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vcmi/test/spells/targetConditions/NormalLevelConditionTest.cpp
2023-10-22 16:55:19 +03:00

92 lines
2.8 KiB
C++

/*
* NormalLevelConditionTest.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 NormalLevelConditionTest : public TargetConditionItemTest, public WithParamInterface<bool>
{
public:
bool isMagicalEffect;
void setDefaultExpectations()
{
isMagicalEffect = GetParam();
EXPECT_CALL(mechanicsMock, isMagicalEffect()).WillRepeatedly(Return(isMagicalEffect));
if(isMagicalEffect)
EXPECT_CALL(unitMock, getAllBonuses(_, _, _, _)).Times(AtLeast(1));
EXPECT_CALL(unitMock, getTreeVersion()).Times(AtLeast(0));
}
void SetUp() override
{
TargetConditionItemTest::SetUp();
subject = TargetConditionItemFactory::getDefault()->createNormalLevel();
}
};
TEST_P(NormalLevelConditionTest, DefaultForAbility)
{
setDefaultExpectations();
EXPECT_CALL(mechanicsMock, getSpellLevel()).WillRepeatedly(Return(0));
EXPECT_TRUE(subject->isReceptive(&mechanicsMock, &unitMock));
}
TEST_P(NormalLevelConditionTest, DefaultForNormal)
{
setDefaultExpectations();
EXPECT_CALL(mechanicsMock, getSpellLevel()).WillRepeatedly(Return(1));
EXPECT_TRUE(subject->isReceptive(&mechanicsMock, &unitMock));
}
TEST_P(NormalLevelConditionTest, ReceptiveNormal)
{
setDefaultExpectations();
unitBonuses.addNewBonus(std::make_shared<Bonus>(BonusDuration::ONE_BATTLE, BonusType::LEVEL_SPELL_IMMUNITY, BonusSource::OTHER, 3, BonusSourceID()));
if(isMagicalEffect)
EXPECT_CALL(mechanicsMock, getSpellLevel()).Times(AtLeast(1)).WillRepeatedly(Return(4));
EXPECT_TRUE(subject->isReceptive(&mechanicsMock, &unitMock));
}
//TODO: this tests covers fact that creature abilities ignored (by spell level == 0), should this be done by ability flag or by cast mode?
TEST_P(NormalLevelConditionTest, ReceptiveAbility)
{
setDefaultExpectations();
unitBonuses.addNewBonus(std::make_shared<Bonus>(BonusDuration::ONE_BATTLE, BonusType::LEVEL_SPELL_IMMUNITY, BonusSource::OTHER, 5, BonusSourceID()));
if(isMagicalEffect)
EXPECT_CALL(mechanicsMock, getSpellLevel()).Times(AtLeast(1)).WillRepeatedly(Return(0));
EXPECT_TRUE(subject->isReceptive(&mechanicsMock, &unitMock));
}
TEST_P(NormalLevelConditionTest, ImmuneNormal)
{
setDefaultExpectations();
unitBonuses.addNewBonus(std::make_shared<Bonus>(BonusDuration::ONE_BATTLE, BonusType::LEVEL_SPELL_IMMUNITY, BonusSource::OTHER, 4, BonusSourceID()));
if(isMagicalEffect)
EXPECT_CALL(mechanicsMock, getSpellLevel()).Times(AtLeast(1)).WillRepeatedly(Return(2));
EXPECT_EQ(!isMagicalEffect, subject->isReceptive(&mechanicsMock, &unitMock));
}
INSTANTIATE_TEST_SUITE_P
(
ByMagicalEffect,
NormalLevelConditionTest,
Values(false, true)
);
}