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. #if SCRIPTING_ENABLED
  19. #include "mock/mock_scripting_Pool.h"
  20. #endif
  21. using namespace battle;
  22. using namespace testing;
  23. class UnitFake : public UnitMock
  24. {
  25. private:
  26. std::shared_ptr<CUnitState> state;
  27. public:
  28. UnitFake()
  29. {
  30. state.reset(new CUnitStateDetached(this, this));
  31. }
  32. void addNewBonus(const std::shared_ptr<Bonus> & b)
  33. {
  34. bonusFake.addNewBonus(b);
  35. }
  36. void makeAlive()
  37. {
  38. EXPECT_CALL(*this, alive()).WillRepeatedly(Return(true));
  39. }
  40. void makeWarMachine()
  41. {
  42. addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::SIEGE_WEAPON, BonusSource::CREATURE_ABILITY, 1, TBonusSourceID()));
  43. }
  44. void redirectBonusesToFake()
  45. {
  46. ON_CALL(*this, getAllBonuses(_, _, _, _)).WillByDefault(Invoke(&bonusFake, &BonusBearerMock::getAllBonuses));
  47. ON_CALL(*this, getTreeVersion()).WillByDefault(Invoke(&bonusFake, &BonusBearerMock::getTreeVersion));
  48. }
  49. void expectAnyBonusSystemCall()
  50. {
  51. EXPECT_CALL(*this, getAllBonuses(_, _, _, _)).Times(AtLeast(0));
  52. EXPECT_CALL(*this, getTreeVersion()).Times(AtLeast(0));
  53. }
  54. void setDefaultExpectations()
  55. {
  56. EXPECT_CALL(*this, unitSlot()).WillRepeatedly(Return(SlotID(0)));
  57. EXPECT_CALL(*this, creatureIndex()).WillRepeatedly(Return(0));
  58. }
  59. void setDefaultState()
  60. {
  61. EXPECT_CALL(*this, isClone()).WillRepeatedly(Return(false));
  62. EXPECT_CALL(*this, isCaster()).WillRepeatedly(Return(false));
  63. EXPECT_CALL(*this, acquireState()).WillRepeatedly(Return(state));
  64. }
  65. private:
  66. BonusBearerMock bonusFake;
  67. };
  68. class UnitsFake
  69. {
  70. public:
  71. std::vector<std::shared_ptr<UnitFake>> allUnits;
  72. UnitFake & add(ui8 side)
  73. {
  74. UnitFake * unit = new UnitFake();
  75. EXPECT_CALL(*unit, unitSide()).WillRepeatedly(Return(side));
  76. unit->setDefaultExpectations();
  77. allUnits.emplace_back(unit);
  78. return *allUnits.back().get();
  79. }
  80. Units getUnitsIf(UnitFilter predicate) const
  81. {
  82. Units ret;
  83. for(auto & unit : allUnits)
  84. {
  85. if(predicate(unit.get()))
  86. ret.push_back(unit.get());
  87. }
  88. return ret;
  89. }
  90. void setDefaultBonusExpectations()
  91. {
  92. for(auto & unit : allUnits)
  93. {
  94. unit->redirectBonusesToFake();
  95. unit->expectAnyBonusSystemCall();
  96. }
  97. }
  98. };
  99. class CBattleInfoCallbackTest : public Test
  100. {
  101. public:
  102. class TestSubject : public CBattleInfoCallback
  103. {
  104. public:
  105. const IBattleInfo * battle;
  106. #if SCRIPTING_ENABLED
  107. scripting::Pool * pool;
  108. TestSubject(scripting::Pool * p)
  109. : CBattleInfoCallback(),
  110. pool(p)
  111. #else
  112. TestSubject()
  113. : CBattleInfoCallback()
  114. #endif
  115. {
  116. }
  117. const IBattleInfo * getBattle() const override
  118. {
  119. return battle;
  120. }
  121. std::optional<PlayerColor> getPlayerID() const override
  122. {
  123. return std::nullopt;
  124. }
  125. #if SCRIPTING_ENABLED
  126. scripting::Pool * getContextPool() const override
  127. {
  128. return pool;
  129. }
  130. #endif
  131. };
  132. #if SCRIPTING_ENABLED
  133. StrictMock<scripting::PoolMock> pool;
  134. #endif
  135. TestSubject subject;
  136. BattleStateMock battleMock;
  137. UnitsFake unitsFake;
  138. CBattleInfoCallbackTest()
  139. #if SCRIPTING_ENABLED
  140. : pool(),
  141. subject(&pool)
  142. #endif
  143. {
  144. }
  145. void startBattle()
  146. {
  147. subject.battle = &battleMock;
  148. }
  149. void redirectUnitsToFake()
  150. {
  151. ON_CALL(battleMock, getUnitsIf(_)).WillByDefault(Invoke(&unitsFake, &UnitsFake::getUnitsIf));
  152. }
  153. };
  154. class BattleFinishedTest : public CBattleInfoCallbackTest
  155. {
  156. public:
  157. void expectBattleNotFinished()
  158. {
  159. auto ret = subject.battleIsFinished();
  160. EXPECT_FALSE(ret);
  161. }
  162. void expectBattleDraw()
  163. {
  164. auto ret = subject.battleIsFinished();
  165. EXPECT_TRUE(ret);
  166. EXPECT_EQ(*ret, 2);
  167. }
  168. void expectBattleWinner(ui8 side)
  169. {
  170. auto ret = subject.battleIsFinished();
  171. EXPECT_TRUE(ret);
  172. EXPECT_EQ(*ret, side);
  173. }
  174. void expectBattleLooser(ui8 side)
  175. {
  176. auto ret = subject.battleIsFinished();
  177. EXPECT_TRUE(ret);
  178. EXPECT_NE(*ret, (int)side);
  179. }
  180. void setDefaultExpectations()
  181. {
  182. redirectUnitsToFake();
  183. unitsFake.setDefaultBonusExpectations();
  184. EXPECT_CALL(battleMock, getUnitsIf(_)).Times(1);
  185. }
  186. };
  187. TEST_F(BattleFinishedTest, NoBattleIsDraw)
  188. {
  189. expectBattleDraw();
  190. }
  191. TEST_F(BattleFinishedTest, EmptyBattleIsDraw)
  192. {
  193. setDefaultExpectations();
  194. startBattle();
  195. expectBattleDraw();
  196. }
  197. TEST_F(BattleFinishedTest, LastAliveUnitWins)
  198. {
  199. UnitFake & unit = unitsFake.add(1);
  200. unit.makeAlive();
  201. unit.setDefaultState();
  202. setDefaultExpectations();
  203. startBattle();
  204. expectBattleWinner(1);
  205. }
  206. TEST_F(BattleFinishedTest, TwoUnitsContinueFight)
  207. {
  208. UnitFake & unit1 = unitsFake.add(0);
  209. unit1.makeAlive();
  210. UnitFake & unit2 = unitsFake.add(1);
  211. unit2.makeAlive();
  212. setDefaultExpectations();
  213. startBattle();
  214. expectBattleNotFinished();
  215. }
  216. TEST_F(BattleFinishedTest, LastWarMachineNotWins)
  217. {
  218. UnitFake & unit = unitsFake.add(0);
  219. unit.makeAlive();
  220. unit.makeWarMachine();
  221. unit.setDefaultState();
  222. setDefaultExpectations();
  223. startBattle();
  224. expectBattleLooser(0);
  225. }
  226. TEST_F(BattleFinishedTest, LastWarMachineLoose)
  227. {
  228. try
  229. {
  230. UnitFake & unit1 = unitsFake.add(0);
  231. unit1.makeAlive();
  232. unit1.setDefaultState();
  233. UnitFake & unit2 = unitsFake.add(1);
  234. unit2.makeAlive();
  235. unit2.makeWarMachine();
  236. unit2.setDefaultState();
  237. setDefaultExpectations();
  238. startBattle();
  239. expectBattleWinner(0);
  240. }
  241. catch(const std::exception & e)
  242. {
  243. logGlobal->error(e.what());
  244. }
  245. }
  246. class BattleMatchOwnerTest : public CBattleInfoCallbackTest
  247. {
  248. public:
  249. void setDefaultExpectations()
  250. {
  251. redirectUnitsToFake();
  252. unitsFake.setDefaultBonusExpectations();
  253. EXPECT_CALL(battleMock, getSidePlayer(Eq(BattleSide::ATTACKER))).WillRepeatedly(Return(PlayerColor(0)));
  254. EXPECT_CALL(battleMock, getSidePlayer(Eq(BattleSide::DEFENDER))).WillRepeatedly(Return(PlayerColor(1)));
  255. }
  256. };
  257. TEST_F(BattleMatchOwnerTest, normalToSelf)
  258. {
  259. UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
  260. EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
  261. setDefaultExpectations();
  262. startBattle();
  263. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit1, true));
  264. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit1, boost::logic::indeterminate));
  265. EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit1, false));
  266. }
  267. TEST_F(BattleMatchOwnerTest, hypnotizedToSelf)
  268. {
  269. UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
  270. EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
  271. unit1.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, TBonusSourceID()));
  272. setDefaultExpectations();
  273. startBattle();
  274. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit1, true));
  275. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit1, boost::logic::indeterminate));
  276. EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit1, false));
  277. }
  278. TEST_F(BattleMatchOwnerTest, normalToNormalAlly)
  279. {
  280. UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
  281. EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
  282. UnitFake & unit2 = unitsFake.add(BattleSide::ATTACKER);
  283. EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
  284. setDefaultExpectations();
  285. startBattle();
  286. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, true));
  287. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
  288. EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, false));
  289. }
  290. TEST_F(BattleMatchOwnerTest, hypnotizedToNormalAlly)
  291. {
  292. UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
  293. EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
  294. unit1.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, TBonusSourceID()));
  295. UnitFake & unit2 = unitsFake.add(BattleSide::ATTACKER);
  296. EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
  297. setDefaultExpectations();
  298. startBattle();
  299. EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, true));
  300. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
  301. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, false));
  302. }
  303. TEST_F(BattleMatchOwnerTest, normalToHypnotizedAlly)
  304. {
  305. UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
  306. EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
  307. UnitFake & unit2 = unitsFake.add(BattleSide::ATTACKER);
  308. EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
  309. unit2.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, TBonusSourceID()));
  310. setDefaultExpectations();
  311. startBattle();
  312. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, true));
  313. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
  314. EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, false));
  315. }
  316. TEST_F(BattleMatchOwnerTest, hypnotizedToHypnotizedAlly)
  317. {
  318. UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
  319. EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
  320. unit1.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, TBonusSourceID()));
  321. UnitFake & unit2 = unitsFake.add(BattleSide::ATTACKER);
  322. EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
  323. unit2.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, TBonusSourceID()));
  324. setDefaultExpectations();
  325. startBattle();
  326. EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, true));
  327. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
  328. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, false));
  329. }
  330. TEST_F(BattleMatchOwnerTest, normalToNormalEnemy)
  331. {
  332. UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
  333. EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
  334. UnitFake & unit2 = unitsFake.add(BattleSide::DEFENDER);
  335. EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
  336. setDefaultExpectations();
  337. startBattle();
  338. EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, true));
  339. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
  340. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, false));
  341. }
  342. TEST_F(BattleMatchOwnerTest, hypnotizedToNormalEnemy)
  343. {
  344. UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
  345. EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
  346. unit1.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, TBonusSourceID()));
  347. UnitFake & unit2 = unitsFake.add(BattleSide::DEFENDER);
  348. EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
  349. setDefaultExpectations();
  350. startBattle();
  351. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, true));
  352. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
  353. EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, false));
  354. }
  355. TEST_F(BattleMatchOwnerTest, normalToHypnotizedEnemy)
  356. {
  357. UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
  358. EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
  359. UnitFake & unit2 = unitsFake.add(BattleSide::DEFENDER);
  360. EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
  361. unit2.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, TBonusSourceID()));
  362. setDefaultExpectations();
  363. startBattle();
  364. EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, true));
  365. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
  366. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, false));
  367. }
  368. TEST_F(BattleMatchOwnerTest, hypnotizedToHypnotizedEnemy)
  369. {
  370. UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
  371. EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
  372. unit1.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, TBonusSourceID()));
  373. UnitFake & unit2 = unitsFake.add(BattleSide::DEFENDER);
  374. EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
  375. unit2.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, TBonusSourceID()));
  376. setDefaultExpectations();
  377. startBattle();
  378. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, true));
  379. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
  380. EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, false));
  381. }