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 "../../../lib/json/JsonNode.h"
  15. #include "mock/mock_UnitEnvironment.h"
  16. namespace test
  17. {
  18. using namespace ::spells;
  19. using namespace ::spells::effects;
  20. using namespace ::testing;
  21. class HealTest : public Test, public EffectFixture
  22. {
  23. public:
  24. HealTest()
  25. : EffectFixture("core:heal")
  26. {
  27. }
  28. protected:
  29. void SetUp() override
  30. {
  31. EffectFixture::setUp();
  32. }
  33. };
  34. TEST_F(HealTest, NotApplicableToHealthyUnit)
  35. {
  36. EffectFixture::setupEffect(JsonNode());
  37. auto & unit = unitsFake.add(BattleSide::ATTACKER);
  38. EXPECT_CALL(unit, isValidTarget(Eq(false))).WillOnce(Return(true));
  39. EXPECT_CALL(unit, getTotalHealth()).WillOnce(Return(200));
  40. EXPECT_CALL(unit, getAvailableHealth()).WillOnce(Return(200));
  41. EXPECT_CALL(mechanicsMock, isSmart()).Times(AtMost(1)).WillRepeatedly(Return(false));
  42. EffectTarget target;
  43. target.emplace_back(&unit, BattleHex());
  44. EXPECT_FALSE(subject->applicable(problemMock, &mechanicsMock, target));
  45. }
  46. TEST_F(HealTest, ApplicableToWoundedUnit)
  47. {
  48. EffectFixture::setupEffect(JsonNode());
  49. auto & unit = unitsFake.add(BattleSide::ATTACKER);
  50. unit.makeAlive();
  51. EXPECT_CALL(unit, isValidTarget(Eq(false))).WillOnce(Return(true));
  52. EXPECT_CALL(unit, getTotalHealth()).WillOnce(Return(200));
  53. EXPECT_CALL(unit, getAvailableHealth()).WillOnce(Return(100));
  54. EXPECT_CALL(mechanicsMock, isSmart()).WillOnce(Return(false));
  55. EffectTarget target;
  56. target.emplace_back(&unit, BattleHex());
  57. EXPECT_TRUE(subject->applicable(problemMock, &mechanicsMock, target));
  58. }
  59. TEST_F(HealTest, ApplicableIfActuallyResurrects)
  60. {
  61. {
  62. JsonNode config;
  63. config["healLevel"].String() = "resurrect";
  64. config["minFullUnits"].Integer() = 5;
  65. EffectFixture::setupEffect(config);
  66. }
  67. auto & unit = unitsFake.add(BattleSide::ATTACKER);
  68. unit.makeAlive();
  69. EXPECT_CALL(unit, isValidTarget(Eq(true))).WillOnce(Return(true));
  70. EXPECT_CALL(unit, getTotalHealth()).WillOnce(Return(20000));
  71. EXPECT_CALL(unit, getAvailableHealth()).WillOnce(Return(100));
  72. EXPECT_CALL(mechanicsMock, getEffectValue()).Times(AtLeast(1)).WillRepeatedly(Return(1000));
  73. EXPECT_CALL(mechanicsMock, isSmart()).WillOnce(Return(false));
  74. unit.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::STACK_HEALTH, BonusSource::CREATURE_ABILITY, 200, BonusSourceID()));
  75. unitsFake.setDefaultBonusExpectations();
  76. EffectTarget target;
  77. target.emplace_back(&unit, BattleHex());
  78. EXPECT_TRUE(subject->applicable(problemMock, &mechanicsMock, target));
  79. }
  80. TEST_F(HealTest, NotApplicableIfNotEnoughCasualties)
  81. {
  82. {
  83. JsonNode config;
  84. config["healLevel"].String() = "resurrect";
  85. config["minFullUnits"].Integer() = 1;
  86. EffectFixture::setupEffect(config);
  87. }
  88. auto & unit = unitsFake.add(BattleSide::ATTACKER);
  89. EXPECT_CALL(unit, isValidTarget(Eq(true))).WillOnce(Return(true));
  90. EXPECT_CALL(unit, getTotalHealth()).WillOnce(Return(200));
  91. EXPECT_CALL(unit, getAvailableHealth()).WillOnce(Return(100));
  92. EXPECT_CALL(mechanicsMock, getEffectValue()).Times(AtLeast(1)).WillRepeatedly(Return(999));
  93. EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(false));
  94. unit.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::STACK_HEALTH, BonusSource::CREATURE_ABILITY, 200, BonusSourceID()));
  95. unitsFake.setDefaultBonusExpectations();
  96. EffectTarget target;
  97. target.emplace_back(&unit, BattleHex());
  98. EXPECT_FALSE(subject->applicable(problemMock, &mechanicsMock, target));
  99. }
  100. TEST_F(HealTest, NotApplicableIfResurrectsLessThanRequired)
  101. {
  102. {
  103. JsonNode config;
  104. config["healLevel"].String() = "resurrect";
  105. config["minFullUnits"].Integer() = 5;
  106. EffectFixture::setupEffect(config);
  107. }
  108. auto & unit = unitsFake.add(BattleSide::ATTACKER);
  109. EXPECT_CALL(unit, isValidTarget(Eq(true))).WillOnce(Return(true));
  110. EXPECT_CALL(unit, getTotalHealth()).WillOnce(Return(20000));
  111. EXPECT_CALL(unit, getAvailableHealth()).WillOnce(Return(100));
  112. EXPECT_CALL(mechanicsMock, getEffectValue()).Times(AtLeast(1)).WillRepeatedly(Return(999));
  113. EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(false));
  114. unit.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::STACK_HEALTH, BonusSource::CREATURE_ABILITY, 200, BonusSourceID()));
  115. unitsFake.setDefaultBonusExpectations();
  116. EffectTarget target;
  117. target.emplace_back(&unit, BattleHex());
  118. EXPECT_FALSE(subject->applicable(problemMock, &mechanicsMock, target));
  119. }
  120. TEST_F(HealTest, ApplicableToDeadUnit)
  121. {
  122. {
  123. JsonNode config;
  124. config["healLevel"].String() = "resurrect";
  125. EffectFixture::setupEffect(config);
  126. }
  127. auto & unit = unitsFake.add(BattleSide::ATTACKER);
  128. unit.makeDead();
  129. EXPECT_CALL(unit, isValidTarget(Eq(true))).WillOnce(Return(true));
  130. EXPECT_CALL(unit, getTotalHealth()).WillOnce(Return(200));
  131. EXPECT_CALL(unit, getAvailableHealth()).WillOnce(Return(0));
  132. EXPECT_CALL(unit, unitSide()).Times(AnyNumber());
  133. EXPECT_CALL(unit, getPosition()).WillRepeatedly(Return(BattleHex(5,5)));
  134. EXPECT_CALL(unit, doubleWide()).WillRepeatedly(Return(false));
  135. EXPECT_CALL(unit, isValidTarget(Eq(false))).WillRepeatedly(Return(false));
  136. EXPECT_CALL(mechanicsMock, isSmart()).WillOnce(Return(false));
  137. EXPECT_CALL(*battleFake, getUnitsIf(_)).Times(AtLeast(0));
  138. EffectTarget target;
  139. target.emplace_back(&unit, BattleHex());
  140. EXPECT_TRUE(subject->applicable(problemMock, &mechanicsMock, target));
  141. }
  142. TEST_F(HealTest, NotApplicableIfDeadUnitIsBlocked)
  143. {
  144. {
  145. JsonNode config;
  146. config["healLevel"].String() = "resurrect";
  147. EffectFixture::setupEffect(config);
  148. }
  149. auto & unit = unitsFake.add(BattleSide::ATTACKER);
  150. unit.makeDead();
  151. EXPECT_CALL(unit, isValidTarget(Eq(true))).WillOnce(Return(true));
  152. EXPECT_CALL(unit, getTotalHealth()).WillOnce(Return(200));
  153. EXPECT_CALL(unit, getAvailableHealth()).WillOnce(Return(0));
  154. EXPECT_CALL(unit, getPosition()).WillRepeatedly(Return(BattleHex(5,5)));
  155. EXPECT_CALL(unit, doubleWide()).WillRepeatedly(Return(false));
  156. EXPECT_CALL(unit, isValidTarget(Eq(false))).WillRepeatedly(Return(false));
  157. EXPECT_CALL(unit, unitSide()).Times(AnyNumber());
  158. auto & blockingUnit = unitsFake.add(BattleSide::ATTACKER);
  159. EXPECT_CALL(blockingUnit, getPosition()).Times(AtLeast(1)).WillRepeatedly(Return(BattleHex(5,5)));
  160. EXPECT_CALL(blockingUnit, doubleWide()).WillRepeatedly(Return(false));
  161. EXPECT_CALL(blockingUnit, isValidTarget(Eq(false))).Times(AtLeast(1)).WillRepeatedly(Return(true));
  162. EXPECT_CALL(blockingUnit, unitSide()).Times(AnyNumber());
  163. EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(false));
  164. EXPECT_CALL(*battleFake, getUnitsIf(_)).Times(AtLeast(1));
  165. EffectTarget target;
  166. target.emplace_back(&unit, BattleHex());
  167. EXPECT_FALSE(subject->applicable(problemMock, &mechanicsMock, target));
  168. }
  169. TEST_F(HealTest, ApplicableWithAnotherDeadUnitInSamePosition)
  170. {
  171. {
  172. JsonNode config;
  173. config["healLevel"].String() = "resurrect";
  174. EffectFixture::setupEffect(config);
  175. }
  176. auto & unit = unitsFake.add(BattleSide::ATTACKER);
  177. unit.makeDead();
  178. EXPECT_CALL(unit, isValidTarget(Eq(true))).WillOnce(Return(true));
  179. EXPECT_CALL(unit, getTotalHealth()).WillOnce(Return(200));
  180. EXPECT_CALL(unit, getAvailableHealth()).WillOnce(Return(0));
  181. EXPECT_CALL(unit, getPosition()).WillRepeatedly(Return(BattleHex(5,5)));
  182. EXPECT_CALL(unit, doubleWide()).WillRepeatedly(Return(false));
  183. EXPECT_CALL(unit, isValidTarget(Eq(false))).WillRepeatedly(Return(false));
  184. EXPECT_CALL(unit, unitSide()).Times(AnyNumber());
  185. auto & blockingUnit = unitsFake.add(BattleSide::ATTACKER);
  186. EXPECT_CALL(blockingUnit, getPosition()).WillRepeatedly(Return(BattleHex(5,5)));
  187. EXPECT_CALL(blockingUnit, doubleWide()).WillRepeatedly(Return(false));
  188. EXPECT_CALL(blockingUnit, isValidTarget(Eq(false))).Times(AtLeast(1)).WillRepeatedly(Return(false));
  189. EXPECT_CALL(blockingUnit, unitSide()).Times(AnyNumber());
  190. EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(false));
  191. EXPECT_CALL(*battleFake, getUnitsIf(_)).Times(AtLeast(1));
  192. EffectTarget target;
  193. target.emplace_back(&unit, BattleHex());
  194. EXPECT_TRUE(subject->applicable(problemMock, &mechanicsMock, target));
  195. }
  196. TEST_F(HealTest, NotApplicableIfEffectValueTooLow)
  197. {
  198. {
  199. JsonNode config;
  200. config["minFullUnits"].Integer() = 1;
  201. EffectFixture::setupEffect(config);
  202. }
  203. auto & unit = unitsFake.add(BattleSide::ATTACKER);
  204. EXPECT_CALL(unit, isValidTarget(Eq(false))).WillOnce(Return(true));
  205. EXPECT_CALL(unit, getTotalHealth()).WillOnce(Return(200));
  206. EXPECT_CALL(unit, getAvailableHealth()).WillOnce(Return(100));
  207. unit.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::STACK_HEALTH, BonusSource::CREATURE_ABILITY, 200, BonusSourceID()));
  208. EXPECT_CALL(mechanicsMock, getEffectValue()).Times(AtLeast(1)).WillRepeatedly(Return(199));
  209. EXPECT_CALL(mechanicsMock, isSmart()).Times(AtMost(1)).WillRepeatedly(Return(false));
  210. unitsFake.setDefaultBonusExpectations();
  211. EffectTarget target;
  212. target.emplace_back(&unit, BattleHex());
  213. EXPECT_FALSE(subject->applicable(problemMock, &mechanicsMock, target));
  214. }
  215. class HealApplyTest : public TestWithParam<::testing::tuple<EHealLevel, EHealPower>>, public EffectFixture
  216. {
  217. public:
  218. UnitEnvironmentMock unitEnvironmentMock;
  219. EHealLevel healLevel;
  220. EHealPower healPower;
  221. std::array<std::string, 3> HEAL_LEVEL_MAP;
  222. std::array<std::string, 2> HEAL_POWER_MAP;
  223. HealApplyTest()
  224. : EffectFixture("core:heal")
  225. {
  226. HEAL_LEVEL_MAP =
  227. {
  228. "heal",
  229. "resurrect",
  230. "overHeal"
  231. };
  232. HEAL_POWER_MAP =
  233. {
  234. "oneBattle",
  235. "permanent"
  236. };
  237. }
  238. protected:
  239. void SetUp() override
  240. {
  241. EffectFixture::setUp();
  242. healLevel = ::testing::get<0>(GetParam());
  243. healPower = ::testing::get<1>(GetParam());
  244. }
  245. };
  246. TEST_P(HealApplyTest, Heals)
  247. {
  248. {
  249. JsonNode config;
  250. config["healLevel"].String() = HEAL_LEVEL_MAP.at(static_cast<size_t>(healLevel));
  251. config["healPower"].String() = HEAL_POWER_MAP.at(static_cast<size_t>(healPower));
  252. EffectFixture::setupEffect(config);
  253. }
  254. using namespace ::battle;
  255. const int64_t effectValue = 1000;
  256. const int32_t unitAmount = 24;
  257. const int32_t unitHP = 100;
  258. const uint32_t unitId = 42;
  259. const auto pikeman = CreatureID(unitId).toCreature();
  260. auto & targetUnit = unitsFake.add(BattleSide::ATTACKER);
  261. auto & actualCaster = unitsFake.add(BattleSide::ATTACKER);
  262. EXPECT_CALL(targetUnit, unitBaseAmount()).WillRepeatedly(Return(unitAmount));
  263. EXPECT_CALL(targetUnit, unitId()).WillRepeatedly(Return(unitId));
  264. EXPECT_CALL(targetUnit, unitType()).WillRepeatedly(Return(pikeman));
  265. targetUnit.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::STACK_HEALTH, BonusSource::CREATURE_ABILITY, unitHP, BonusSourceID()));
  266. unitsFake.setDefaultBonusExpectations();
  267. auto targetUnitState = std::make_shared<CUnitStateDetached>(&targetUnit, &targetUnit);
  268. targetUnitState->localInit(&unitEnvironmentMock);
  269. {
  270. int64_t initialDmg = unitAmount * unitHP / 2 - 1;
  271. targetUnitState->health.damage(initialDmg);
  272. }
  273. mechanicsMock.caster = &actualCaster;
  274. EXPECT_CALL(mechanicsMock, getEffectValue()).WillRepeatedly(Return(effectValue));
  275. EXPECT_CALL(mechanicsMock, applySpellBonus(Eq(effectValue), Eq(&targetUnit))).WillRepeatedly(Return(effectValue));
  276. EXPECT_CALL(actualCaster, creatureId()).WillRepeatedly(Return(CreatureID(unitId)));
  277. EXPECT_CALL(actualCaster, getHeroCaster()).WillRepeatedly(Return(nullptr));
  278. GTEST_ASSERT_EQ(targetUnitState->getAvailableHealth(), unitAmount * unitHP / 2 + 1);
  279. GTEST_ASSERT_EQ(targetUnitState->getFirstHPleft(), 1);
  280. EXPECT_CALL(targetUnit, acquire()).WillRepeatedly(Return(targetUnitState));
  281. EXPECT_CALL(*battleFake, setUnitState(Eq(unitId), _, Gt(0))).Times(1);
  282. EXPECT_CALL(actualCaster, getCasterUnitId()).WillRepeatedly(Return(CreatureID(unitId)));
  283. EXPECT_CALL(serverMock, apply(Matcher<BattleUnitsChanged &>(_))).Times(1);
  284. EXPECT_CALL(serverMock, apply(Matcher<BattleLogMessage &>(_))).Times(AtLeast(1));
  285. setupDefaultRNG();
  286. EffectTarget target;
  287. target.emplace_back(&targetUnit, BattleHex());
  288. subject->apply(&serverMock, &mechanicsMock, target);
  289. switch(healLevel)
  290. {
  291. case EHealLevel::HEAL:
  292. EXPECT_EQ(targetUnitState->getFirstHPleft(), unitHP);
  293. break;
  294. case EHealLevel::RESURRECT:
  295. EXPECT_EQ(targetUnitState->getFirstHPleft(), 1);
  296. break;
  297. case EHealLevel::OVERHEAL:
  298. EXPECT_EQ(targetUnitState->getFirstHPleft(), 1);
  299. break;
  300. default:
  301. break;
  302. }
  303. switch(healPower)
  304. {
  305. case EHealPower::PERMANENT:
  306. EXPECT_EQ(targetUnitState->health.getResurrected(), 0);
  307. break;
  308. case EHealPower::ONE_BATTLE:
  309. EXPECT_EQ(targetUnitState->health.getResurrected(), 10);
  310. break;
  311. default:
  312. break;
  313. }
  314. }
  315. INSTANTIATE_TEST_SUITE_P
  316. (
  317. ByConfig1,
  318. HealApplyTest,
  319. Combine
  320. (
  321. Values(EHealLevel::HEAL, EHealLevel::RESURRECT, EHealLevel::OVERHEAL),
  322. Values(EHealPower::PERMANENT)
  323. )
  324. );
  325. INSTANTIATE_TEST_SUITE_P
  326. (
  327. ByConfig2,
  328. HealApplyTest,
  329. Combine
  330. (
  331. Values(EHealLevel::RESURRECT, EHealLevel::OVERHEAL),
  332. Values(EHealPower::ONE_BATTLE)
  333. )
  334. );
  335. }