SacrificeTest.cpp 6.5 KB

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  1. /*
  2. * SacrificeTest.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 SacrificeTest : public Test, public EffectFixture
  21. {
  22. public:
  23. SacrificeTest()
  24. : EffectFixture("core:sacrifice")
  25. {
  26. }
  27. protected:
  28. void SetUp() override
  29. {
  30. EffectFixture::setUp();
  31. {
  32. JsonNode config(JsonNode::JsonType::DATA_STRUCT);
  33. config["healLevel"].String() = "resurrect";
  34. EffectFixture::setupEffect(config);
  35. }
  36. }
  37. };
  38. TEST_F(SacrificeTest, ApplicableForTwoTargets)
  39. {
  40. auto & unit = unitsFake.add(BattleSide::ATTACKER);
  41. EXPECT_CALL(unit, getPosition()).WillRepeatedly(Return(BattleHex(5,5)));
  42. EXPECT_CALL(unit, isValidTarget(Eq(false))).WillRepeatedly(Return(false));
  43. EXPECT_CALL(unit, isValidTarget(Eq(true))).WillRepeatedly(Return(true));
  44. EXPECT_CALL(unit, getTotalHealth()).WillRepeatedly(Return(0));
  45. EXPECT_CALL(unit, getAvailableHealth()).WillRepeatedly(Return(200));
  46. auto & victim = unitsFake.add(BattleSide::ATTACKER);
  47. victim.makeAlive();
  48. EXPECT_CALL(victim, getPosition()).WillRepeatedly(Return(BattleHex(5,10)));
  49. EXPECT_CALL(victim, isValidTarget(_)).WillRepeatedly(Return(true));
  50. EXPECT_CALL(victim, getTotalHealth()).WillRepeatedly(Return(300));
  51. EXPECT_CALL(victim, getAvailableHealth()).WillRepeatedly(Return(300));
  52. EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(true));
  53. EXPECT_CALL(mechanicsMock, isMassive()).WillRepeatedly(Return(false));
  54. EXPECT_CALL(mechanicsMock, alwaysHitFirstTarget()).WillRepeatedly(Return(false));
  55. EXPECT_CALL(mechanicsMock, ownerMatches(Eq(&unit))).Times(AtLeast(1)).WillRepeatedly(Return(true));
  56. EXPECT_CALL(mechanicsMock, isReceptive(Eq(&unit))).Times(AtLeast(1)).WillRepeatedly(Return(true));
  57. EXPECT_CALL(mechanicsMock, ownerMatches(Eq(&victim))).Times(AtLeast(1)).WillRepeatedly(Return(true));
  58. EXPECT_CALL(mechanicsMock, isReceptive(Eq(&victim))).Times(AtLeast(1)).WillRepeatedly(Return(true));
  59. EffectTarget aimPoint;
  60. aimPoint.emplace_back(&unit, BattleHex());
  61. aimPoint.emplace_back(&victim, BattleHex());
  62. EffectTarget spellTarget;
  63. spellTarget.emplace_back(&unit, BattleHex());
  64. EffectTarget transformed = subject->transformTarget(&mechanicsMock, aimPoint, spellTarget);
  65. EXPECT_TRUE(subject->applicable(problemMock, &mechanicsMock, transformed));
  66. }
  67. #if 0
  68. TEST_F(SacrificeTest, NotApplicableWithoutVictim)
  69. {
  70. {
  71. JsonNode config(JsonNode::JsonType::DATA_STRUCT);
  72. config["healLevel"].String() = "resurrect";
  73. EffectFixture::setupEffect(config);
  74. }
  75. auto & unit = unitsFake.add(BattleSide::ATTACKER);
  76. EXPECT_CALL(unit, getPosition()).WillRepeatedly(Return(BattleHex(5,5)));
  77. EXPECT_CALL(unit, isValidTarget(Eq(false))).WillRepeatedly(Return(false));
  78. EXPECT_CALL(unit, isValidTarget(Eq(true))).WillRepeatedly(Return(true));
  79. EXPECT_CALL(unit, getTotalHealth()).WillRepeatedly(Return(0));
  80. EXPECT_CALL(unit, getAvailableHealth()).WillRepeatedly(Return(200));
  81. EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(true));
  82. EXPECT_CALL(mechanicsMock, isMassive()).WillRepeatedly(Return(false));
  83. EXPECT_CALL(mechanicsMock, alwaysHitFirstTarget()).WillRepeatedly(Return(false));
  84. EXPECT_CALL(mechanicsMock, ownerMatches(Eq(&unit))).WillRepeatedly(Return(true));
  85. EXPECT_CALL(mechanicsMock, isReceptive(Eq(&unit))).WillRepeatedly(Return(true));
  86. EffectTarget aimPoint;
  87. aimPoint.emplace_back(&unit, BattleHex());
  88. EffectTarget transformed = subject->transformTarget(&mechanicsMock, aimPoint, aimPoint);
  89. EXPECT_FALSE(subject->applicable(problemMock, &mechanicsMock, transformed));
  90. }
  91. #endif
  92. class SacrificeApplyTest : public Test, public EffectFixture
  93. {
  94. public:
  95. UnitEnvironmentMock unitEnvironmentMock;
  96. SacrificeApplyTest()
  97. : EffectFixture("core:sacrifice")
  98. {
  99. }
  100. void setDefaultExpectations()
  101. {
  102. }
  103. protected:
  104. void SetUp() override
  105. {
  106. EffectFixture::setUp();
  107. {
  108. JsonNode config(JsonNode::JsonType::DATA_STRUCT);
  109. config["healLevel"].String() = "resurrect";
  110. config["healPower"].String() = "permanent";
  111. EffectFixture::setupEffect(config);
  112. }
  113. }
  114. };
  115. TEST_F(SacrificeApplyTest, ResurrectsTarget)
  116. {
  117. using namespace ::battle;
  118. const int32_t effectPower = 10;
  119. const int64_t effectValue = 500;
  120. const uint32_t unitId = 42;
  121. const int32_t unitAmount = 100;
  122. const int32_t unitHP = 1000;
  123. const uint32_t victimId = 4242;
  124. const int32_t victimCount = 5;
  125. const int32_t victimUnitHP = 100;
  126. const int64_t expectedHealValue = (effectPower + victimUnitHP + effectValue) * victimCount;
  127. auto & targetUnit = unitsFake.add(BattleSide::ATTACKER);
  128. EXPECT_CALL(targetUnit, unitBaseAmount()).WillRepeatedly(Return(unitAmount));
  129. EXPECT_CALL(targetUnit, unitId()).WillRepeatedly(Return(unitId));
  130. EXPECT_CALL(mechanicsMock, getEffectPower()).Times(AtLeast(1)).WillRepeatedly(Return(effectPower));
  131. EXPECT_CALL(mechanicsMock, applySpellBonus(_, Eq(&targetUnit))).WillOnce(ReturnArg<0>());
  132. EXPECT_CALL(mechanicsMock, calculateRawEffectValue(_,_)).WillOnce(Return(effectValue));
  133. targetUnit.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::STACK_HEALTH, Bonus::CREATURE_ABILITY, unitHP, 0));
  134. auto & victim = unitsFake.add(BattleSide::ATTACKER);
  135. EXPECT_CALL(victim, unitId()).Times(AtLeast(1)).WillRepeatedly(Return(victimId));
  136. EXPECT_CALL(victim, getCount()).Times(AtLeast(1)).WillRepeatedly(Return(victimCount));
  137. victim.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::STACK_HEALTH, Bonus::CREATURE_ABILITY, victimUnitHP, 0));
  138. EXPECT_CALL(*battleFake, setUnitState(Eq(unitId), _, Eq(expectedHealValue))).Times(1);
  139. EXPECT_CALL(*battleFake, removeUnit(Eq(victimId))).Times(1);
  140. unitsFake.setDefaultBonusExpectations();
  141. std::shared_ptr<CUnitState> targetUnitState = std::make_shared<CUnitStateDetached>(&targetUnit, &targetUnit);
  142. targetUnitState->localInit(&unitEnvironmentMock);
  143. {
  144. int64_t initialDmg = targetUnitState->getAvailableHealth();
  145. targetUnitState->damage(initialDmg);
  146. }
  147. EXPECT_CALL(targetUnit, acquire()).WillOnce(Return(targetUnitState));
  148. setupDefaultRNG();
  149. EffectTarget target;
  150. target.emplace_back(&targetUnit, BattleHex());
  151. target.emplace_back(&victim, BattleHex());
  152. subject->apply(battleProxy.get(), rngMock, &mechanicsMock, target);
  153. EXPECT_EQ(targetUnitState->getAvailableHealth(), expectedHealValue);
  154. }
  155. }