mirror of
https://github.com/vcmi/vcmi.git
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413 lines
14 KiB
C++
413 lines
14 KiB
C++
/*
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* DamageTest.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 "EffectFixture.h"
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#include <vstd/RNG.h>
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#include "../../../lib/battle/CUnitState.h"
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#include "../../../lib/json/JsonNode.h"
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#include "mock/mock_UnitEnvironment.h"
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namespace test
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{
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using namespace ::spells;
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using namespace ::spells::effects;
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using namespace ::testing;
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class DamageTest : public Test, public EffectFixture
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{
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public:
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DamageTest()
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: EffectFixture("core:damage")
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{
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}
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protected:
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void SetUp() override
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{
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EffectFixture::setUp();
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EffectFixture::setupEffect(JsonNode());
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}
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};
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TEST_F(DamageTest, ApplicableToAliveUnit)
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{
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auto & unit = unitsFake.add(BattleSide::ATTACKER);
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EXPECT_CALL(unit, isValidTarget(Eq(false))).WillOnce(Return(true));
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EXPECT_CALL(mechanicsMock, isSmart()).WillOnce(Return(false));
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Target target;
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target.emplace_back(&unit, BattleHex());
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EXPECT_TRUE(subject->applicableTarget(problemMock, &mechanicsMock, target));
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}
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TEST_F(DamageTest, NotApplicableToDeadUnit)
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{
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auto & unit = unitsFake.add(BattleSide::ATTACKER);
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EXPECT_CALL(unit, isValidTarget(Eq(false))).WillOnce(Return(false));
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EXPECT_CALL(mechanicsMock, isSmart()).Times(AtMost(1)).WillRepeatedly(Return(false));
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EXPECT_CALL(mechanicsMock, ownerMatches(Eq(&unit))).Times(AtMost(1)).WillRepeatedly(Return(true));
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Target target;
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target.emplace_back(&unit, BattleHex());
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EXPECT_FALSE(subject->applicableTarget(problemMock, &mechanicsMock, target));
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}
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TEST_F(DamageTest, AnySchoolImmunityNotReceptive)
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{
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auto & unit = unitsFake.add(BattleSide::ATTACKER);
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unit.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::SPELL_DAMAGE_REDUCTION,
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BonusSource::CREATURE_ABILITY, 100, BonusSourceID(), BonusSubtypeID(SpellSchool::ANY)));
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unit.expectAnyBonusSystemCall();
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EXPECT_CALL(unit, isValidTarget(Eq(false))).WillRepeatedly(Return(true));
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EXPECT_CALL(unit, isInvincible()).WillRepeatedly(Return(false));
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EXPECT_CALL(mechanicsMock, isReceptive(Eq(&unit))).WillRepeatedly(Return(true));
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EXPECT_CALL(mechanicsMock, getSpell()).WillRepeatedly(Return(&spellStub));
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EXPECT_CALL(mechanicsMock, adaptProblem(Eq(ESpellCastProblem::NO_APPROPRIATE_TARGET), Ref(problemMock))).WillOnce(Return(false));
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EXPECT_CALL(spellStub, isMagical()).WillRepeatedly(Return(true));
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EXPECT_CALL(spellStub, forEachSchool(_)).WillRepeatedly(Return());
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EXPECT_FALSE(subject->applicableGeneral(problemMock, &mechanicsMock));
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}
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TEST_F(DamageTest, SchoolImmunityNotReceptive)
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{
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auto & unit = unitsFake.add(BattleSide::ATTACKER);
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unit.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::SPELL_DAMAGE_REDUCTION,
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BonusSource::CREATURE_ABILITY, 100, BonusSourceID(), BonusSubtypeID(SpellSchool::FIRE)));
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unit.expectAnyBonusSystemCall();
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EXPECT_CALL(unit, isValidTarget(Eq(false))).WillRepeatedly(Return(true));
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EXPECT_CALL(unit, isInvincible()).WillRepeatedly(Return(false));
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EXPECT_CALL(mechanicsMock, isReceptive(Eq(&unit))).WillRepeatedly(Return(true));
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EXPECT_CALL(mechanicsMock, getSpell()).WillRepeatedly(Return(&spellStub));
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EXPECT_CALL(mechanicsMock, adaptProblem(Eq(ESpellCastProblem::NO_APPROPRIATE_TARGET), Ref(problemMock))).WillOnce(Return(false));
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EXPECT_CALL(spellStub, isMagical()).WillRepeatedly(Return(true));
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EXPECT_CALL(spellStub, forEachSchool(_)).WillRepeatedly(Invoke([](const Spell::SchoolCallback & cb)
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{
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bool stop = false;
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cb(SpellSchool::FIRE, stop);
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}));
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EXPECT_FALSE(subject->applicableGeneral(problemMock, &mechanicsMock));
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}
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TEST_F(DamageTest, PartialReductionNotImmune)
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{
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auto & unit = unitsFake.add(BattleSide::ATTACKER);
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unit.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::SPELL_DAMAGE_REDUCTION,
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BonusSource::CREATURE_ABILITY, 99, BonusSourceID(), BonusSubtypeID(SpellSchool::ANY)));
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unit.expectAnyBonusSystemCall();
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EXPECT_CALL(unit, isValidTarget(Eq(false))).WillRepeatedly(Return(true));
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EXPECT_CALL(unit, isInvincible()).WillRepeatedly(Return(false));
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EXPECT_CALL(mechanicsMock, isReceptive(Eq(&unit))).WillRepeatedly(Return(true));
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EXPECT_CALL(mechanicsMock, getSpell()).WillRepeatedly(Return(&spellStub));
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EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(false));
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EXPECT_CALL(spellStub, isMagical()).WillRepeatedly(Return(true));
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EXPECT_CALL(spellStub, forEachSchool(_)).WillRepeatedly(Return());
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EXPECT_TRUE(subject->applicableGeneral(problemMock, &mechanicsMock));
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}
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TEST_F(DamageTest, NonMagicalSpellIgnoresDamageReduction)
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{
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auto & unit = unitsFake.add(BattleSide::ATTACKER);
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unit.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::SPELL_DAMAGE_REDUCTION,
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BonusSource::CREATURE_ABILITY, 100, BonusSourceID(), BonusSubtypeID(SpellSchool::ANY)));
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unit.expectAnyBonusSystemCall();
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EXPECT_CALL(unit, isValidTarget(Eq(false))).WillRepeatedly(Return(true));
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EXPECT_CALL(unit, isInvincible()).WillRepeatedly(Return(false));
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EXPECT_CALL(mechanicsMock, isReceptive(Eq(&unit))).WillRepeatedly(Return(true));
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EXPECT_CALL(mechanicsMock, getSpell()).WillRepeatedly(Return(&spellStub));
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EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(false));
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EXPECT_CALL(spellStub, isMagical()).WillRepeatedly(Return(false));
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EXPECT_CALL(spellStub, forEachSchool(_)).WillRepeatedly(Return()); // no schools → no per-school immunity
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EXPECT_TRUE(subject->applicableGeneral(problemMock, &mechanicsMock));
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}
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class DamageApplyTest : public Test, public EffectFixture
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{
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public:
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UnitEnvironmentMock unitEnvironmentMock;
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DamageApplyTest()
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: EffectFixture("core:damage")
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{
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}
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protected:
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void SetUp() override
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{
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EffectFixture::setUp();
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}
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};
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TEST_F(DamageApplyTest, DoesDamageToAliveUnit)
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{
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EffectFixture::setupEffect(JsonNode());
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using namespace ::battle;
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const int64_t effectValue = 123;
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const int32_t unitAmount = 25;
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const int32_t unitHP = 100;
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const uint32_t unitId = 42;
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auto & targetUnit = unitsFake.add(BattleSide::ATTACKER);
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targetUnit.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::STACK_HEALTH, BonusSource::CREATURE_ABILITY, unitHP, BonusSourceID()));
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EXPECT_CALL(targetUnit, unitId()).WillRepeatedly(Return(unitId));
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EXPECT_CALL(targetUnit, unitBaseAmount()).WillRepeatedly(Return(unitAmount));
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EXPECT_CALL(targetUnit, alive()).WillRepeatedly(Return(true));
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EXPECT_CALL(mechanicsMock, adjustEffectValue(Eq(&targetUnit))).WillOnce(Return(effectValue));
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unitsFake.setDefaultBonusExpectations();
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auto targetUnitState = std::make_shared<CUnitStateDetached>(&targetUnit, &targetUnit);
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targetUnitState->localInit(&unitEnvironmentMock);
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EXPECT_CALL(targetUnit, acquireState()).WillOnce(Return(targetUnitState));
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EXPECT_CALL(*battleFake, updateUnit(Eq(unitId),_, Lt(0))).Times(1);
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EXPECT_CALL(serverMock, apply(Matcher<StacksInjured &>(_))).Times(1);
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EXPECT_CALL(serverMock, describeChanges()).WillRepeatedly(Return(false));
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setupDefaultRNG();
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Target target;
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target.emplace_back(&targetUnit, BattleHex());
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subject->apply(&serverMock, &mechanicsMock, target);
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EXPECT_EQ(targetUnitState->getCount(), unitAmount - 1);
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}
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TEST_F(DamageApplyTest, IgnoresDeadUnit)
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{
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EffectFixture::setupEffect(JsonNode());
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using namespace ::battle;
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auto & targetUnit = unitsFake.add(BattleSide::ATTACKER);
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EXPECT_CALL(targetUnit, alive()).WillRepeatedly(Return(false));
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EXPECT_CALL(targetUnit, acquireState()).Times(0);
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EXPECT_CALL(*battleFake, updateUnit(_,_,_)).Times(0);
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EXPECT_CALL(serverMock, describeChanges()).WillRepeatedly(Return(false));
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setupDefaultRNG();
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Target target;
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target.emplace_back(&targetUnit, BattleHex());
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subject->apply(&serverMock, &mechanicsMock, target);
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}
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TEST_F(DamageApplyTest, DoesDamageByPercent)
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{
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using namespace ::battle;
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{
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JsonNode config;
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config["killByPercentage"].Bool() = true;
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EffectFixture::setupEffect(config);
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}
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const int64_t effectValue = 27;
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const int32_t unitAmount = 200;
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const int32_t unitHP = 100;
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const uint32_t unitId = 42;
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auto & targetUnit = unitsFake.add(BattleSide::ATTACKER);
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targetUnit.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::STACK_HEALTH, BonusSource::CREATURE_ABILITY, unitHP, BonusSourceID()));
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EXPECT_CALL(targetUnit, unitId()).WillRepeatedly(Return(unitId));
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EXPECT_CALL(targetUnit, unitBaseAmount()).WillRepeatedly(Return(unitAmount));
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EXPECT_CALL(targetUnit, getCount()).WillOnce(Return(unitAmount));
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EXPECT_CALL(targetUnit, alive()).WillRepeatedly(Return(true));
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EXPECT_CALL(mechanicsMock, adjustEffectValue(Eq(&targetUnit))).Times(0);
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EXPECT_CALL(mechanicsMock, getEffectValue()).WillOnce(Return(effectValue));
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unitsFake.setDefaultBonusExpectations();
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auto targetUnitState = std::make_shared<CUnitStateDetached>(&targetUnit, &targetUnit);
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targetUnitState->localInit(&unitEnvironmentMock);
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EXPECT_CALL(targetUnit, acquireState()).WillOnce(Return(targetUnitState));
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EXPECT_CALL(*battleFake, updateUnit(Eq(unitId),_, Lt(0))).Times(1);
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EXPECT_CALL(serverMock, apply(Matcher<StacksInjured &>(_))).Times(1);
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EXPECT_CALL(serverMock, describeChanges()).WillRepeatedly(Return(false));
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setupDefaultRNG();
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Target target;
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target.emplace_back(&targetUnit, BattleHex());
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subject->apply(&serverMock, &mechanicsMock, target);
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EXPECT_EQ(targetUnitState->getCount(), unitAmount - (unitAmount * effectValue / 100));
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}
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TEST_F(DamageApplyTest, DoesDamageByCount)
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{
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using namespace ::battle;
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{
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JsonNode config;
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config["killByCount"].Bool() = true;
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EffectFixture::setupEffect(config);
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}
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const int64_t effectValue = 27;
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const int32_t unitAmount = 200;
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const int32_t unitHP = 100;
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const uint32_t unitId = 42;
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auto & targetUnit = unitsFake.add(BattleSide::ATTACKER);
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targetUnit.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::STACK_HEALTH, BonusSource::CREATURE_ABILITY, unitHP, BonusSourceID()));
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EXPECT_CALL(targetUnit, unitId()).WillRepeatedly(Return(unitId));
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EXPECT_CALL(targetUnit, unitBaseAmount()).WillRepeatedly(Return(unitAmount));
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EXPECT_CALL(targetUnit, alive()).WillRepeatedly(Return(true));
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EXPECT_CALL(mechanicsMock, adjustEffectValue(Eq(&targetUnit))).Times(0);
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EXPECT_CALL(mechanicsMock, getEffectValue()).WillOnce(Return(effectValue));
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unitsFake.setDefaultBonusExpectations();
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auto targetUnitState = std::make_shared<CUnitStateDetached>(&targetUnit, &targetUnit);
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targetUnitState->localInit(&unitEnvironmentMock);
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EXPECT_CALL(targetUnit, acquireState()).WillOnce(Return(targetUnitState));
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EXPECT_CALL(*battleFake, updateUnit(Eq(unitId), _, Lt(0))).Times(1);
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EXPECT_CALL(serverMock, apply(Matcher<StacksInjured &>(_))).Times(1);
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EXPECT_CALL(serverMock, describeChanges()).WillRepeatedly(Return(false));
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setupDefaultRNG();
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Target target;
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target.emplace_back(&targetUnit, BattleHex());
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subject->apply(&serverMock, &mechanicsMock, target);
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EXPECT_EQ(targetUnitState->getCount(), unitAmount - effectValue);
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}
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TEST_F(DamageApplyTest, GetHealthChangeAliveUnit)
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{
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EffectFixture::setupEffect(JsonNode());
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using namespace ::battle;
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const int64_t effectValue = 123;
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const int32_t unitAmount = 25;
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const int32_t unitHP = 100;
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const uint32_t unitId = 42;
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auto & targetUnit = unitsFake.add(BattleSide::ATTACKER);
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targetUnit.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::STACK_HEALTH, BonusSource::CREATURE_ABILITY, unitHP, BonusSourceID()));
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EXPECT_CALL(targetUnit, unitId()).WillRepeatedly(Return(unitId));
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EXPECT_CALL(targetUnit, unitBaseAmount()).WillRepeatedly(Return(unitAmount));
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EXPECT_CALL(targetUnit, alive()).WillRepeatedly(Return(true));
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EXPECT_CALL(mechanicsMock, adjustEffectValue(Eq(&targetUnit))).WillOnce(Return(effectValue));
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unitsFake.setDefaultBonusExpectations();
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auto targetUnitState = std::make_shared<CUnitStateDetached>(&targetUnit, &targetUnit);
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targetUnitState->localInit(&unitEnvironmentMock);
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EXPECT_CALL(targetUnit, acquireState()).WillOnce(Return(targetUnitState));
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Target target;
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target.emplace_back(&targetUnit, BattleHex());
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auto result = subject->getHealthChange(&mechanicsMock, target);
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EXPECT_EQ(result.hpDelta, -effectValue);
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EXPECT_EQ(result.unitsDelta, -1);
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}
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TEST_F(DamageApplyTest, AppliesChainFactorToSubsequentTargets)
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{
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{
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JsonNode config;
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config["chainLength"].Integer() = 2;
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config["chainFactor"].Float() = 0.5;
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EffectFixture::setupEffect(config);
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}
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using namespace ::battle;
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const int64_t effectValue = 200;
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const int32_t unitAmount = 25;
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const int32_t unitHP = 100;
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auto & firstUnit = unitsFake.add(BattleSide::ATTACKER);
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firstUnit.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::STACK_HEALTH, BonusSource::CREATURE_ABILITY, unitHP, BonusSourceID()));
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const uint32_t firstId = 41;
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EXPECT_CALL(firstUnit, unitId()).WillRepeatedly(Return(firstId));
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EXPECT_CALL(firstUnit, unitBaseAmount()).WillRepeatedly(Return(unitAmount));
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EXPECT_CALL(firstUnit, alive()).WillRepeatedly(Return(true));
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EXPECT_CALL(mechanicsMock, adjustEffectValue(Eq(&firstUnit))).WillOnce(Return(effectValue));
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auto firstState = std::make_shared<CUnitStateDetached>(&firstUnit, &firstUnit);
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firstState->localInit(&unitEnvironmentMock);
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EXPECT_CALL(firstUnit, acquireState()).WillOnce(Return(firstState));
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EXPECT_CALL(*battleFake, updateUnit(Eq(firstId), _, Lt(0))).Times(1);
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auto & secondUnit = unitsFake.add(BattleSide::ATTACKER);
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secondUnit.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::STACK_HEALTH, BonusSource::CREATURE_ABILITY, unitHP, BonusSourceID()));
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const uint32_t secondId = 42;
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EXPECT_CALL(secondUnit, unitId()).WillRepeatedly(Return(secondId));
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EXPECT_CALL(secondUnit, unitBaseAmount()).WillRepeatedly(Return(unitAmount));
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EXPECT_CALL(secondUnit, alive()).WillRepeatedly(Return(true));
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EXPECT_CALL(mechanicsMock, adjustEffectValue(Eq(&secondUnit))).WillOnce(Return(effectValue));
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auto secondState = std::make_shared<CUnitStateDetached>(&secondUnit, &secondUnit);
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secondState->localInit(&unitEnvironmentMock);
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EXPECT_CALL(secondUnit, acquireState()).WillOnce(Return(secondState));
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EXPECT_CALL(*battleFake, updateUnit(Eq(secondId), _, Lt(0))).Times(1);
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unitsFake.setDefaultBonusExpectations();
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EXPECT_CALL(serverMock, apply(Matcher<StacksInjured &>(_))).Times(2);
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EXPECT_CALL(serverMock, describeChanges()).WillRepeatedly(Return(false));
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setupDefaultRNG();
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Target target;
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target.emplace_back(&firstUnit, BattleHex());
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target.emplace_back(&secondUnit, BattleHex());
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subject->apply(&serverMock, &mechanicsMock, target);
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// First target takes full damage: 200 hp → kills 2 creatures (2 × 100 HP)
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EXPECT_EQ(firstState->getCount(), unitAmount - 2);
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// Second target takes half damage (chainFactor^1 = 0.5): 100 hp → kills 1 creature
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EXPECT_EQ(secondState->getCount(), unitAmount - 1);
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}
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}
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