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