HealTest.cpp 13 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. EffectFixture::setupEffect(JsonNode());
  36. auto & unit = unitsFake.add(BattleSide::ATTACKER);
  37. EXPECT_CALL(unit, isValidTarget(Eq(false))).WillOnce(Return(true));
  38. EXPECT_CALL(unit, getTotalHealth()).WillOnce(Return(200));
  39. EXPECT_CALL(unit, getAvailableHealth()).WillOnce(Return(200));
  40. EXPECT_CALL(mechanicsMock, isSmart()).Times(AtMost(1)).WillRepeatedly(Return(false));
  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. EffectFixture::setupEffect(JsonNode());
  48. auto & unit = unitsFake.add(BattleSide::ATTACKER);
  49. unit.makeAlive();
  50. EXPECT_CALL(unit, isValidTarget(Eq(false))).WillOnce(Return(true));
  51. EXPECT_CALL(unit, getTotalHealth()).WillOnce(Return(200));
  52. EXPECT_CALL(unit, getAvailableHealth()).WillOnce(Return(100));
  53. EXPECT_CALL(mechanicsMock, isSmart()).WillOnce(Return(false));
  54. EffectTarget target;
  55. target.emplace_back(&unit, BattleHex());
  56. EXPECT_TRUE(subject->applicable(problemMock, &mechanicsMock, target));
  57. }
  58. TEST_F(HealTest, ApplicableIfActuallyResurrects)
  59. {
  60. {
  61. JsonNode config(JsonNode::JsonType::DATA_STRUCT);
  62. config["healLevel"].String() = "resurrect";
  63. config["minFullUnits"].Integer() = 5;
  64. EffectFixture::setupEffect(config);
  65. }
  66. auto & unit = unitsFake.add(BattleSide::ATTACKER);
  67. unit.makeAlive();
  68. EXPECT_CALL(unit, isValidTarget(Eq(true))).WillOnce(Return(true));
  69. EXPECT_CALL(unit, getTotalHealth()).WillOnce(Return(20000));
  70. EXPECT_CALL(unit, getAvailableHealth()).WillOnce(Return(100));
  71. EXPECT_CALL(mechanicsMock, getEffectValue()).Times(AtLeast(1)).WillRepeatedly(Return(1000));
  72. EXPECT_CALL(mechanicsMock, isSmart()).WillOnce(Return(false));
  73. unit.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::STACK_HEALTH, BonusSource::CREATURE_ABILITY, 200, BonusSourceID()));
  74. unitsFake.setDefaultBonusExpectations();
  75. EffectTarget target;
  76. target.emplace_back(&unit, BattleHex());
  77. EXPECT_TRUE(subject->applicable(problemMock, &mechanicsMock, target));
  78. }
  79. TEST_F(HealTest, NotApplicableIfNotEnoughCasualties)
  80. {
  81. {
  82. JsonNode config(JsonNode::JsonType::DATA_STRUCT);
  83. config["healLevel"].String() = "resurrect";
  84. config["minFullUnits"].Integer() = 1;
  85. EffectFixture::setupEffect(config);
  86. }
  87. auto & unit = unitsFake.add(BattleSide::ATTACKER);
  88. EXPECT_CALL(unit, isValidTarget(Eq(true))).WillOnce(Return(true));
  89. EXPECT_CALL(unit, getTotalHealth()).WillOnce(Return(200));
  90. EXPECT_CALL(unit, getAvailableHealth()).WillOnce(Return(100));
  91. EXPECT_CALL(mechanicsMock, getEffectValue()).Times(AtLeast(1)).WillRepeatedly(Return(999));
  92. EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(false));
  93. unit.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::STACK_HEALTH, BonusSource::CREATURE_ABILITY, 200, BonusSourceID()));
  94. unitsFake.setDefaultBonusExpectations();
  95. EffectTarget target;
  96. target.emplace_back(&unit, BattleHex());
  97. EXPECT_FALSE(subject->applicable(problemMock, &mechanicsMock, target));
  98. }
  99. TEST_F(HealTest, NotApplicableIfResurrectsLessThanRequired)
  100. {
  101. {
  102. JsonNode config(JsonNode::JsonType::DATA_STRUCT);
  103. config["healLevel"].String() = "resurrect";
  104. config["minFullUnits"].Integer() = 5;
  105. EffectFixture::setupEffect(config);
  106. }
  107. auto & unit = unitsFake.add(BattleSide::ATTACKER);
  108. EXPECT_CALL(unit, isValidTarget(Eq(true))).WillOnce(Return(true));
  109. EXPECT_CALL(unit, getTotalHealth()).WillOnce(Return(20000));
  110. EXPECT_CALL(unit, getAvailableHealth()).WillOnce(Return(100));
  111. EXPECT_CALL(mechanicsMock, getEffectValue()).Times(AtLeast(1)).WillRepeatedly(Return(999));
  112. EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(false));
  113. unit.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::STACK_HEALTH, BonusSource::CREATURE_ABILITY, 200, BonusSourceID()));
  114. unitsFake.setDefaultBonusExpectations();
  115. EffectTarget target;
  116. target.emplace_back(&unit, BattleHex());
  117. EXPECT_FALSE(subject->applicable(problemMock, &mechanicsMock, target));
  118. }
  119. TEST_F(HealTest, ApplicableToDeadUnit)
  120. {
  121. {
  122. JsonNode config(JsonNode::JsonType::DATA_STRUCT);
  123. config["healLevel"].String() = "resurrect";
  124. EffectFixture::setupEffect(config);
  125. }
  126. auto & unit = unitsFake.add(BattleSide::ATTACKER);
  127. unit.makeDead();
  128. EXPECT_CALL(unit, isValidTarget(Eq(true))).WillOnce(Return(true));
  129. EXPECT_CALL(unit, getTotalHealth()).WillOnce(Return(200));
  130. EXPECT_CALL(unit, getAvailableHealth()).WillOnce(Return(0));
  131. EXPECT_CALL(unit, unitSide()).Times(AnyNumber());
  132. EXPECT_CALL(unit, getPosition()).WillRepeatedly(Return(BattleHex(5,5)));
  133. EXPECT_CALL(unit, doubleWide()).WillRepeatedly(Return(false));
  134. EXPECT_CALL(unit, isValidTarget(Eq(false))).WillRepeatedly(Return(false));
  135. EXPECT_CALL(mechanicsMock, isSmart()).WillOnce(Return(false));
  136. EXPECT_CALL(*battleFake, getUnitsIf(_)).Times(AtLeast(0));
  137. EffectTarget target;
  138. target.emplace_back(&unit, BattleHex());
  139. EXPECT_TRUE(subject->applicable(problemMock, &mechanicsMock, target));
  140. }
  141. TEST_F(HealTest, DISABLED_NotApplicableIfDeadUnitIsBlocked)
  142. {
  143. {
  144. JsonNode config(JsonNode::JsonType::DATA_STRUCT);
  145. config["healLevel"].String() = "resurrect";
  146. EffectFixture::setupEffect(config);
  147. }
  148. auto & unit = unitsFake.add(BattleSide::ATTACKER);
  149. unit.makeDead();
  150. EXPECT_CALL(unit, isValidTarget(Eq(true))).WillOnce(Return(true));
  151. EXPECT_CALL(unit, getTotalHealth()).WillOnce(Return(200));
  152. EXPECT_CALL(unit, getAvailableHealth()).WillOnce(Return(0));
  153. EXPECT_CALL(unit, getPosition()).WillRepeatedly(Return(BattleHex(5,5)));
  154. EXPECT_CALL(unit, doubleWide()).WillRepeatedly(Return(false));
  155. EXPECT_CALL(unit, isValidTarget(Eq(false))).WillRepeatedly(Return(false));
  156. EXPECT_CALL(unit, unitSide()).Times(AnyNumber());
  157. auto & blockingUnit = unitsFake.add(BattleSide::ATTACKER);
  158. EXPECT_CALL(blockingUnit, getPosition()).Times(AtLeast(1)).WillRepeatedly(Return(BattleHex(5,5)));
  159. EXPECT_CALL(blockingUnit, doubleWide()).WillRepeatedly(Return(false));
  160. EXPECT_CALL(blockingUnit, isValidTarget(Eq(false))).Times(AtLeast(1)).WillRepeatedly(Return(true));
  161. EXPECT_CALL(blockingUnit, unitSide()).Times(AnyNumber());
  162. EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(false));
  163. EXPECT_CALL(*battleFake, getUnitsIf(_)).Times(AtLeast(1));
  164. EffectTarget target;
  165. target.emplace_back(&unit, BattleHex());
  166. EXPECT_FALSE(subject->applicable(problemMock, &mechanicsMock, target));
  167. }
  168. TEST_F(HealTest, DISABLED_ApplicableWithAnotherDeadUnitInSamePosition)
  169. {
  170. {
  171. JsonNode config(JsonNode::JsonType::DATA_STRUCT);
  172. config["healLevel"].String() = "resurrect";
  173. EffectFixture::setupEffect(config);
  174. }
  175. auto & unit = unitsFake.add(BattleSide::ATTACKER);
  176. unit.makeDead();
  177. EXPECT_CALL(unit, isValidTarget(Eq(true))).WillOnce(Return(true));
  178. EXPECT_CALL(unit, getTotalHealth()).WillOnce(Return(200));
  179. EXPECT_CALL(unit, getAvailableHealth()).WillOnce(Return(0));
  180. EXPECT_CALL(unit, getPosition()).WillRepeatedly(Return(BattleHex(5,5)));
  181. EXPECT_CALL(unit, doubleWide()).WillRepeatedly(Return(false));
  182. EXPECT_CALL(unit, isValidTarget(Eq(false))).WillRepeatedly(Return(false));
  183. EXPECT_CALL(unit, unitSide()).Times(AnyNumber());
  184. auto & blockingUnit = unitsFake.add(BattleSide::ATTACKER);
  185. EXPECT_CALL(blockingUnit, getPosition()).WillRepeatedly(Return(BattleHex(5,5)));
  186. EXPECT_CALL(blockingUnit, doubleWide()).WillRepeatedly(Return(false));
  187. EXPECT_CALL(blockingUnit, isValidTarget(Eq(false))).Times(AtLeast(1)).WillRepeatedly(Return(false));
  188. EXPECT_CALL(blockingUnit, unitSide()).Times(AnyNumber());
  189. EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(false));
  190. EXPECT_CALL(*battleFake, getUnitsIf(_)).Times(AtLeast(1));
  191. EffectTarget target;
  192. target.emplace_back(&unit, BattleHex());
  193. EXPECT_TRUE(subject->applicable(problemMock, &mechanicsMock, target));
  194. }
  195. TEST_F(HealTest, NotApplicableIfEffectValueTooLow)
  196. {
  197. {
  198. JsonNode config(JsonNode::JsonType::DATA_STRUCT);
  199. config["minFullUnits"].Integer() = 1;
  200. EffectFixture::setupEffect(config);
  201. }
  202. auto & unit = unitsFake.add(BattleSide::ATTACKER);
  203. EXPECT_CALL(unit, isValidTarget(Eq(false))).WillOnce(Return(true));
  204. EXPECT_CALL(unit, getTotalHealth()).WillOnce(Return(200));
  205. EXPECT_CALL(unit, getAvailableHealth()).WillOnce(Return(100));
  206. unit.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::STACK_HEALTH, BonusSource::CREATURE_ABILITY, 200, BonusSourceID()));
  207. EXPECT_CALL(mechanicsMock, getEffectValue()).Times(AtLeast(1)).WillRepeatedly(Return(199));
  208. EXPECT_CALL(mechanicsMock, isSmart()).Times(AtMost(1)).WillRepeatedly(Return(false));
  209. unitsFake.setDefaultBonusExpectations();
  210. EffectTarget target;
  211. target.emplace_back(&unit, BattleHex());
  212. EXPECT_FALSE(subject->applicable(problemMock, &mechanicsMock, target));
  213. }
  214. class HealApplyTest : public TestWithParam<::testing::tuple<EHealLevel, EHealPower>>, public EffectFixture
  215. {
  216. public:
  217. UnitEnvironmentMock unitEnvironmentMock;
  218. EHealLevel healLevel;
  219. EHealPower healPower;
  220. std::array<std::string, 3> HEAL_LEVEL_MAP;
  221. std::array<std::string, 2> HEAL_POWER_MAP;
  222. HealApplyTest()
  223. : EffectFixture("core:heal")
  224. {
  225. HEAL_LEVEL_MAP =
  226. {
  227. "heal",
  228. "resurrect",
  229. "overHeal"
  230. };
  231. HEAL_POWER_MAP =
  232. {
  233. "oneBattle",
  234. "permanent"
  235. };
  236. }
  237. protected:
  238. void SetUp() override
  239. {
  240. EffectFixture::setUp();
  241. healLevel = ::testing::get<0>(GetParam());
  242. healPower = ::testing::get<1>(GetParam());
  243. }
  244. };
  245. TEST_P(HealApplyTest, DISABLED_Heals)
  246. {
  247. {
  248. JsonNode config(JsonNode::JsonType::DATA_STRUCT);
  249. config["healLevel"].String() = HEAL_LEVEL_MAP.at(static_cast<size_t>(healLevel));
  250. config["healPower"].String() = HEAL_POWER_MAP.at(static_cast<size_t>(healPower));
  251. EffectFixture::setupEffect(config);
  252. }
  253. using namespace ::battle;
  254. const int64_t effectValue = 1000;
  255. const int32_t unitAmount = 24;
  256. const int32_t unitHP = 100;
  257. const uint32_t unitId = 42;
  258. const auto pikeman = CreatureID(unitId).toCreature();
  259. auto & targetUnit = unitsFake.add(BattleSide::ATTACKER);
  260. auto & actualCaster = unitsFake.add(BattleSide::ATTACKER);
  261. EXPECT_CALL(targetUnit, unitBaseAmount()).WillRepeatedly(Return(unitAmount));
  262. EXPECT_CALL(targetUnit, unitId()).WillRepeatedly(Return(unitId));
  263. EXPECT_CALL(targetUnit, unitType()).WillRepeatedly(Return(pikeman));
  264. targetUnit.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::STACK_HEALTH, BonusSource::CREATURE_ABILITY, unitHP, BonusSourceID()));
  265. unitsFake.setDefaultBonusExpectations();
  266. auto targetUnitState = std::make_shared<CUnitStateDetached>(&targetUnit, &targetUnit);
  267. targetUnitState->localInit(&unitEnvironmentMock);
  268. {
  269. int64_t initialDmg = unitAmount * unitHP / 2 - 1;
  270. targetUnitState->health.damage(initialDmg);
  271. }
  272. mechanicsMock.caster = &actualCaster;
  273. EXPECT_CALL(mechanicsMock, getEffectValue()).WillRepeatedly(Return(effectValue));
  274. EXPECT_CALL(mechanicsMock, applySpellBonus(Eq(effectValue), Eq(&targetUnit))).WillRepeatedly(Return(effectValue));
  275. EXPECT_CALL(actualCaster, creatureIndex()).WillRepeatedly(Return(CreatureID(unitId)));
  276. EXPECT_CALL(actualCaster, getHeroCaster()).WillRepeatedly(Return(nullptr));
  277. GTEST_ASSERT_EQ(targetUnitState->getAvailableHealth(), unitAmount * unitHP / 2 + 1);
  278. GTEST_ASSERT_EQ(targetUnitState->getFirstHPleft(), 1);
  279. EXPECT_CALL(targetUnit, acquire()).WillRepeatedly(Return(targetUnitState));
  280. EXPECT_CALL(*battleFake, setUnitState(Eq(unitId), _, Gt(0))).Times(1);
  281. EXPECT_CALL(actualCaster, getCasterUnitId()).WillRepeatedly(Return(-1));
  282. EXPECT_CALL(serverMock, apply(Matcher<BattleUnitsChanged *>(_))).Times(1);
  283. EXPECT_CALL(serverMock, apply(Matcher<BattleLogMessage *>(_))).Times(AtLeast(1));
  284. setupDefaultRNG();
  285. EffectTarget target;
  286. target.emplace_back(&targetUnit, BattleHex());
  287. subject->apply(&serverMock, &mechanicsMock, target);
  288. switch(healLevel)
  289. {
  290. case EHealLevel::HEAL:
  291. EXPECT_EQ(targetUnitState->getFirstHPleft(), unitHP);
  292. break;
  293. case EHealLevel::RESURRECT:
  294. EXPECT_EQ(targetUnitState->getFirstHPleft(), 1);
  295. break;
  296. case EHealLevel::OVERHEAL:
  297. EXPECT_EQ(targetUnitState->getFirstHPleft(), 1);
  298. break;
  299. default:
  300. break;
  301. }
  302. switch(healPower)
  303. {
  304. case EHealPower::PERMANENT:
  305. EXPECT_EQ(targetUnitState->health.getResurrected(), 0);
  306. break;
  307. case EHealPower::ONE_BATTLE:
  308. EXPECT_EQ(targetUnitState->health.getResurrected(), 10);
  309. break;
  310. default:
  311. break;
  312. }
  313. }
  314. INSTANTIATE_TEST_SUITE_P
  315. (
  316. ByConfig1,
  317. HealApplyTest,
  318. Combine
  319. (
  320. Values(EHealLevel::HEAL, EHealLevel::RESURRECT, EHealLevel::OVERHEAL),
  321. Values(EHealPower::PERMANENT)
  322. )
  323. );
  324. INSTANTIATE_TEST_SUITE_P
  325. (
  326. ByConfig2,
  327. HealApplyTest,
  328. Combine
  329. (
  330. Values(EHealLevel::RESURRECT, EHealLevel::OVERHEAL),
  331. Values(EHealPower::ONE_BATTLE)
  332. )
  333. );
  334. }