
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checkFullHealth(health, mock);
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}
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