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