CBattleInfoCallbackTest.cpp 12 KB

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  1. /*
  2. * CBattleInfoCallbackTest.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 "../../lib/battle/CBattleInfoCallback.h"
  12. #include "../../lib/battle/CUnitState.h"
  13. #include <vstd/RNG.h>
  14. #include "../../lib/NetPacksBase.h"
  15. #include "mock/mock_BonusBearer.h"
  16. #include "mock/mock_battle_IBattleState.h"
  17. #include "mock/mock_battle_Unit.h"
  18. #include "mock/mock_scripting_Pool.h"
  19. using namespace battle;
  20. using namespace testing;
  21. class UnitFake : public UnitMock
  22. {
  23. private:
  24. std::shared_ptr<CUnitState> state;
  25. public:
  26. UnitFake()
  27. {
  28. state.reset(new CUnitStateDetached(this, this));
  29. }
  30. void addNewBonus(const std::shared_ptr<Bonus> & b)
  31. {
  32. bonusFake.addNewBonus(b);
  33. }
  34. void makeAlive()
  35. {
  36. EXPECT_CALL(*this, alive()).WillRepeatedly(Return(true));
  37. }
  38. void makeWarMachine()
  39. {
  40. addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::SIEGE_WEAPON, Bonus::CREATURE_ABILITY, 1, 0));
  41. }
  42. void redirectBonusesToFake()
  43. {
  44. ON_CALL(*this, getAllBonuses(_, _, _, _)).WillByDefault(Invoke(&bonusFake, &BonusBearerMock::getAllBonuses));
  45. ON_CALL(*this, getTreeVersion()).WillByDefault(Invoke(&bonusFake, &BonusBearerMock::getTreeVersion));
  46. }
  47. void expectAnyBonusSystemCall()
  48. {
  49. EXPECT_CALL(*this, getAllBonuses(_, _, _, _)).Times(AtLeast(0));
  50. EXPECT_CALL(*this, getTreeVersion()).Times(AtLeast(0));
  51. }
  52. void setDefaultExpectations()
  53. {
  54. EXPECT_CALL(*this, unitSlot()).WillRepeatedly(Return(SlotID(0)));
  55. EXPECT_CALL(*this, creatureIndex()).WillRepeatedly(Return(0));
  56. }
  57. void setDefaultState()
  58. {
  59. EXPECT_CALL(*this, isClone()).WillRepeatedly(Return(false));
  60. EXPECT_CALL(*this, isCaster()).WillRepeatedly(Return(false));
  61. EXPECT_CALL(*this, acquireState()).WillRepeatedly(Return(state));
  62. }
  63. private:
  64. BonusBearerMock bonusFake;
  65. };
  66. class UnitsFake
  67. {
  68. public:
  69. std::vector<std::shared_ptr<UnitFake>> allUnits;
  70. UnitFake & add(ui8 side)
  71. {
  72. UnitFake * unit = new UnitFake();
  73. EXPECT_CALL(*unit, unitSide()).WillRepeatedly(Return(side));
  74. unit->setDefaultExpectations();
  75. allUnits.emplace_back(unit);
  76. return *allUnits.back().get();
  77. }
  78. Units getUnitsIf(UnitFilter predicate) const
  79. {
  80. Units ret;
  81. for(auto & unit : allUnits)
  82. {
  83. if(predicate(unit.get()))
  84. ret.push_back(unit.get());
  85. }
  86. return ret;
  87. }
  88. void setDefaultBonusExpectations()
  89. {
  90. for(auto & unit : allUnits)
  91. {
  92. unit->redirectBonusesToFake();
  93. unit->expectAnyBonusSystemCall();
  94. }
  95. }
  96. };
  97. class CBattleInfoCallbackTest : public Test
  98. {
  99. public:
  100. class TestSubject : public CBattleInfoCallback
  101. {
  102. public:
  103. scripting::Pool * pool;
  104. TestSubject(scripting::Pool * p)
  105. : CBattleInfoCallback(),
  106. pool(p)
  107. {
  108. }
  109. void setBattle(const IBattleInfo * battleInfo)
  110. {
  111. CBattleInfoCallback::setBattle(battleInfo);
  112. }
  113. scripting::Pool * getContextPool() const override
  114. {
  115. return pool;
  116. }
  117. };
  118. StrictMock<scripting::PoolMock> pool;
  119. TestSubject subject;
  120. BattleStateMock battleMock;
  121. UnitsFake unitsFake;
  122. CBattleInfoCallbackTest()
  123. : pool(),
  124. subject(&pool)
  125. {
  126. }
  127. void startBattle()
  128. {
  129. subject.setBattle(&battleMock);
  130. }
  131. void redirectUnitsToFake()
  132. {
  133. ON_CALL(battleMock, getUnitsIf(_)).WillByDefault(Invoke(&unitsFake, &UnitsFake::getUnitsIf));
  134. }
  135. };
  136. class BattleFinishedTest : public CBattleInfoCallbackTest
  137. {
  138. public:
  139. void expectBattleNotFinished()
  140. {
  141. auto ret = subject.battleIsFinished();
  142. EXPECT_FALSE(ret);
  143. }
  144. void expectBattleDraw()
  145. {
  146. auto ret = subject.battleIsFinished();
  147. EXPECT_TRUE(ret);
  148. EXPECT_EQ(*ret, 2);
  149. }
  150. void expectBattleWinner(ui8 side)
  151. {
  152. auto ret = subject.battleIsFinished();
  153. EXPECT_TRUE(ret);
  154. EXPECT_EQ(*ret, side);
  155. }
  156. void expectBattleLooser(ui8 side)
  157. {
  158. auto ret = subject.battleIsFinished();
  159. EXPECT_TRUE(ret);
  160. EXPECT_NE(*ret, (int)side);
  161. }
  162. void setDefaultExpectations()
  163. {
  164. redirectUnitsToFake();
  165. unitsFake.setDefaultBonusExpectations();
  166. EXPECT_CALL(battleMock, getUnitsIf(_)).Times(1);
  167. }
  168. };
  169. TEST_F(BattleFinishedTest, NoBattleIsDraw)
  170. {
  171. expectBattleDraw();
  172. }
  173. TEST_F(BattleFinishedTest, EmptyBattleIsDraw)
  174. {
  175. setDefaultExpectations();
  176. startBattle();
  177. expectBattleDraw();
  178. }
  179. TEST_F(BattleFinishedTest, LastAliveUnitWins)
  180. {
  181. UnitFake & unit = unitsFake.add(1);
  182. unit.makeAlive();
  183. unit.setDefaultState();
  184. setDefaultExpectations();
  185. startBattle();
  186. expectBattleWinner(1);
  187. }
  188. TEST_F(BattleFinishedTest, TwoUnitsContinueFight)
  189. {
  190. UnitFake & unit1 = unitsFake.add(0);
  191. unit1.makeAlive();
  192. UnitFake & unit2 = unitsFake.add(1);
  193. unit2.makeAlive();
  194. setDefaultExpectations();
  195. startBattle();
  196. expectBattleNotFinished();
  197. }
  198. TEST_F(BattleFinishedTest, LastWarMachineNotWins)
  199. {
  200. UnitFake & unit = unitsFake.add(0);
  201. unit.makeAlive();
  202. unit.makeWarMachine();
  203. unit.setDefaultState();
  204. setDefaultExpectations();
  205. startBattle();
  206. expectBattleLooser(0);
  207. }
  208. TEST_F(BattleFinishedTest, LastWarMachineLoose)
  209. {
  210. try
  211. {
  212. UnitFake & unit1 = unitsFake.add(0);
  213. unit1.makeAlive();
  214. unit1.setDefaultState();
  215. UnitFake & unit2 = unitsFake.add(1);
  216. unit2.makeAlive();
  217. unit2.makeWarMachine();
  218. unit2.setDefaultState();
  219. setDefaultExpectations();
  220. startBattle();
  221. expectBattleWinner(0);
  222. }
  223. catch(std::exception e)
  224. {
  225. logGlobal->error(e.what());
  226. }
  227. }
  228. class BattleMatchOwnerTest : public CBattleInfoCallbackTest
  229. {
  230. public:
  231. void setDefaultExpectations()
  232. {
  233. redirectUnitsToFake();
  234. unitsFake.setDefaultBonusExpectations();
  235. EXPECT_CALL(battleMock, getSidePlayer(Eq(BattleSide::ATTACKER))).WillRepeatedly(Return(PlayerColor(0)));
  236. EXPECT_CALL(battleMock, getSidePlayer(Eq(BattleSide::DEFENDER))).WillRepeatedly(Return(PlayerColor(1)));
  237. }
  238. };
  239. TEST_F(BattleMatchOwnerTest, normalToSelf)
  240. {
  241. UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
  242. EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
  243. setDefaultExpectations();
  244. startBattle();
  245. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit1, true));
  246. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit1, boost::logic::indeterminate));
  247. EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit1, false));
  248. }
  249. TEST_F(BattleMatchOwnerTest, hypnotizedToSelf)
  250. {
  251. UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
  252. EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
  253. unit1.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0));
  254. setDefaultExpectations();
  255. startBattle();
  256. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit1, true));
  257. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit1, boost::logic::indeterminate));
  258. EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit1, false));
  259. }
  260. TEST_F(BattleMatchOwnerTest, normalToNormalAlly)
  261. {
  262. UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
  263. EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
  264. UnitFake & unit2 = unitsFake.add(BattleSide::ATTACKER);
  265. EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
  266. setDefaultExpectations();
  267. startBattle();
  268. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, true));
  269. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
  270. EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, false));
  271. }
  272. TEST_F(BattleMatchOwnerTest, hypnotizedToNormalAlly)
  273. {
  274. UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
  275. EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
  276. unit1.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0));
  277. UnitFake & unit2 = unitsFake.add(BattleSide::ATTACKER);
  278. EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
  279. setDefaultExpectations();
  280. startBattle();
  281. EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, true));
  282. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
  283. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, false));
  284. }
  285. TEST_F(BattleMatchOwnerTest, normalToHypnotizedAlly)
  286. {
  287. UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
  288. EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
  289. UnitFake & unit2 = unitsFake.add(BattleSide::ATTACKER);
  290. EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
  291. unit2.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0));
  292. setDefaultExpectations();
  293. startBattle();
  294. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, true));
  295. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
  296. EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, false));
  297. }
  298. TEST_F(BattleMatchOwnerTest, hypnotizedToHypnotizedAlly)
  299. {
  300. UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
  301. EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
  302. unit1.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0));
  303. UnitFake & unit2 = unitsFake.add(BattleSide::ATTACKER);
  304. EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
  305. unit2.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0));
  306. setDefaultExpectations();
  307. startBattle();
  308. EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, true));
  309. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
  310. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, false));
  311. }
  312. TEST_F(BattleMatchOwnerTest, normalToNormalEnemy)
  313. {
  314. UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
  315. EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
  316. UnitFake & unit2 = unitsFake.add(BattleSide::DEFENDER);
  317. EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
  318. setDefaultExpectations();
  319. startBattle();
  320. EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, true));
  321. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
  322. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, false));
  323. }
  324. TEST_F(BattleMatchOwnerTest, hypnotizedToNormalEnemy)
  325. {
  326. UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
  327. EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
  328. unit1.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0));
  329. UnitFake & unit2 = unitsFake.add(BattleSide::DEFENDER);
  330. EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
  331. setDefaultExpectations();
  332. startBattle();
  333. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, true));
  334. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
  335. EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, false));
  336. }
  337. TEST_F(BattleMatchOwnerTest, normalToHypnotizedEnemy)
  338. {
  339. UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
  340. EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
  341. UnitFake & unit2 = unitsFake.add(BattleSide::DEFENDER);
  342. EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
  343. unit2.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0));
  344. setDefaultExpectations();
  345. startBattle();
  346. EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, true));
  347. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
  348. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, false));
  349. }
  350. TEST_F(BattleMatchOwnerTest, hypnotizedToHypnotizedEnemy)
  351. {
  352. UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
  353. EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
  354. unit1.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0));
  355. UnitFake & unit2 = unitsFake.add(BattleSide::DEFENDER);
  356. EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
  357. unit2.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::HYPNOTIZED, Bonus::CREATURE_ABILITY, 0, 0));
  358. setDefaultExpectations();
  359. startBattle();
  360. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, true));
  361. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
  362. EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, false));
  363. }