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vcmi/test/spells/effects/CatapultTest.cpp
AlexVinS ecaa9f5d0b Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2021-02-14 19:05:43 +03:00

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3.9 KiB
C++

/*
* CatapultTest.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "EffectFixture.h"
#include <vstd/RNG.h>
#include "../../../lib/mapObjects/CGTownInstance.h"
namespace test
{
using namespace ::spells;
using namespace ::spells::effects;
using namespace ::testing;
class CatapultTest : public Test, public EffectFixture
{
public:
CatapultTest()
:EffectFixture("core:catapult")
{
}
protected:
void SetUp() override
{
EffectFixture::setUp();
setupEffect(JsonNode());
}
};
TEST_F(CatapultTest, NotApplicableWithoutTown)
{
EXPECT_CALL(*battleFake, getDefendedTown()).WillRepeatedly(Return(nullptr));
EXPECT_CALL(mechanicsMock, adaptProblem(_, _)).WillOnce(Return(false));
EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(true));
EXPECT_CALL(*battleFake, getWallState(_)).Times(0);
EXPECT_FALSE(subject->applicable(problemMock, &mechanicsMock));
}
TEST_F(CatapultTest, NotApplicableInVillage)
{
std::shared_ptr<CGTownInstance> fakeTown = std::make_shared<CGTownInstance>();
EXPECT_CALL(*battleFake, getDefendedTown()).WillRepeatedly(Return(fakeTown.get()));
EXPECT_CALL(mechanicsMock, adaptProblem(_, _)).WillOnce(Return(false));
EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(true));
EXPECT_CALL(*battleFake, getWallState(_)).Times(0);
EXPECT_FALSE(subject->applicable(problemMock, &mechanicsMock));
}
TEST_F(CatapultTest, NotApplicableForDefenderIfSmart)
{
std::shared_ptr<CGTownInstance> fakeTown = std::make_shared<CGTownInstance>();
fakeTown->builtBuildings.insert(BuildingID::FORT);
mechanicsMock.casterSide = BattleSide::DEFENDER;
EXPECT_CALL(*battleFake, getDefendedTown()).WillRepeatedly(Return(fakeTown.get()));
EXPECT_CALL(mechanicsMock, adaptProblem(_, _)).WillOnce(Return(false));
EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(true));
EXPECT_CALL(*battleFake, getWallState(_)).WillRepeatedly(Return(EWallState::INTACT));
EXPECT_FALSE(subject->applicable(problemMock, &mechanicsMock));
}
TEST_F(CatapultTest, ApplicableInTown)
{
std::shared_ptr<CGTownInstance> fakeTown = std::make_shared<CGTownInstance>();
fakeTown->builtBuildings.insert(BuildingID::FORT);
EXPECT_CALL(*battleFake, getDefendedTown()).WillRepeatedly(Return(fakeTown.get()));
EXPECT_CALL(mechanicsMock, adaptProblem(_, _)).Times(0);
EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(true));
EXPECT_CALL(*battleFake, getWallState(_)).WillRepeatedly(Return(EWallState::INTACT));
EXPECT_TRUE(subject->applicable(problemMock, &mechanicsMock));
}
class CatapultApplyTest : public Test, public EffectFixture
{
public:
CatapultApplyTest()
: EffectFixture("core:catapult")
{
}
void setDefaultExpectations()
{
EXPECT_CALL(*battleFake, getDefendedTown()).WillRepeatedly(Return(fakeTown.get()));
EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(true));
setupDefaultRNG();
}
protected:
void SetUp() override
{
EffectFixture::setUp();
fakeTown = std::make_shared<CGTownInstance>();
fakeTown->builtBuildings.insert(BuildingID::FORT);
}
private:
std::shared_ptr<CGTownInstance> fakeTown;
};
TEST_F(CatapultApplyTest, DamageToIntactPart)
{
{
JsonNode config(JsonNode::JsonType::DATA_STRUCT);
config["targetsToAttack"].Integer() = 1;
EffectFixture::setupEffect(config);
}
setDefaultExpectations();
const EWallPart::EWallPart targetPart = EWallPart::BELOW_GATE;
EXPECT_CALL(*battleFake, getWallState(_)).WillRepeatedly(Return(EWallState::DESTROYED));
EXPECT_CALL(*battleFake, getWallState(Eq(int(targetPart)))).WillRepeatedly(Return(EWallState::INTACT));
EXPECT_CALL(*battleFake, setWallState(Eq(int(targetPart)), Eq(EWallState::DAMAGED))).Times(1);
EXPECT_CALL(serverMock, apply(Matcher<CatapultAttack *>(_))).Times(1);
EffectTarget target;
target.emplace_back();
subject->apply(&serverMock, &mechanicsMock, target);
}
}