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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
121 lines
4.0 KiB
C++
121 lines
4.0 KiB
C++
/*
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* BattleHexTest.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/BattleHex.h"
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TEST(BattleHexTest, getNeighbouringTiles)
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{
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BattleHex mainHex;
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std::vector<BattleHex> neighbouringTiles;
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mainHex.setXY(16,0);
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neighbouringTiles = mainHex.neighbouringTiles();
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EXPECT_EQ(neighbouringTiles.size(), 1);
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mainHex.setXY(0,0);
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neighbouringTiles = mainHex.neighbouringTiles();
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EXPECT_EQ(neighbouringTiles.size(), 2);
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mainHex.setXY(15,2);
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neighbouringTiles = mainHex.neighbouringTiles();
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EXPECT_EQ(neighbouringTiles.size(), 3);
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mainHex.setXY(2,0);
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neighbouringTiles = mainHex.neighbouringTiles();
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EXPECT_EQ(neighbouringTiles.size(), 4);
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mainHex.setXY(1,2);
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neighbouringTiles = mainHex.neighbouringTiles();
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EXPECT_EQ(neighbouringTiles.size(), 5);
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mainHex.setXY(8,5);
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neighbouringTiles = mainHex.neighbouringTiles();
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EXPECT_EQ(neighbouringTiles.size(), 6);
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ASSERT_TRUE(neighbouringTiles.size()==6 && mainHex==93);
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EXPECT_EQ(neighbouringTiles.at(0), 75);
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EXPECT_EQ(neighbouringTiles.at(1), 76);
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EXPECT_EQ(neighbouringTiles.at(2), 94);
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EXPECT_EQ(neighbouringTiles.at(3), 110);
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EXPECT_EQ(neighbouringTiles.at(4), 109);
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EXPECT_EQ(neighbouringTiles.at(5), 92);
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}
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TEST(BattleHexTest, getDistance)
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{
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BattleHex firstHex(0,0), secondHex(16,0);
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EXPECT_EQ((int)firstHex.getDistance(firstHex,secondHex), 16);
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firstHex=0, secondHex=170;
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EXPECT_EQ((int)firstHex.getDistance(firstHex,secondHex), 10);
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firstHex=16, secondHex=181;
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EXPECT_EQ((int)firstHex.getDistance(firstHex,secondHex), 10);
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firstHex=186, secondHex=70;
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EXPECT_EQ((int)firstHex.getDistance(firstHex,secondHex), 17);
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firstHex=166, secondHex=39;
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EXPECT_EQ((int)firstHex.getDistance(firstHex,secondHex), 11);
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firstHex=25, secondHex=103;
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EXPECT_EQ((int)firstHex.getDistance(firstHex,secondHex), 9);
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firstHex=18, secondHex=71;
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EXPECT_EQ((int)firstHex.getDistance(firstHex,secondHex), 4);
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}
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TEST(BattleHexTest, mutualPositions)
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{
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BattleHex firstHex(0,0), secondHex(16,0);
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firstHex=86, secondHex=68;
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EXPECT_EQ((int)firstHex.mutualPosition(firstHex,secondHex), BattleHex::EDir::TOP_LEFT);
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secondHex=69;
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EXPECT_EQ((int)firstHex.mutualPosition(firstHex,secondHex), BattleHex::EDir::TOP_RIGHT);
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secondHex=87;
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EXPECT_EQ((int)firstHex.mutualPosition(firstHex,secondHex), BattleHex::EDir::RIGHT);
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secondHex=103;
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EXPECT_EQ((int)firstHex.mutualPosition(firstHex,secondHex), BattleHex::EDir::BOTTOM_RIGHT);
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secondHex=102;
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EXPECT_EQ((int)firstHex.mutualPosition(firstHex,secondHex), BattleHex::EDir::BOTTOM_LEFT);
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secondHex=85;
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EXPECT_EQ((int)firstHex.mutualPosition(firstHex,secondHex), BattleHex::EDir::LEFT);
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secondHex=46;
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EXPECT_EQ((int)firstHex.mutualPosition(firstHex,secondHex), -1);
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}
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TEST(BattleHexTest, getClosestTile)
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{
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BattleHex mainHex(0);
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std::set<BattleHex> possibilities;
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possibilities.insert(3);
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possibilities.insert(170);
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possibilities.insert(100);
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possibilities.insert(119);
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possibilities.insert(186);
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EXPECT_EQ(mainHex.getClosestTile(0,mainHex,possibilities), 3);
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mainHex = 139;
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EXPECT_EQ(mainHex.getClosestTile(1,mainHex,possibilities), 119);
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mainHex = 16;
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EXPECT_EQ(mainHex.getClosestTile(1,mainHex,possibilities), 100);
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mainHex = 166;
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EXPECT_EQ(mainHex.getClosestTile(0,mainHex,possibilities), 186);
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mainHex = 76;
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EXPECT_EQ(mainHex.getClosestTile(1,mainHex,possibilities), 3);
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EXPECT_EQ(mainHex.getClosestTile(0,mainHex,possibilities), 100);
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}
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TEST(BattleHexTest, moveEDir)
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{
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BattleHex mainHex(20);
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mainHex.moveInDirection(BattleHex::EDir::BOTTOM_RIGHT);
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EXPECT_EQ(mainHex, 37);
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mainHex.moveInDirection(BattleHex::EDir::RIGHT);
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EXPECT_EQ(mainHex, 38);
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mainHex.moveInDirection(BattleHex::EDir::TOP_RIGHT);
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EXPECT_EQ(mainHex, 22);
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mainHex.moveInDirection(BattleHex::EDir::TOP_LEFT);
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EXPECT_EQ(mainHex, 4);
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mainHex.moveInDirection(BattleHex::EDir::LEFT);
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EXPECT_EQ(mainHex, 3);
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mainHex.moveInDirection(BattleHex::EDir::BOTTOM_LEFT);
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EXPECT_EQ(mainHex, 20);
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}
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