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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
145 lines
2.5 KiB
C++
145 lines
2.5 KiB
C++
/*
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* battle_UnitTest.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 "../../lib/battle/Unit.h"
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TEST(battle_Unit_getSurroundingHexes, oneWide)
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{
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BattleHex position(77);
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auto actual = battle::Unit::getSurroundingHexes(position, false, 0);
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EXPECT_EQ(actual, position.neighbouringTiles());
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}
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TEST(battle_Unit_getSurroundingHexes, oneWideLeftCorner)
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{
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BattleHex position(34);
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auto actual = battle::Unit::getSurroundingHexes(position, false, 0);
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EXPECT_EQ(actual, position.neighbouringTiles());
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}
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TEST(battle_Unit_getSurroundingHexes, oneWideRightCorner)
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{
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BattleHex position(117);
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auto actual = battle::Unit::getSurroundingHexes(position, false, 0);
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EXPECT_EQ(actual, position.neighbouringTiles());
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}
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TEST(battle_Unit_getSurroundingHexes, doubleWideAttacker)
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{
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BattleHex position(77);
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auto actual = battle::Unit::getSurroundingHexes(position, true, BattleSide::ATTACKER);
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static const std::vector<BattleHex> expected =
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{
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60,
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61,
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78,
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95,
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94,
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93,
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75,
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59
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};
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EXPECT_EQ(actual, expected);
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}
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TEST(battle_Unit_getSurroundingHexes, doubleWideLeftCorner)
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{
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BattleHex position(52);
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auto actualAtt = battle::Unit::getSurroundingHexes(position, true, BattleSide::ATTACKER);
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static const std::vector<BattleHex> expectedAtt =
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{
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35,
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53,
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69
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};
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EXPECT_EQ(actualAtt, expectedAtt);
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auto actualDef = battle::Unit::getSurroundingHexes(position, true, BattleSide::DEFENDER);
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static const std::vector<BattleHex> expectedDef =
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{
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35,
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36,
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54,
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70,
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69
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};
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EXPECT_EQ(actualDef, expectedDef);
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}
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TEST(battle_Unit_getSurroundingHexes, doubleWideRightCorner)
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{
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BattleHex position(134);
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auto actualAtt = battle::Unit::getSurroundingHexes(position, true, BattleSide::ATTACKER);
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static const std::vector<BattleHex> expectedAtt =
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{
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116,
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117,
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151,
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150,
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149,
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132,
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115
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};
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EXPECT_EQ(actualAtt, expectedAtt);
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auto actualDef = battle::Unit::getSurroundingHexes(position, true, BattleSide::DEFENDER);
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static const std::vector<BattleHex> expectedDef =
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{
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116,
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117,
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151,
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150,
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133
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};
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EXPECT_EQ(actualDef, expectedDef);
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}
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TEST(battle_Unit_getSurroundingHexes, doubleWideDefender)
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{
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BattleHex position(77);
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auto actual = battle::Unit::getSurroundingHexes(position, true, BattleSide::DEFENDER);
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static const std::vector<BattleHex> expected =
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{
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60,
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61,
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62,
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79,
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96,
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95,
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94,
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76,
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};
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EXPECT_EQ(actual, expected);
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}
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