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vcmi/test/spells/targetConditions/ElementalConditionTest.cpp
Konstantin d746a96d55 vcmi: use SpellSchool identifier instead of enum
Use identifier instead of enum inside callbacks. It is better and more
expandable solution.
2023-08-23 17:53:09 +03:00

97 lines
3.0 KiB
C++

/*
* ElementalConditionTest.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 "TargetConditionItemFixture.h"
namespace test
{
using namespace ::spells;
using namespace ::testing;
class ElementalConditionTest : public TargetConditionItemTest, public WithParamInterface<bool>
{
public:
bool isPositive;
void setDefaultExpectations()
{
EXPECT_CALL(unitMock, getAllBonuses(_, _, _, _)).Times(AtLeast(1));
EXPECT_CALL(unitMock, getTreeVersion()).Times(AtLeast(0));
EXPECT_CALL(mechanicsMock, getSpell()).Times(AtLeast(1)).WillRepeatedly(Return(&spellMock));
EXPECT_CALL(spellMock, forEachSchool(NotNull())).Times(AtLeast(1)).WillRepeatedly([](const spells::Spell::SchoolCallback & cb)
{
bool stop = false;
cb(SpellSchool(ESpellSchool::AIR), stop);
cb(SpellSchool(ESpellSchool::FIRE), stop);
});
EXPECT_CALL(mechanicsMock, isPositiveSpell()).WillRepeatedly(Return(isPositive));
}
void SetUp() override
{
TargetConditionItemTest::SetUp();
subject = TargetConditionItemFactory::getDefault()->createElemental();
isPositive = GetParam();
}
};
TEST_P(ElementalConditionTest, ReceptiveIfNoBonus)
{
setDefaultExpectations();
EXPECT_TRUE(subject->isReceptive(&mechanicsMock, &unitMock));
}
TEST_P(ElementalConditionTest, ImmuneIfBonusMatches)
{
setDefaultExpectations();
unitBonuses.addNewBonus(std::make_shared<Bonus>(BonusDuration::ONE_BATTLE, BonusType::SPELL_SCHOOL_IMMUNITY, BonusSource::SPELL_EFFECT, 0, 0, SpellSchool(ESpellSchool::AIR)));
EXPECT_FALSE(subject->isReceptive(&mechanicsMock, &unitMock));
}
TEST_P(ElementalConditionTest, NotImmuneIfBonusMismatches)
{
setDefaultExpectations();
unitBonuses.addNewBonus(std::make_shared<Bonus>(BonusDuration::ONE_BATTLE, BonusType::SPELL_SCHOOL_IMMUNITY, BonusSource::SPELL_EFFECT, 0, 0, SpellSchool(ESpellSchool::WATER)));
EXPECT_TRUE(subject->isReceptive(&mechanicsMock, &unitMock));
}
TEST_P(ElementalConditionTest, DependsOnPositivness)
{
setDefaultExpectations();
unitBonuses.addNewBonus(std::make_shared<Bonus>(BonusDuration::ONE_BATTLE, BonusType::NEGATIVE_EFFECTS_IMMUNITY, BonusSource::SPELL_EFFECT, 0, 0, SpellSchool(ESpellSchool::AIR)));
EXPECT_EQ(isPositive, subject->isReceptive(&mechanicsMock, &unitMock));
}
TEST_P(ElementalConditionTest, ImmuneIfBothBonusesPresent)
{
setDefaultExpectations();
unitBonuses.addNewBonus(std::make_shared<Bonus>(BonusDuration::ONE_BATTLE, BonusType::SPELL_SCHOOL_IMMUNITY, BonusSource::SPELL_EFFECT, 0, 0, SpellSchool(ESpellSchool::AIR)));
unitBonuses.addNewBonus(std::make_shared<Bonus>(BonusDuration::ONE_BATTLE, BonusType::NEGATIVE_EFFECTS_IMMUNITY, BonusSource::SPELL_EFFECT, 0, 0, SpellSchool(ESpellSchool::AIR)));
EXPECT_FALSE(subject->isReceptive(&mechanicsMock, &unitMock));
}
INSTANTIATE_TEST_SUITE_P
(
ByPositiveness,
ElementalConditionTest,
Values(false, true)
);
}