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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
87 lines
2.3 KiB
C++
87 lines
2.3 KiB
C++
/*
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* ElementalConditionTest.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 "TargetConditionItemFixture.h"
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namespace test
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{
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using namespace ::spells;
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using namespace ::testing;
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class ElementalConditionTest : public TargetConditionItemTest, public WithParamInterface<bool>
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{
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public:
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bool isPositive;
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void setDefaultExpectations()
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{
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EXPECT_CALL(unitMock, getAllBonuses(_, _, _, _)).Times(AtLeast(1));
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EXPECT_CALL(unitMock, getTreeVersion()).Times(AtLeast(0));
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std::vector<Bonus::BonusType> immunityList =
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{
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Bonus::AIR_IMMUNITY,
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Bonus::FIRE_IMMUNITY,
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};
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EXPECT_CALL(mechanicsMock, getElementalImmunity()).Times(AtLeast(1)).WillRepeatedly(Return(immunityList));
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EXPECT_CALL(mechanicsMock, isPositiveSpell()).WillRepeatedly(Return(isPositive));
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}
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void SetUp() override
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{
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TargetConditionItemTest::SetUp();
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subject = TargetConditionItemFactory::getDefault()->createElemental();
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isPositive = GetParam();
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}
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};
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TEST_P(ElementalConditionTest, ReceptiveIfNoBonus)
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{
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setDefaultExpectations();
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EXPECT_TRUE(subject->isReceptive(&mechanicsMock, &unitMock));
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}
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TEST_P(ElementalConditionTest, ImmuneIfBonusMatches)
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{
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setDefaultExpectations();
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unitBonuses.addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::AIR_IMMUNITY, Bonus::SPELL_EFFECT, 0, 0, 0));
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EXPECT_FALSE(subject->isReceptive(&mechanicsMock, &unitMock));
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}
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TEST_P(ElementalConditionTest, DependsOnPositivness)
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{
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setDefaultExpectations();
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unitBonuses.addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::AIR_IMMUNITY, Bonus::SPELL_EFFECT, 0, 0, 1));
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EXPECT_EQ(isPositive, subject->isReceptive(&mechanicsMock, &unitMock));
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}
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TEST_P(ElementalConditionTest, ImmuneIfBothBonusesPresent)
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{
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setDefaultExpectations();
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unitBonuses.addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::AIR_IMMUNITY, Bonus::SPELL_EFFECT, 0, 0, 0));
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unitBonuses.addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::AIR_IMMUNITY, Bonus::SPELL_EFFECT, 0, 0, 1));
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EXPECT_FALSE(subject->isReceptive(&mechanicsMock, &unitMock));
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}
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INSTANTIATE_TEST_CASE_P
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(
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ByPositiveness,
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ElementalConditionTest,
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Values(false, true)
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);
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}
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