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, 0));
  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. #if SCRIPTING_ENABLED
  106. scripting::Pool * pool;
  107. TestSubject(scripting::Pool * p)
  108. : CBattleInfoCallback(),
  109. pool(p)
  110. #else
  111. TestSubject()
  112. : CBattleInfoCallback()
  113. #endif
  114. {
  115. }
  116. void setBattle(const IBattleInfo * battleInfo)
  117. {
  118. CBattleInfoCallback::setBattle(battleInfo);
  119. }
  120. #if SCRIPTING_ENABLED
  121. scripting::Pool * getContextPool() const override
  122. {
  123. return pool;
  124. }
  125. #endif
  126. };
  127. #if SCRIPTING_ENABLED
  128. StrictMock<scripting::PoolMock> pool;
  129. #endif
  130. TestSubject subject;
  131. BattleStateMock battleMock;
  132. UnitsFake unitsFake;
  133. CBattleInfoCallbackTest()
  134. #if SCRIPTING_ENABLED
  135. : pool(),
  136. subject(&pool)
  137. #endif
  138. {
  139. }
  140. void startBattle()
  141. {
  142. subject.setBattle(&battleMock);
  143. }
  144. void redirectUnitsToFake()
  145. {
  146. ON_CALL(battleMock, getUnitsIf(_)).WillByDefault(Invoke(&unitsFake, &UnitsFake::getUnitsIf));
  147. }
  148. };
  149. class BattleFinishedTest : public CBattleInfoCallbackTest
  150. {
  151. public:
  152. void expectBattleNotFinished()
  153. {
  154. auto ret = subject.battleIsFinished();
  155. EXPECT_FALSE(ret);
  156. }
  157. void expectBattleDraw()
  158. {
  159. auto ret = subject.battleIsFinished();
  160. EXPECT_TRUE(ret);
  161. EXPECT_EQ(*ret, 2);
  162. }
  163. void expectBattleWinner(ui8 side)
  164. {
  165. auto ret = subject.battleIsFinished();
  166. EXPECT_TRUE(ret);
  167. EXPECT_EQ(*ret, side);
  168. }
  169. void expectBattleLooser(ui8 side)
  170. {
  171. auto ret = subject.battleIsFinished();
  172. EXPECT_TRUE(ret);
  173. EXPECT_NE(*ret, (int)side);
  174. }
  175. void setDefaultExpectations()
  176. {
  177. redirectUnitsToFake();
  178. unitsFake.setDefaultBonusExpectations();
  179. EXPECT_CALL(battleMock, getUnitsIf(_)).Times(1);
  180. }
  181. };
  182. TEST_F(BattleFinishedTest, NoBattleIsDraw)
  183. {
  184. expectBattleDraw();
  185. }
  186. TEST_F(BattleFinishedTest, EmptyBattleIsDraw)
  187. {
  188. setDefaultExpectations();
  189. startBattle();
  190. expectBattleDraw();
  191. }
  192. TEST_F(BattleFinishedTest, LastAliveUnitWins)
  193. {
  194. UnitFake & unit = unitsFake.add(1);
  195. unit.makeAlive();
  196. unit.setDefaultState();
  197. setDefaultExpectations();
  198. startBattle();
  199. expectBattleWinner(1);
  200. }
  201. TEST_F(BattleFinishedTest, TwoUnitsContinueFight)
  202. {
  203. UnitFake & unit1 = unitsFake.add(0);
  204. unit1.makeAlive();
  205. UnitFake & unit2 = unitsFake.add(1);
  206. unit2.makeAlive();
  207. setDefaultExpectations();
  208. startBattle();
  209. expectBattleNotFinished();
  210. }
  211. TEST_F(BattleFinishedTest, LastWarMachineNotWins)
  212. {
  213. UnitFake & unit = unitsFake.add(0);
  214. unit.makeAlive();
  215. unit.makeWarMachine();
  216. unit.setDefaultState();
  217. setDefaultExpectations();
  218. startBattle();
  219. expectBattleLooser(0);
  220. }
  221. TEST_F(BattleFinishedTest, LastWarMachineLoose)
  222. {
  223. try
  224. {
  225. UnitFake & unit1 = unitsFake.add(0);
  226. unit1.makeAlive();
  227. unit1.setDefaultState();
  228. UnitFake & unit2 = unitsFake.add(1);
  229. unit2.makeAlive();
  230. unit2.makeWarMachine();
  231. unit2.setDefaultState();
  232. setDefaultExpectations();
  233. startBattle();
  234. expectBattleWinner(0);
  235. }
  236. catch(const std::exception & e)
  237. {
  238. logGlobal->error(e.what());
  239. }
  240. }
  241. class BattleMatchOwnerTest : public CBattleInfoCallbackTest
  242. {
  243. public:
  244. void setDefaultExpectations()
  245. {
  246. redirectUnitsToFake();
  247. unitsFake.setDefaultBonusExpectations();
  248. EXPECT_CALL(battleMock, getSidePlayer(Eq(BattleSide::ATTACKER))).WillRepeatedly(Return(PlayerColor(0)));
  249. EXPECT_CALL(battleMock, getSidePlayer(Eq(BattleSide::DEFENDER))).WillRepeatedly(Return(PlayerColor(1)));
  250. }
  251. };
  252. TEST_F(BattleMatchOwnerTest, normalToSelf)
  253. {
  254. UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
  255. EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
  256. setDefaultExpectations();
  257. startBattle();
  258. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit1, true));
  259. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit1, boost::logic::indeterminate));
  260. EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit1, false));
  261. }
  262. TEST_F(BattleMatchOwnerTest, hypnotizedToSelf)
  263. {
  264. UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
  265. EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
  266. unit1.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, 0));
  267. setDefaultExpectations();
  268. startBattle();
  269. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit1, true));
  270. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit1, boost::logic::indeterminate));
  271. EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit1, false));
  272. }
  273. TEST_F(BattleMatchOwnerTest, normalToNormalAlly)
  274. {
  275. UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
  276. EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
  277. UnitFake & unit2 = unitsFake.add(BattleSide::ATTACKER);
  278. EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
  279. setDefaultExpectations();
  280. startBattle();
  281. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, true));
  282. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
  283. EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, false));
  284. }
  285. TEST_F(BattleMatchOwnerTest, hypnotizedToNormalAlly)
  286. {
  287. UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
  288. EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
  289. unit1.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, 0));
  290. UnitFake & unit2 = unitsFake.add(BattleSide::ATTACKER);
  291. EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
  292. setDefaultExpectations();
  293. startBattle();
  294. EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, true));
  295. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
  296. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, false));
  297. }
  298. TEST_F(BattleMatchOwnerTest, normalToHypnotizedAlly)
  299. {
  300. UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
  301. EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
  302. UnitFake & unit2 = unitsFake.add(BattleSide::ATTACKER);
  303. EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
  304. unit2.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, 0));
  305. setDefaultExpectations();
  306. startBattle();
  307. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, true));
  308. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
  309. EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, false));
  310. }
  311. TEST_F(BattleMatchOwnerTest, hypnotizedToHypnotizedAlly)
  312. {
  313. UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
  314. EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
  315. unit1.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, 0));
  316. UnitFake & unit2 = unitsFake.add(BattleSide::ATTACKER);
  317. EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
  318. unit2.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, 0));
  319. setDefaultExpectations();
  320. startBattle();
  321. EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, true));
  322. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
  323. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, false));
  324. }
  325. TEST_F(BattleMatchOwnerTest, normalToNormalEnemy)
  326. {
  327. UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
  328. EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
  329. UnitFake & unit2 = unitsFake.add(BattleSide::DEFENDER);
  330. EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
  331. setDefaultExpectations();
  332. startBattle();
  333. EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, true));
  334. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
  335. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, false));
  336. }
  337. TEST_F(BattleMatchOwnerTest, hypnotizedToNormalEnemy)
  338. {
  339. UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
  340. EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
  341. unit1.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, 0));
  342. UnitFake & unit2 = unitsFake.add(BattleSide::DEFENDER);
  343. EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
  344. setDefaultExpectations();
  345. startBattle();
  346. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, true));
  347. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
  348. EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, false));
  349. }
  350. TEST_F(BattleMatchOwnerTest, normalToHypnotizedEnemy)
  351. {
  352. UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
  353. EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
  354. UnitFake & unit2 = unitsFake.add(BattleSide::DEFENDER);
  355. EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
  356. unit2.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, 0));
  357. setDefaultExpectations();
  358. startBattle();
  359. EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, true));
  360. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
  361. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, false));
  362. }
  363. TEST_F(BattleMatchOwnerTest, hypnotizedToHypnotizedEnemy)
  364. {
  365. UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
  366. EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
  367. unit1.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, 0));
  368. UnitFake & unit2 = unitsFake.add(BattleSide::DEFENDER);
  369. EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
  370. unit2.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, 0));
  371. setDefaultExpectations();
  372. startBattle();
  373. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, true));
  374. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
  375. EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, false));
  376. }