HealTest.cpp 9.9 KB

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  1. /*
  2. * HealTest.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "EffectFixture.h"
  12. #include <vstd/RNG.h>
  13. #include "../../../lib/battle/CUnitState.h"
  14. #include "mock/mock_UnitEnvironment.h"
  15. namespace test
  16. {
  17. using namespace ::spells;
  18. using namespace ::spells::effects;
  19. using namespace ::testing;
  20. class HealTest : public Test, public EffectFixture
  21. {
  22. public:
  23. HealTest()
  24. : EffectFixture("core:heal")
  25. {
  26. }
  27. protected:
  28. void SetUp() override
  29. {
  30. EffectFixture::setUp();
  31. }
  32. };
  33. TEST_F(HealTest, NotApplicableToHealthyUnit)
  34. {
  35. auto & unit = unitsFake.add(BattleSide::ATTACKER);
  36. EXPECT_CALL(unit, isValidTarget(Eq(false))).WillOnce(Return(true));
  37. EXPECT_CALL(unit, getTotalHealth()).WillOnce(Return(200));
  38. EXPECT_CALL(unit, getAvailableHealth()).WillOnce(Return(200));
  39. EXPECT_CALL(mechanicsMock, isSmart()).Times(AtMost(1)).WillRepeatedly(Return(false));
  40. EXPECT_CALL(mechanicsMock, ownerMatches(Eq(&unit))).Times(AtMost(1)).WillRepeatedly(Return(true));
  41. EffectTarget target;
  42. target.emplace_back(&unit, BattleHex());
  43. EXPECT_FALSE(subject->applicable(problemMock, &mechanicsMock, target));
  44. }
  45. TEST_F(HealTest, ApplicableToWoundedUnit)
  46. {
  47. auto & unit = unitsFake.add(BattleSide::ATTACKER);
  48. unit.makeAlive();
  49. EXPECT_CALL(unit, isValidTarget(Eq(false))).WillOnce(Return(true));
  50. EXPECT_CALL(unit, getTotalHealth()).WillOnce(Return(200));
  51. EXPECT_CALL(unit, getAvailableHealth()).WillOnce(Return(100));
  52. EXPECT_CALL(mechanicsMock, isSmart()).WillOnce(Return(false));
  53. EXPECT_CALL(mechanicsMock, ownerMatches(Eq(&unit))).WillOnce(Return(true));
  54. EffectTarget target;
  55. target.emplace_back(&unit, BattleHex());
  56. EXPECT_TRUE(subject->applicable(problemMock, &mechanicsMock, target));
  57. }
  58. TEST_F(HealTest, ApplicableToDeadUnit)
  59. {
  60. {
  61. JsonNode config(JsonNode::JsonType::DATA_STRUCT);
  62. config["healLevel"].String() = "resurrect";
  63. EffectFixture::setupEffect(config);
  64. }
  65. auto & unit = unitsFake.add(BattleSide::ATTACKER);
  66. unit.makeDead();
  67. EXPECT_CALL(unit, isValidTarget(Eq(true))).WillOnce(Return(true));
  68. EXPECT_CALL(unit, getTotalHealth()).WillOnce(Return(200));
  69. EXPECT_CALL(unit, getAvailableHealth()).WillOnce(Return(0));
  70. EXPECT_CALL(unit, unitSide()).Times(AnyNumber());
  71. EXPECT_CALL(unit, getPosition()).WillRepeatedly(Return(BattleHex(5,5)));
  72. EXPECT_CALL(unit, doubleWide()).WillRepeatedly(Return(false));
  73. EXPECT_CALL(unit, isValidTarget(Eq(false))).WillRepeatedly(Return(false));
  74. EXPECT_CALL(mechanicsMock, isSmart()).WillOnce(Return(false));
  75. EXPECT_CALL(mechanicsMock, ownerMatches(Eq(&unit))).WillOnce(Return(true));
  76. EXPECT_CALL(*battleFake, getUnitsIf(_)).Times(AtLeast(0));
  77. EffectTarget target;
  78. target.emplace_back(&unit, BattleHex());
  79. EXPECT_TRUE(subject->applicable(problemMock, &mechanicsMock, target));
  80. }
  81. TEST_F(HealTest, NotApplicableIfDeadUnitIsBlocked)
  82. {
  83. {
  84. JsonNode config(JsonNode::JsonType::DATA_STRUCT);
  85. config["healLevel"].String() = "resurrect";
  86. EffectFixture::setupEffect(config);
  87. }
  88. auto & unit = unitsFake.add(BattleSide::ATTACKER);
  89. unit.makeDead();
  90. EXPECT_CALL(unit, isValidTarget(Eq(true))).WillOnce(Return(true));
  91. EXPECT_CALL(unit, getTotalHealth()).WillOnce(Return(200));
  92. EXPECT_CALL(unit, getAvailableHealth()).WillOnce(Return(0));
  93. EXPECT_CALL(unit, getPosition()).WillRepeatedly(Return(BattleHex(5,5)));
  94. EXPECT_CALL(unit, doubleWide()).WillRepeatedly(Return(false));
  95. EXPECT_CALL(unit, isValidTarget(Eq(false))).WillRepeatedly(Return(false));
  96. EXPECT_CALL(unit, unitSide()).Times(AnyNumber());
  97. auto & blockingUnit = unitsFake.add(BattleSide::ATTACKER);
  98. EXPECT_CALL(blockingUnit, getPosition()).Times(AtLeast(1)).WillRepeatedly(Return(BattleHex(5,5)));
  99. EXPECT_CALL(blockingUnit, doubleWide()).WillRepeatedly(Return(false));
  100. EXPECT_CALL(blockingUnit, isValidTarget(Eq(false))).Times(AtLeast(1)).WillRepeatedly(Return(true));
  101. EXPECT_CALL(blockingUnit, unitSide()).Times(AnyNumber());
  102. EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(false));
  103. EXPECT_CALL(mechanicsMock, ownerMatches(Eq(&unit))).WillRepeatedly(Return(true));
  104. EXPECT_CALL(*battleFake, getUnitsIf(_)).Times(AtLeast(1));
  105. EffectTarget target;
  106. target.emplace_back(&unit, BattleHex());
  107. EXPECT_FALSE(subject->applicable(problemMock, &mechanicsMock, target));
  108. }
  109. TEST_F(HealTest, ApplicableWithAnotherDeadUnitInSamePosition)
  110. {
  111. {
  112. JsonNode config(JsonNode::JsonType::DATA_STRUCT);
  113. config["healLevel"].String() = "resurrect";
  114. EffectFixture::setupEffect(config);
  115. }
  116. auto & unit = unitsFake.add(BattleSide::ATTACKER);
  117. unit.makeDead();
  118. EXPECT_CALL(unit, isValidTarget(Eq(true))).WillOnce(Return(true));
  119. EXPECT_CALL(unit, getTotalHealth()).WillOnce(Return(200));
  120. EXPECT_CALL(unit, getAvailableHealth()).WillOnce(Return(0));
  121. EXPECT_CALL(unit, getPosition()).WillRepeatedly(Return(BattleHex(5,5)));
  122. EXPECT_CALL(unit, doubleWide()).WillRepeatedly(Return(false));
  123. EXPECT_CALL(unit, isValidTarget(Eq(false))).WillRepeatedly(Return(false));
  124. EXPECT_CALL(unit, unitSide()).Times(AnyNumber());
  125. auto & blockingUnit = unitsFake.add(BattleSide::ATTACKER);
  126. EXPECT_CALL(blockingUnit, getPosition()).WillRepeatedly(Return(BattleHex(5,5)));
  127. EXPECT_CALL(blockingUnit, doubleWide()).WillRepeatedly(Return(false));
  128. EXPECT_CALL(blockingUnit, isValidTarget(Eq(false))).Times(AtLeast(1)).WillRepeatedly(Return(false));
  129. EXPECT_CALL(blockingUnit, unitSide()).Times(AnyNumber());
  130. EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(false));
  131. EXPECT_CALL(mechanicsMock, ownerMatches(Eq(&unit))).WillRepeatedly(Return(true));
  132. EXPECT_CALL(*battleFake, getUnitsIf(_)).Times(AtLeast(1));
  133. EffectTarget target;
  134. target.emplace_back(&unit, BattleHex());
  135. EXPECT_TRUE(subject->applicable(problemMock, &mechanicsMock, target));
  136. }
  137. TEST_F(HealTest, NotApplicableIfEffectValueTooLow)
  138. {
  139. {
  140. JsonNode config(JsonNode::JsonType::DATA_STRUCT);
  141. config["minFullUnits"].Integer() = 1;
  142. EffectFixture::setupEffect(config);
  143. }
  144. auto & unit = unitsFake.add(BattleSide::ATTACKER);
  145. EXPECT_CALL(unit, isValidTarget(Eq(false))).WillOnce(Return(true));
  146. EXPECT_CALL(unit, getTotalHealth()).WillOnce(Return(200));
  147. EXPECT_CALL(unit, getAvailableHealth()).WillOnce(Return(100));
  148. unit.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::STACK_HEALTH, Bonus::CREATURE_ABILITY, 200, 0));
  149. EXPECT_CALL(mechanicsMock, getEffectValue()).Times(AtLeast(1)).WillRepeatedly(Return(199));
  150. EXPECT_CALL(mechanicsMock, isSmart()).Times(AtMost(1)).WillRepeatedly(Return(false));
  151. EXPECT_CALL(mechanicsMock, ownerMatches(Eq(&unit))).Times(AtMost(1)).WillRepeatedly(Return(true));
  152. unitsFake.setDefaultBonusExpectations();
  153. EffectTarget target;
  154. target.emplace_back(&unit, BattleHex());
  155. EXPECT_FALSE(subject->applicable(problemMock, &mechanicsMock, target));
  156. }
  157. class HealApplyTest : public TestWithParam<::testing::tuple<EHealLevel, EHealPower>>, public EffectFixture
  158. {
  159. public:
  160. UnitEnvironmentMock unitEnvironmentMock;
  161. EHealLevel healLevel;
  162. EHealPower healPower;
  163. std::array<std::string, 3> HEAL_LEVEL_MAP;
  164. std::array<std::string, 2> HEAL_POWER_MAP;
  165. HealApplyTest()
  166. : EffectFixture("core:heal")
  167. {
  168. HEAL_LEVEL_MAP =
  169. {
  170. "heal",
  171. "resurrect",
  172. "overHeal"
  173. };
  174. HEAL_POWER_MAP =
  175. {
  176. "oneBattle",
  177. "permanent"
  178. };
  179. }
  180. protected:
  181. void SetUp() override
  182. {
  183. EffectFixture::setUp();
  184. healLevel = ::testing::get<0>(GetParam());
  185. healPower = ::testing::get<1>(GetParam());
  186. }
  187. };
  188. TEST_P(HealApplyTest, Heals)
  189. {
  190. {
  191. JsonNode config(JsonNode::JsonType::DATA_STRUCT);
  192. config["healLevel"].String() = HEAL_LEVEL_MAP.at(static_cast<size_t>(healLevel));
  193. config["healPower"].String() = HEAL_POWER_MAP.at(static_cast<size_t>(healPower));
  194. EffectFixture::setupEffect(config);
  195. }
  196. using namespace ::battle;
  197. const int64_t effectValue = 1000;
  198. const int32_t unitAmount = 24;
  199. const int32_t unitHP = 100;
  200. const uint32_t unitId = 42;
  201. auto & targetUnit = unitsFake.add(BattleSide::ATTACKER);
  202. EXPECT_CALL(targetUnit, unitBaseAmount()).WillRepeatedly(Return(unitAmount));
  203. EXPECT_CALL(targetUnit, unitId()).WillRepeatedly(Return(unitId));
  204. targetUnit.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::STACK_HEALTH, Bonus::CREATURE_ABILITY, unitHP, 0));
  205. unitsFake.setDefaultBonusExpectations();
  206. std::shared_ptr<CUnitState> targetUnitState = std::make_shared<CUnitStateDetached>(&targetUnit, &targetUnit);
  207. targetUnitState->localInit(&unitEnvironmentMock);
  208. {
  209. int64_t initialDmg = unitAmount * unitHP / 2 - 1;
  210. targetUnitState->health.damage(initialDmg);
  211. }
  212. EXPECT_CALL(mechanicsMock, getEffectValue()).WillRepeatedly(Return(effectValue));
  213. EXPECT_CALL(mechanicsMock, applySpellBonus(Eq(effectValue), Eq(&targetUnit))).WillRepeatedly(Return(effectValue));
  214. GTEST_ASSERT_EQ(targetUnitState->getAvailableHealth(), unitAmount * unitHP / 2 + 1);
  215. GTEST_ASSERT_EQ(targetUnitState->getFirstHPleft(), 1);
  216. EXPECT_CALL(targetUnit, acquire()).WillOnce(Return(targetUnitState));
  217. EXPECT_CALL(*battleFake, setUnitState(Eq(unitId), _, Gt(0))).Times(1);
  218. setupDefaultRNG();
  219. EffectTarget target;
  220. target.emplace_back(&targetUnit, BattleHex());
  221. subject->apply(battleProxy.get(), rngMock, &mechanicsMock, target);
  222. switch(healLevel)
  223. {
  224. case EHealLevel::HEAL:
  225. EXPECT_EQ(targetUnitState->getFirstHPleft(), unitHP);
  226. break;
  227. case EHealLevel::RESURRECT:
  228. EXPECT_EQ(targetUnitState->getFirstHPleft(), 1);
  229. break;
  230. case EHealLevel::OVERHEAL:
  231. EXPECT_EQ(targetUnitState->getFirstHPleft(), 1);
  232. break;
  233. default:
  234. break;
  235. }
  236. switch(healPower)
  237. {
  238. case EHealPower::PERMANENT:
  239. EXPECT_EQ(targetUnitState->health.getResurrected(), 0);
  240. break;
  241. case EHealPower::ONE_BATTLE:
  242. EXPECT_EQ(targetUnitState->health.getResurrected(), 10);
  243. break;
  244. default:
  245. break;
  246. }
  247. }
  248. INSTANTIATE_TEST_CASE_P
  249. (
  250. ByConfig1,
  251. HealApplyTest,
  252. Combine
  253. (
  254. Values(EHealLevel::HEAL, EHealLevel::RESURRECT, EHealLevel::OVERHEAL),
  255. Values(EHealPower::PERMANENT)
  256. )
  257. );
  258. INSTANTIATE_TEST_CASE_P
  259. (
  260. ByConfig2,
  261. HealApplyTest,
  262. Combine
  263. (
  264. Values(EHealLevel::RESURRECT, EHealLevel::OVERHEAL),
  265. Values(EHealPower::ONE_BATTLE)
  266. )
  267. );
  268. }