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140 lines
4.4 KiB
C++
140 lines
4.4 KiB
C++
/*
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* HeroRecruitmentTest.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 "GameStateTest.h"
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#include "../../lib/gameState/TavernHeroesPool.h"
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#include "../../lib/networkPacks/PacksForClient.h"
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#include "../../lib/mapObjects/CGHeroInstance.h"
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#include "../../lib/mapObjects/CGTownInstance.h"
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#include "../../lib/CPlayerState.h"
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/**
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* Test fixture for hero recruitment netpack tests.
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* Inherits game setup and state management from GameStateTest.
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*/
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class HeroRecruitmentTest : public GameStateTest
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{
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};
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// Test that hero recruitment properly assigns an ID to the recruited hero
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TEST_F(HeroRecruitmentTest, DISABLED_recruitedHeroGetsId)
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{
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startTestGame();
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// Get the first player and find a town
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PlayerColor playerColor = PlayerColor(0);
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auto * playerState = gameState->getPlayerState(playerColor);
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ASSERT_NE(playerState, nullptr);
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// Get initial state
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auto initialHeroes = playerState->getHeroes();
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size_t initialHeroCount = initialHeroes.size();
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// Find a town for recruitment
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auto towns = playerState->getTowns();
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ASSERT_FALSE(towns.empty()) << "Player must have at least one town for hero recruitment";
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auto * town = towns.front();
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ASSERT_NE(town, nullptr);
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// Get a hero type from the pool
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auto poolHeroes = gameState->heroesPool->getHeroesFor(playerColor);
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ASSERT_FALSE(poolHeroes.empty()) << "Hero pool must have heroes available";
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const auto * poolHero = poolHeroes.front();
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ASSERT_NE(poolHero, nullptr);
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HeroTypeID heroType = poolHero->getHeroTypeID();
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// Create and apply HeroRecruited pack
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HeroRecruited pack;
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pack.tid = town->id;
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pack.hid = heroType;
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pack.player = playerColor;
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pack.tile = town->visitablePos();
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gameEventCallback->sendAndApply(pack);
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// Verify player now has one more hero
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auto finalHeroes = playerState->getHeroes();
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EXPECT_EQ(finalHeroes.size(), initialHeroCount + 1)
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<< "Player should have exactly one more hero after recruitment";
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// Find the newly recruited hero
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CGHeroInstance * recruitedHero = nullptr;
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for (auto * hero : finalHeroes)
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{
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if (std::find(initialHeroes.begin(), initialHeroes.end(), hero) == initialHeroes.end())
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{
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recruitedHero = hero;
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break;
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}
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}
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ASSERT_NE(recruitedHero, nullptr) << "Recruited hero must exist in player's hero list";
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// This is the key assertion that validates our fix:
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// The hero must have an ID assigned after being added to the map
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EXPECT_TRUE(recruitedHero->id.hasValue())
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<< "Recruited hero must have an ID assigned (validates fix for assertion crash)";
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// Verify other properties
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EXPECT_EQ(recruitedHero->getOwner(), playerColor)
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<< "Recruited hero must be owned by the recruiting player";
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EXPECT_EQ(recruitedHero->visitablePos(), town->visitablePos())
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<< "Recruited hero must be at town's position";
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EXPECT_EQ(recruitedHero->getHeroTypeID(), heroType)
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<< "Recruited hero must have the correct hero type";
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// Verify the hero is on the map
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auto * heroOnMap = dynamic_cast<CGHeroInstance *>(map->getObject(recruitedHero->id));
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EXPECT_EQ(heroOnMap, recruitedHero)
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<< "Recruited hero must be retrievable from map by ID";
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}
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// Test hero recruitment without a town (should still assign ID)
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TEST_F(HeroRecruitmentTest, DISABLED_recruitedHeroWithoutTownGetsId)
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{
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startTestGame();
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PlayerColor playerColor = PlayerColor(0);
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auto * playerState = gameState->getPlayerState(playerColor);
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ASSERT_NE(playerState, nullptr);
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auto poolHeroes = gameState->heroesPool->getHeroesFor(playerColor);
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ASSERT_FALSE(poolHeroes.empty());
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const auto * poolHero = poolHeroes.front();
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HeroTypeID heroType = poolHero->getHeroTypeID();
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// Recruit hero without a town (tavern can be in random locations)
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HeroRecruited pack;
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pack.tid = ObjectInstanceID(); // No town
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pack.hid = heroType;
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pack.player = playerColor;
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pack.tile = int3(5, 5, 0); // Random valid position
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gameEventCallback->sendAndApply(pack);
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// Find the recruited hero
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auto finalHeroes = playerState->getHeroes();
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ASSERT_FALSE(finalHeroes.empty());
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auto * recruitedHero = finalHeroes.back();
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ASSERT_NE(recruitedHero, nullptr);
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// Key assertion: ID must be assigned even without a town
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EXPECT_TRUE(recruitedHero->id.hasValue())
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<< "Hero recruited without town must still have ID assigned";
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EXPECT_EQ(recruitedHero->getOwner(), playerColor);
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EXPECT_EQ(recruitedHero->getHeroTypeID(), heroType);
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}
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