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vcmi/test/spells/effects/DispelTest.cpp
T
Ivan Savenko 94a586b172 Implemented several TODO items
- Dropped incomplete attempt to add initialize() function
- Removed effectively duplicated getSpellByKey() method from API
- Fixed several Sonar warnings
2026-06-03 23:13:17 +03:00

414 lines
15 KiB
C++

/*
* DispelTest.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 "../../../lib/json/JsonNode.h"
namespace test
{
using namespace ::spells;
using namespace ::spells::effects;
using namespace ::testing;
class DispelFixture : public Test, public EffectFixture
{
public:
// Real game spell IDs so SpellID::encode() round-trips through LIBRARY correctly.
const SpellID positiveID = SpellID::BLESS;
const SpellID negativeID = SpellID::CURSE;
const SpellID neutralID = SpellID::BLIND;
const SpellID persistentID = SpellID::HASTE;
const SpellID adventureID = SpellID::SLOW;
const SpellID currentID = SpellID::DISPEL;
StrictMock<SpellMock> positiveSpell;
StrictMock<SpellMock> negativeSpell;
StrictMock<SpellMock> neutralSpell;
StrictMock<SpellMock> persistentSpell;
StrictMock<SpellMock> adventureSpell;
StrictMock<SpellMock> currentSpell;
DispelFixture()
: EffectFixture("core:dispel")
{
}
// Called by every test that has at least one SPELL_EFFECT bonus on a unit,
// so the Lua filter's LIBRARY:getSpellByName() calls are satisfied.
void setDefaultExpectations()
{
EXPECT_CALL(spellServiceMock, getByName(Eq(SpellID::encode(positiveID.getNum())))).WillRepeatedly(Return(&positiveSpell));
EXPECT_CALL(positiveSpell, isPersistent()).WillRepeatedly(Return(false));
EXPECT_CALL(positiveSpell, isAdventure()).WillRepeatedly(Return(false));
EXPECT_CALL(positiveSpell, isPositive()).WillRepeatedly(Return(true));
EXPECT_CALL(positiveSpell, isNegative()).WillRepeatedly(Return(false));
EXPECT_CALL(positiveSpell, isNeutral()).WillRepeatedly(Return(false));
EXPECT_CALL(spellServiceMock, getByName(Eq(SpellID::encode(negativeID.getNum())))).WillRepeatedly(Return(&negativeSpell));
EXPECT_CALL(negativeSpell, isPersistent()).WillRepeatedly(Return(false));
EXPECT_CALL(negativeSpell, isAdventure()).WillRepeatedly(Return(false));
EXPECT_CALL(negativeSpell, isPositive()).WillRepeatedly(Return(false));
EXPECT_CALL(negativeSpell, isNegative()).WillRepeatedly(Return(true));
EXPECT_CALL(negativeSpell, isNeutral()).WillRepeatedly(Return(false));
EXPECT_CALL(spellServiceMock, getByName(Eq(SpellID::encode(neutralID.getNum())))).WillRepeatedly(Return(&neutralSpell));
EXPECT_CALL(neutralSpell, isPersistent()).WillRepeatedly(Return(false));
EXPECT_CALL(neutralSpell, isAdventure()).WillRepeatedly(Return(false));
EXPECT_CALL(neutralSpell, isPositive()).WillRepeatedly(Return(false));
EXPECT_CALL(neutralSpell, isNegative()).WillRepeatedly(Return(false));
EXPECT_CALL(neutralSpell, isNeutral()).WillRepeatedly(Return(true));
EXPECT_CALL(spellServiceMock, getByName(Eq(SpellID::encode(persistentID.getNum())))).WillRepeatedly(Return(&persistentSpell));
EXPECT_CALL(persistentSpell, isPersistent()).WillRepeatedly(Return(true));
EXPECT_CALL(spellServiceMock, getByName(Eq(SpellID::encode(adventureID.getNum())))).WillRepeatedly(Return(&adventureSpell));
EXPECT_CALL(adventureSpell, isPersistent()).WillRepeatedly(Return(false));
EXPECT_CALL(adventureSpell, isAdventure()).WillRepeatedly(Return(true));
}
protected:
void SetUp() override
{
EffectFixture::setUp();
// getDispelableBonuses() always reads the current spell key, even when the
// bonus list is empty, so set this up once for all tests in the fixture.
EXPECT_CALL(mechanicsMock, getSpell()).Times(AnyNumber()).WillRepeatedly(Return(&currentSpell));
EXPECT_CALL(currentSpell, getJsonKey()).Times(AnyNumber())
.WillRepeatedly(Return(SpellID::encode(currentID.getNum())));
}
};
class DispelTest : public DispelFixture
{
};
TEST_F(DispelTest, ApplicableToAliveUnitWithTimedEffect)
{
{
JsonNode config;
config["dispelNegative"].Bool() = true;
EffectFixture::setupEffect(config);
}
auto & unit = unitsFake.add(BattleSide::ATTACKER);
unit.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::SPELL_EFFECT, 1, BonusSourceID(negativeID)));
EXPECT_CALL(unit, isValidTarget(Eq(false))).WillOnce(Return(true));
EXPECT_CALL(mechanicsMock, isSmart()).WillOnce(Return(false));
setDefaultExpectations();
unitsFake.setDefaultBonusExpectations();
Target target;
target.emplace_back(&unit, BattleHex());
EXPECT_TRUE(subject->applicableTarget(problemMock, &mechanicsMock, target));
}
TEST_F(DispelTest, IgnoresOwnEffects)
{
{
JsonNode config;
config["dispelPositive"].Bool() = true;
config["dispelNegative"].Bool() = true;
config["dispelNeutral"].Bool() = true;
EffectFixture::setupEffect(config);
}
auto & unit = unitsFake.add(BattleSide::ATTACKER);
// Bonus from the currently-cast spell — must be excluded by the filter.
unit.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::SPELL_EFFECT, 1, BonusSourceID(currentID)));
EXPECT_CALL(unit, isValidTarget(Eq(false))).Times(AtMost(1)).WillRepeatedly(Return(true));
EXPECT_CALL(mechanicsMock, isSmart()).Times(AtMost(1)).WillRepeatedly(Return(false));
EXPECT_CALL(mechanicsMock, ownerMatches(Eq(&unit))).Times(AtMost(1)).WillRepeatedly(Return(true));
unitsFake.setDefaultBonusExpectations();
Target target;
target.emplace_back(&unit, BattleHex());
EXPECT_FALSE(subject->applicableTarget(problemMock, &mechanicsMock, target));
}
TEST_F(DispelTest, IgnoresPersistentEffects)
{
{
JsonNode config;
config["dispelPositive"].Bool() = true;
config["dispelNegative"].Bool() = true;
config["dispelNeutral"].Bool() = true;
EffectFixture::setupEffect(config);
}
auto & unit = unitsFake.add(BattleSide::ATTACKER);
unit.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::SPELL_EFFECT, 1, BonusSourceID(persistentID)));
EXPECT_CALL(unit, isValidTarget(Eq(false))).Times(AtMost(1)).WillRepeatedly(Return(true));
EXPECT_CALL(mechanicsMock, isSmart()).Times(AtMost(1)).WillRepeatedly(Return(false));
EXPECT_CALL(mechanicsMock, ownerMatches(Eq(&unit))).Times(AtMost(1)).WillRepeatedly(Return(true));
setDefaultExpectations();
unitsFake.setDefaultBonusExpectations();
Target target;
target.emplace_back(&unit, BattleHex());
EXPECT_FALSE(subject->applicableTarget(problemMock, &mechanicsMock, target));
}
TEST_F(DispelTest, NotApplicableToUnitWithNoTimedEffect)
{
EffectFixture::setupEffect(JsonNode());
auto & unit = unitsFake.add(BattleSide::ATTACKER);
EXPECT_CALL(unit, isValidTarget(Eq(false))).Times(AtMost(1)).WillRepeatedly(Return(true));
EXPECT_CALL(mechanicsMock, isSmart()).Times(AtMost(1)).WillRepeatedly(Return(false));
EXPECT_CALL(mechanicsMock, ownerMatches(Eq(&unit))).Times(AtMost(1)).WillRepeatedly(Return(true));
unitsFake.setDefaultBonusExpectations();
Target target;
target.emplace_back(&unit, BattleHex());
EXPECT_FALSE(subject->applicableTarget(problemMock, &mechanicsMock, target));
}
TEST_F(DispelTest, NotApplicableToDeadUnit)
{
EffectFixture::setupEffect(JsonNode());
auto & unit = unitsFake.add(BattleSide::ATTACKER);
EXPECT_CALL(unit, isValidTarget(Eq(false))).Times(AtMost(1)).WillRepeatedly(Return(false));
EXPECT_CALL(mechanicsMock, isSmart()).Times(AtMost(1)).WillRepeatedly(Return(false));
EXPECT_CALL(mechanicsMock, ownerMatches(Eq(&unit))).Times(AtMost(1)).WillRepeatedly(Return(true));
unitsFake.setDefaultBonusExpectations();
Target target;
target.emplace_back(&unit, BattleHex());
EXPECT_FALSE(subject->applicableTarget(problemMock, &mechanicsMock, target));
}
TEST_F(DispelTest, IgnoresAdventureSpellEffects)
{
{
JsonNode config;
config["dispelPositive"].Bool() = true;
config["dispelNegative"].Bool() = true;
config["dispelNeutral"].Bool() = true;
EffectFixture::setupEffect(config);
}
auto & unit = unitsFake.add(BattleSide::ATTACKER);
unit.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::SPELL_EFFECT, 1, BonusSourceID(adventureID)));
EXPECT_CALL(unit, isValidTarget(Eq(false))).Times(AtMost(1)).WillRepeatedly(Return(true));
EXPECT_CALL(mechanicsMock, isSmart()).Times(AtMost(1)).WillRepeatedly(Return(false));
EXPECT_CALL(mechanicsMock, ownerMatches(Eq(&unit))).Times(AtMost(1)).WillRepeatedly(Return(true));
setDefaultExpectations();
unitsFake.setDefaultBonusExpectations();
Target target;
target.emplace_back(&unit, BattleHex());
EXPECT_FALSE(subject->applicableTarget(problemMock, &mechanicsMock, target));
}
TEST_F(DispelTest, IgnoresNonSpellEffectSourceBonuses)
{
{
JsonNode config;
config["dispelPositive"].Bool() = true;
config["dispelNegative"].Bool() = true;
config["dispelNeutral"].Bool() = true;
EffectFixture::setupEffect(config);
}
auto & unit = unitsFake.add(BattleSide::ATTACKER);
unit.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::CREATURE_ABILITY, 1, BonusSourceID()));
EXPECT_CALL(unit, isValidTarget(Eq(false))).Times(AtMost(1)).WillRepeatedly(Return(true));
EXPECT_CALL(mechanicsMock, isSmart()).Times(AtMost(1)).WillRepeatedly(Return(false));
EXPECT_CALL(mechanicsMock, ownerMatches(Eq(&unit))).Times(AtMost(1)).WillRepeatedly(Return(true));
unitsFake.setDefaultBonusExpectations();
Target target;
target.emplace_back(&unit, BattleHex());
EXPECT_FALSE(subject->applicableTarget(problemMock, &mechanicsMock, target));
}
TEST_F(DispelTest, ApplicableToUnitWithPositiveEffect)
{
{
JsonNode config;
config["dispelPositive"].Bool() = true;
EffectFixture::setupEffect(config);
}
auto & unit = unitsFake.add(BattleSide::ATTACKER);
unit.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::SPELL_EFFECT, 1, BonusSourceID(positiveID)));
EXPECT_CALL(unit, isValidTarget(Eq(false))).WillOnce(Return(true));
EXPECT_CALL(mechanicsMock, isSmart()).WillOnce(Return(false));
setDefaultExpectations();
unitsFake.setDefaultBonusExpectations();
Target target;
target.emplace_back(&unit, BattleHex());
EXPECT_TRUE(subject->applicableTarget(problemMock, &mechanicsMock, target));
}
TEST_F(DispelTest, ApplicableToUnitWithNeutralEffect)
{
{
JsonNode config;
config["dispelNeutral"].Bool() = true;
EffectFixture::setupEffect(config);
}
auto & unit = unitsFake.add(BattleSide::ATTACKER);
unit.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::SPELL_EFFECT, 1, BonusSourceID(neutralID)));
EXPECT_CALL(unit, isValidTarget(Eq(false))).WillOnce(Return(true));
EXPECT_CALL(mechanicsMock, isSmart()).WillOnce(Return(false));
setDefaultExpectations();
unitsFake.setDefaultBonusExpectations();
Target target;
target.emplace_back(&unit, BattleHex());
EXPECT_TRUE(subject->applicableTarget(problemMock, &mechanicsMock, target));
}
TEST_F(DispelTest, NotApplicableWhenDispelNegativeAndOnlyPositiveEffect)
{
{
JsonNode config;
config["dispelNegative"].Bool() = true;
EffectFixture::setupEffect(config);
}
auto & unit = unitsFake.add(BattleSide::ATTACKER);
unit.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::SPELL_EFFECT, 1, BonusSourceID(positiveID)));
EXPECT_CALL(unit, isValidTarget(Eq(false))).Times(AtMost(1)).WillRepeatedly(Return(true));
EXPECT_CALL(mechanicsMock, isSmart()).Times(AtMost(1)).WillRepeatedly(Return(false));
EXPECT_CALL(mechanicsMock, ownerMatches(Eq(&unit))).Times(AtMost(1)).WillRepeatedly(Return(true));
setDefaultExpectations();
unitsFake.setDefaultBonusExpectations();
Target target;
target.emplace_back(&unit, BattleHex());
EXPECT_FALSE(subject->applicableTarget(problemMock, &mechanicsMock, target));
}
TEST_F(DispelTest, NotApplicableWhenDispelPositiveAndOnlyNegativeEffect)
{
{
JsonNode config;
config["dispelPositive"].Bool() = true;
EffectFixture::setupEffect(config);
}
auto & unit = unitsFake.add(BattleSide::ATTACKER);
unit.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::SPELL_EFFECT, 1, BonusSourceID(negativeID)));
EXPECT_CALL(unit, isValidTarget(Eq(false))).Times(AtMost(1)).WillRepeatedly(Return(true));
EXPECT_CALL(mechanicsMock, isSmart()).Times(AtMost(1)).WillRepeatedly(Return(false));
EXPECT_CALL(mechanicsMock, ownerMatches(Eq(&unit))).Times(AtMost(1)).WillRepeatedly(Return(true));
setDefaultExpectations();
unitsFake.setDefaultBonusExpectations();
Target target;
target.emplace_back(&unit, BattleHex());
EXPECT_FALSE(subject->applicableTarget(problemMock, &mechanicsMock, target));
}
class DispelApplyTest : public DispelFixture
{
public:
std::array<std::vector<Bonus>, 2> expectedBonus;
std::array<std::vector<Bonus>, 2> actualBonus;
};
TEST_F(DispelApplyTest, RemovesEffects)
{
{
JsonNode config;
config["dispelPositive"].Bool() = true;
config["dispelNegative"].Bool() = true;
config["dispelNeutral"].Bool() = true;
EffectFixture::setupEffect(config);
}
const std::array<uint32_t, 2> unitIds = {567, 765};
auto & unit0 = unitsFake.add(BattleSide::ATTACKER);
EXPECT_CALL(unit0, unitId()).Times(AtLeast(1)).WillRepeatedly(Return(unitIds[0]));
EXPECT_CALL(unit0, isValidTarget(Eq(false))).WillRepeatedly(Return(true));
auto & unit1 = unitsFake.add(BattleSide::ATTACKER);
EXPECT_CALL(unit1, unitId()).Times(AtLeast(1)).WillRepeatedly(Return(unitIds[1]));
EXPECT_CALL(unit1, isValidTarget(Eq(false))).WillRepeatedly(Return(true));
{
auto bonus = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::SPELL_EFFECT, 1, BonusSourceID(negativeID));
expectedBonus[0].emplace_back(*bonus);
unit0.addNewBonus(bonus);
bonus = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::SPELL_EFFECT, 1, BonusSourceID(negativeID));
expectedBonus[0].emplace_back(*bonus);
unit0.addNewBonus(bonus);
bonus = std::make_shared<Bonus>(BonusDuration::N_TURNS, BonusType::GENERAL_ATTACK_REDUCTION, BonusSource::SPELL_EFFECT, 3, BonusSourceID(negativeID));
expectedBonus[0].emplace_back(*bonus);
unit0.addNewBonus(bonus);
bonus = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::SPELL_EFFECT, 5, BonusSourceID(positiveID));
expectedBonus[1].emplace_back(*bonus);
unit1.addNewBonus(bonus);
bonus = std::make_shared<Bonus>(BonusDuration::N_TURNS, BonusType::GENERAL_ATTACK_REDUCTION, BonusSource::SPELL_EFFECT, 3, BonusSourceID(positiveID));
expectedBonus[1].emplace_back(*bonus);
unit1.addNewBonus(bonus);
}
EXPECT_CALL(*battleFake, removeUnitBonus(Eq(unitIds[0]),_)).WillOnce(SaveArg<1>(&actualBonus[0]));
EXPECT_CALL(*battleFake, removeUnitBonus(Eq(unitIds[1]),_)).WillOnce(SaveArg<1>(&actualBonus[1]));
// Lua script sends one SetStackEffect per unit (unlike the batched C++ version).
EXPECT_CALL(serverMock, apply(Matcher<SetStackEffect &>(_))).Times(2);
EXPECT_CALL(serverMock, describeChanges()).Times(AnyNumber()).WillRepeatedly(Return(false));
setDefaultExpectations();
unitsFake.setDefaultBonusExpectations();
setupDefaultRNG();
Target target;
target.emplace_back(&unit0, BattleHex());
target.emplace_back(&unit1, BattleHex());
subject->apply(&serverMock, &mechanicsMock, target);
EXPECT_THAT(actualBonus[0], UnorderedElementsAreArray(expectedBonus[0]));
EXPECT_THAT(actualBonus[1], UnorderedElementsAreArray(expectedBonus[1]));
}
}