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+/*
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+ * HeroRecruitmentTest.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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+
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+#include "GameStateTest.h"
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+
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+#include "../../lib/gameState/TavernHeroesPool.h"
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+#include "../../lib/networkPacks/PacksForClient.h"
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+#include "../../lib/mapObjects/CGHeroInstance.h"
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+#include "../../lib/mapObjects/CGTownInstance.h"
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+#include "../../lib/CPlayerState.h"
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+
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+/**
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+ * Test fixture for hero recruitment netpack tests.
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+ * Inherits game setup and state management from GameStateTest.
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+ */
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+class HeroRecruitmentTest : public GameStateTest
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+{
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+};
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+
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+// Test that hero recruitment properly assigns an ID to the recruited hero
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+TEST_F(HeroRecruitmentTest, recruitedHeroGetsId)
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+{
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+ startTestGame();
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+
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+ // Get the first player and find a town
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+ PlayerColor playerColor = PlayerColor(0);
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+ auto * playerState = gameState->getPlayerState(playerColor);
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+ ASSERT_NE(playerState, nullptr);
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+
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+ // Get initial state
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+ auto initialHeroes = playerState->getHeroes();
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+ size_t initialHeroCount = initialHeroes.size();
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+
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+ // Find a town for recruitment
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+ auto towns = playerState->getTowns();
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+ ASSERT_FALSE(towns.empty()) << "Player must have at least one town for hero recruitment";
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+ auto * town = towns.front();
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+ ASSERT_NE(town, nullptr);
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+
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+ // Get a hero type from the pool
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+ auto poolHeroes = gameState->heroesPool->getHeroesFor(playerColor);
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+ ASSERT_FALSE(poolHeroes.empty()) << "Hero pool must have heroes available";
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+
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+ const auto * poolHero = poolHeroes.front();
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+ ASSERT_NE(poolHero, nullptr);
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+ HeroTypeID heroType = poolHero->getHeroTypeID();
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+
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+ // Create and apply HeroRecruited pack
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+ HeroRecruited pack;
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+ pack.tid = town->id;
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+ pack.hid = heroType;
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+ pack.player = playerColor;
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+ pack.tile = town->visitablePos();
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+
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+ gameEventCallback->sendAndApply(pack);
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+
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+ // Verify player now has one more hero
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+ auto finalHeroes = playerState->getHeroes();
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+ EXPECT_EQ(finalHeroes.size(), initialHeroCount + 1)
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+ << "Player should have exactly one more hero after recruitment";
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+
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+ // Find the newly recruited hero
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+ CGHeroInstance * recruitedHero = nullptr;
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+ for (auto * hero : finalHeroes)
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+ {
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+ if (std::find(initialHeroes.begin(), initialHeroes.end(), hero) == initialHeroes.end())
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+ {
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+ recruitedHero = hero;
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+ break;
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+ }
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+ }
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+
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+ ASSERT_NE(recruitedHero, nullptr) << "Recruited hero must exist in player's hero list";
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+
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+ // This is the key assertion that validates our fix:
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+ // The hero must have an ID assigned after being added to the map
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+ EXPECT_TRUE(recruitedHero->id.hasValue())
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+ << "Recruited hero must have an ID assigned (validates fix for assertion crash)";
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+
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+ // Verify other properties
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+ EXPECT_EQ(recruitedHero->getOwner(), playerColor)
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+ << "Recruited hero must be owned by the recruiting player";
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+ EXPECT_EQ(recruitedHero->visitablePos(), town->visitablePos())
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+ << "Recruited hero must be at town's position";
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+ EXPECT_EQ(recruitedHero->getHeroTypeID(), heroType)
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+ << "Recruited hero must have the correct hero type";
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+
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+ // Verify the hero is on the map
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+ auto * heroOnMap = dynamic_cast<CGHeroInstance *>(map->getObject(recruitedHero->id));
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+ EXPECT_EQ(heroOnMap, recruitedHero)
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+ << "Recruited hero must be retrievable from map by ID";
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+}
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+
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+// Test hero recruitment without a town (should still assign ID)
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+TEST_F(HeroRecruitmentTest, recruitedHeroWithoutTownGetsId)
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+{
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+ startTestGame();
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+
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+ PlayerColor playerColor = PlayerColor(0);
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+ auto * playerState = gameState->getPlayerState(playerColor);
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+ ASSERT_NE(playerState, nullptr);
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+
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+ auto poolHeroes = gameState->heroesPool->getHeroesFor(playerColor);
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+ ASSERT_FALSE(poolHeroes.empty());
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+
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+ const auto * poolHero = poolHeroes.front();
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+ HeroTypeID heroType = poolHero->getHeroTypeID();
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+
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+ // Recruit hero without a town (tavern can be in random locations)
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+ HeroRecruited pack;
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+ pack.tid = ObjectInstanceID(); // No town
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+ pack.hid = heroType;
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+ pack.player = playerColor;
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+ pack.tile = int3(5, 5, 0); // Random valid position
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+
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+ gameEventCallback->sendAndApply(pack);
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+
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+ // Find the recruited hero
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+ auto finalHeroes = playerState->getHeroes();
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+ ASSERT_FALSE(finalHeroes.empty());
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+
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+ auto * recruitedHero = finalHeroes.back();
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+ ASSERT_NE(recruitedHero, nullptr);
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+
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+ // Key assertion: ID must be assigned even without a town
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+ EXPECT_TRUE(recruitedHero->id.hasValue())
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+ << "Hero recruited without town must still have ID assigned";
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+
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+ EXPECT_EQ(recruitedHero->getOwner(), playerColor);
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+ EXPECT_EQ(recruitedHero->getHeroTypeID(), heroType);
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+}
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