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- /*
- * HealTest.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #include "StdInc.h"
- #include "EffectFixture.h"
- #include <vstd/RNG.h>
- #include "../../../lib/battle/CUnitState.h"
- #include "../../../lib/json/JsonNode.h"
- #include "mock/mock_UnitEnvironment.h"
- namespace test
- {
- using namespace ::spells;
- using namespace ::spells::effects;
- using namespace ::testing;
- class HealTest : public Test, public EffectFixture
- {
- public:
- HealTest()
- : EffectFixture("core:heal")
- {
- }
- protected:
- void SetUp() override
- {
- EffectFixture::setUp();
- }
- };
- TEST_F(HealTest, NotApplicableToHealthyUnit)
- {
- EffectFixture::setupEffect(JsonNode());
- auto & unit = unitsFake.add(BattleSide::ATTACKER);
- EXPECT_CALL(unit, isValidTarget(Eq(false))).WillOnce(Return(true));
- EXPECT_CALL(unit, getTotalHealth()).WillOnce(Return(200));
- EXPECT_CALL(unit, getAvailableHealth()).WillOnce(Return(200));
- EXPECT_CALL(mechanicsMock, isSmart()).Times(AtMost(1)).WillRepeatedly(Return(false));
- EffectTarget target;
- target.emplace_back(&unit, BattleHex());
- EXPECT_FALSE(subject->applicable(problemMock, &mechanicsMock, target));
- }
- TEST_F(HealTest, ApplicableToWoundedUnit)
- {
- EffectFixture::setupEffect(JsonNode());
- auto & unit = unitsFake.add(BattleSide::ATTACKER);
- unit.makeAlive();
- EXPECT_CALL(unit, isValidTarget(Eq(false))).WillOnce(Return(true));
- EXPECT_CALL(unit, getTotalHealth()).WillOnce(Return(200));
- EXPECT_CALL(unit, getAvailableHealth()).WillOnce(Return(100));
- EXPECT_CALL(mechanicsMock, isSmart()).WillOnce(Return(false));
- EffectTarget target;
- target.emplace_back(&unit, BattleHex());
- EXPECT_TRUE(subject->applicable(problemMock, &mechanicsMock, target));
- }
- TEST_F(HealTest, ApplicableIfActuallyResurrects)
- {
- {
- JsonNode config;
- config["healLevel"].String() = "resurrect";
- config["minFullUnits"].Integer() = 5;
- EffectFixture::setupEffect(config);
- }
- auto & unit = unitsFake.add(BattleSide::ATTACKER);
- unit.makeAlive();
- EXPECT_CALL(unit, isValidTarget(Eq(true))).WillOnce(Return(true));
- EXPECT_CALL(unit, getTotalHealth()).WillOnce(Return(20000));
- EXPECT_CALL(unit, getAvailableHealth()).WillOnce(Return(100));
- EXPECT_CALL(mechanicsMock, getEffectValue()).Times(AtLeast(1)).WillRepeatedly(Return(1000));
- EXPECT_CALL(mechanicsMock, isSmart()).WillOnce(Return(false));
- unit.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::STACK_HEALTH, BonusSource::CREATURE_ABILITY, 200, BonusSourceID()));
- unitsFake.setDefaultBonusExpectations();
- EffectTarget target;
- target.emplace_back(&unit, BattleHex());
- EXPECT_TRUE(subject->applicable(problemMock, &mechanicsMock, target));
- }
- TEST_F(HealTest, NotApplicableIfNotEnoughCasualties)
- {
- {
- JsonNode config;
- config["healLevel"].String() = "resurrect";
- config["minFullUnits"].Integer() = 1;
- EffectFixture::setupEffect(config);
- }
- auto & unit = unitsFake.add(BattleSide::ATTACKER);
- EXPECT_CALL(unit, isValidTarget(Eq(true))).WillOnce(Return(true));
- EXPECT_CALL(unit, getTotalHealth()).WillOnce(Return(200));
- EXPECT_CALL(unit, getAvailableHealth()).WillOnce(Return(100));
- EXPECT_CALL(mechanicsMock, getEffectValue()).Times(AtLeast(1)).WillRepeatedly(Return(999));
- EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(false));
- unit.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::STACK_HEALTH, BonusSource::CREATURE_ABILITY, 200, BonusSourceID()));
- unitsFake.setDefaultBonusExpectations();
- EffectTarget target;
- target.emplace_back(&unit, BattleHex());
- EXPECT_FALSE(subject->applicable(problemMock, &mechanicsMock, target));
- }
- TEST_F(HealTest, NotApplicableIfResurrectsLessThanRequired)
- {
- {
- JsonNode config;
- config["healLevel"].String() = "resurrect";
- config["minFullUnits"].Integer() = 5;
- EffectFixture::setupEffect(config);
- }
- auto & unit = unitsFake.add(BattleSide::ATTACKER);
- EXPECT_CALL(unit, isValidTarget(Eq(true))).WillOnce(Return(true));
- EXPECT_CALL(unit, getTotalHealth()).WillOnce(Return(20000));
- EXPECT_CALL(unit, getAvailableHealth()).WillOnce(Return(100));
- EXPECT_CALL(mechanicsMock, getEffectValue()).Times(AtLeast(1)).WillRepeatedly(Return(999));
- EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(false));
- unit.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::STACK_HEALTH, BonusSource::CREATURE_ABILITY, 200, BonusSourceID()));
- unitsFake.setDefaultBonusExpectations();
- EffectTarget target;
- target.emplace_back(&unit, BattleHex());
- EXPECT_FALSE(subject->applicable(problemMock, &mechanicsMock, target));
- }
- TEST_F(HealTest, ApplicableToDeadUnit)
- {
- {
- JsonNode config;
- config["healLevel"].String() = "resurrect";
- EffectFixture::setupEffect(config);
- }
- auto & unit = unitsFake.add(BattleSide::ATTACKER);
- unit.makeDead();
- EXPECT_CALL(unit, isValidTarget(Eq(true))).WillOnce(Return(true));
- EXPECT_CALL(unit, getTotalHealth()).WillOnce(Return(200));
- EXPECT_CALL(unit, getAvailableHealth()).WillOnce(Return(0));
- EXPECT_CALL(unit, unitSide()).Times(AnyNumber());
- EXPECT_CALL(unit, getPosition()).WillRepeatedly(Return(BattleHex(5,5)));
- EXPECT_CALL(unit, doubleWide()).WillRepeatedly(Return(false));
- EXPECT_CALL(unit, isValidTarget(Eq(false))).WillRepeatedly(Return(false));
- EXPECT_CALL(mechanicsMock, isSmart()).WillOnce(Return(false));
- EXPECT_CALL(*battleFake, getUnitsIf(_)).Times(AtLeast(0));
- EffectTarget target;
- target.emplace_back(&unit, BattleHex());
- EXPECT_TRUE(subject->applicable(problemMock, &mechanicsMock, target));
- }
- TEST_F(HealTest, NotApplicableIfDeadUnitIsBlocked)
- {
- {
- JsonNode config;
- config["healLevel"].String() = "resurrect";
- EffectFixture::setupEffect(config);
- }
- auto & unit = unitsFake.add(BattleSide::ATTACKER);
- unit.makeDead();
- EXPECT_CALL(unit, isValidTarget(Eq(true))).WillOnce(Return(true));
- EXPECT_CALL(unit, getTotalHealth()).WillOnce(Return(200));
- EXPECT_CALL(unit, getAvailableHealth()).WillOnce(Return(0));
- EXPECT_CALL(unit, getPosition()).WillRepeatedly(Return(BattleHex(5,5)));
- EXPECT_CALL(unit, doubleWide()).WillRepeatedly(Return(false));
- EXPECT_CALL(unit, isValidTarget(Eq(false))).WillRepeatedly(Return(false));
- EXPECT_CALL(unit, unitSide()).Times(AnyNumber());
- auto & blockingUnit = unitsFake.add(BattleSide::ATTACKER);
- EXPECT_CALL(blockingUnit, getPosition()).Times(AtLeast(1)).WillRepeatedly(Return(BattleHex(5,5)));
- EXPECT_CALL(blockingUnit, doubleWide()).WillRepeatedly(Return(false));
- EXPECT_CALL(blockingUnit, isValidTarget(Eq(false))).Times(AtLeast(1)).WillRepeatedly(Return(true));
- EXPECT_CALL(blockingUnit, unitSide()).Times(AnyNumber());
- EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(false));
- EXPECT_CALL(*battleFake, getUnitsIf(_)).Times(AtLeast(1));
- EffectTarget target;
- target.emplace_back(&unit, BattleHex());
- EXPECT_FALSE(subject->applicable(problemMock, &mechanicsMock, target));
- }
- TEST_F(HealTest, ApplicableWithAnotherDeadUnitInSamePosition)
- {
- {
- JsonNode config;
- config["healLevel"].String() = "resurrect";
- EffectFixture::setupEffect(config);
- }
- auto & unit = unitsFake.add(BattleSide::ATTACKER);
- unit.makeDead();
- EXPECT_CALL(unit, isValidTarget(Eq(true))).WillOnce(Return(true));
- EXPECT_CALL(unit, getTotalHealth()).WillOnce(Return(200));
- EXPECT_CALL(unit, getAvailableHealth()).WillOnce(Return(0));
- EXPECT_CALL(unit, getPosition()).WillRepeatedly(Return(BattleHex(5,5)));
- EXPECT_CALL(unit, doubleWide()).WillRepeatedly(Return(false));
- EXPECT_CALL(unit, isValidTarget(Eq(false))).WillRepeatedly(Return(false));
- EXPECT_CALL(unit, unitSide()).Times(AnyNumber());
- auto & blockingUnit = unitsFake.add(BattleSide::ATTACKER);
- EXPECT_CALL(blockingUnit, getPosition()).WillRepeatedly(Return(BattleHex(5,5)));
- EXPECT_CALL(blockingUnit, doubleWide()).WillRepeatedly(Return(false));
- EXPECT_CALL(blockingUnit, isValidTarget(Eq(false))).Times(AtLeast(1)).WillRepeatedly(Return(false));
- EXPECT_CALL(blockingUnit, unitSide()).Times(AnyNumber());
- EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(false));
- EXPECT_CALL(*battleFake, getUnitsIf(_)).Times(AtLeast(1));
- EffectTarget target;
- target.emplace_back(&unit, BattleHex());
- EXPECT_TRUE(subject->applicable(problemMock, &mechanicsMock, target));
- }
- TEST_F(HealTest, NotApplicableIfEffectValueTooLow)
- {
- {
- JsonNode config;
- config["minFullUnits"].Integer() = 1;
- EffectFixture::setupEffect(config);
- }
- auto & unit = unitsFake.add(BattleSide::ATTACKER);
- EXPECT_CALL(unit, isValidTarget(Eq(false))).WillOnce(Return(true));
- EXPECT_CALL(unit, getTotalHealth()).WillOnce(Return(200));
- EXPECT_CALL(unit, getAvailableHealth()).WillOnce(Return(100));
- unit.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::STACK_HEALTH, BonusSource::CREATURE_ABILITY, 200, BonusSourceID()));
- EXPECT_CALL(mechanicsMock, getEffectValue()).Times(AtLeast(1)).WillRepeatedly(Return(199));
- EXPECT_CALL(mechanicsMock, isSmart()).Times(AtMost(1)).WillRepeatedly(Return(false));
- unitsFake.setDefaultBonusExpectations();
- EffectTarget target;
- target.emplace_back(&unit, BattleHex());
- EXPECT_FALSE(subject->applicable(problemMock, &mechanicsMock, target));
- }
- class HealApplyTest : public TestWithParam<::testing::tuple<EHealLevel, EHealPower>>, public EffectFixture
- {
- public:
- UnitEnvironmentMock unitEnvironmentMock;
- EHealLevel healLevel;
- EHealPower healPower;
- std::array<std::string, 3> HEAL_LEVEL_MAP;
- std::array<std::string, 2> HEAL_POWER_MAP;
- HealApplyTest()
- : EffectFixture("core:heal")
- {
- HEAL_LEVEL_MAP =
- {
- "heal",
- "resurrect",
- "overHeal"
- };
- HEAL_POWER_MAP =
- {
- "oneBattle",
- "permanent"
- };
- }
- protected:
- void SetUp() override
- {
- EffectFixture::setUp();
- healLevel = ::testing::get<0>(GetParam());
- healPower = ::testing::get<1>(GetParam());
- }
- };
- TEST_P(HealApplyTest, Heals)
- {
- {
- JsonNode config;
- config["healLevel"].String() = HEAL_LEVEL_MAP.at(static_cast<size_t>(healLevel));
- config["healPower"].String() = HEAL_POWER_MAP.at(static_cast<size_t>(healPower));
- EffectFixture::setupEffect(config);
- }
- using namespace ::battle;
- const int64_t effectValue = 1000;
- const int32_t unitAmount = 24;
- const int32_t unitHP = 100;
- const uint32_t unitId = 42;
- const auto pikeman = CreatureID(unitId).toCreature();
- auto & targetUnit = unitsFake.add(BattleSide::ATTACKER);
- auto & actualCaster = unitsFake.add(BattleSide::ATTACKER);
- EXPECT_CALL(targetUnit, unitBaseAmount()).WillRepeatedly(Return(unitAmount));
- EXPECT_CALL(targetUnit, unitId()).WillRepeatedly(Return(unitId));
- EXPECT_CALL(targetUnit, unitType()).WillRepeatedly(Return(pikeman));
- targetUnit.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::STACK_HEALTH, BonusSource::CREATURE_ABILITY, unitHP, BonusSourceID()));
- unitsFake.setDefaultBonusExpectations();
- auto targetUnitState = std::make_shared<CUnitStateDetached>(&targetUnit, &targetUnit);
- targetUnitState->localInit(&unitEnvironmentMock);
- {
- int64_t initialDmg = unitAmount * unitHP / 2 - 1;
- targetUnitState->health.damage(initialDmg);
- }
- mechanicsMock.caster = &actualCaster;
- EXPECT_CALL(mechanicsMock, getEffectValue()).WillRepeatedly(Return(effectValue));
- EXPECT_CALL(mechanicsMock, applySpellBonus(Eq(effectValue), Eq(&targetUnit))).WillRepeatedly(Return(effectValue));
- EXPECT_CALL(actualCaster, creatureId()).WillRepeatedly(Return(CreatureID(unitId)));
- EXPECT_CALL(actualCaster, getHeroCaster()).WillRepeatedly(Return(nullptr));
- GTEST_ASSERT_EQ(targetUnitState->getAvailableHealth(), unitAmount * unitHP / 2 + 1);
- GTEST_ASSERT_EQ(targetUnitState->getFirstHPleft(), 1);
- EXPECT_CALL(targetUnit, acquire()).WillRepeatedly(Return(targetUnitState));
- EXPECT_CALL(*battleFake, setUnitState(Eq(unitId), _, Gt(0))).Times(1);
- EXPECT_CALL(actualCaster, getCasterUnitId()).WillRepeatedly(Return(CreatureID(unitId)));
- EXPECT_CALL(serverMock, apply(Matcher<BattleUnitsChanged &>(_))).Times(1);
- EXPECT_CALL(serverMock, apply(Matcher<BattleLogMessage &>(_))).Times(AtLeast(1));
- setupDefaultRNG();
- EffectTarget target;
- target.emplace_back(&targetUnit, BattleHex());
- subject->apply(&serverMock, &mechanicsMock, target);
- switch(healLevel)
- {
- case EHealLevel::HEAL:
- EXPECT_EQ(targetUnitState->getFirstHPleft(), unitHP);
- break;
- case EHealLevel::RESURRECT:
- EXPECT_EQ(targetUnitState->getFirstHPleft(), 1);
- break;
- case EHealLevel::OVERHEAL:
- EXPECT_EQ(targetUnitState->getFirstHPleft(), 1);
- break;
- default:
- break;
- }
- switch(healPower)
- {
- case EHealPower::PERMANENT:
- EXPECT_EQ(targetUnitState->health.getResurrected(), 0);
- break;
- case EHealPower::ONE_BATTLE:
- EXPECT_EQ(targetUnitState->health.getResurrected(), 10);
- break;
- default:
- break;
- }
- }
- INSTANTIATE_TEST_SUITE_P
- (
- ByConfig1,
- HealApplyTest,
- Combine
- (
- Values(EHealLevel::HEAL, EHealLevel::RESURRECT, EHealLevel::OVERHEAL),
- Values(EHealPower::PERMANENT)
- )
- );
- INSTANTIATE_TEST_SUITE_P
- (
- ByConfig2,
- HealApplyTest,
- Combine
- (
- Values(EHealLevel::RESURRECT, EHealLevel::OVERHEAL),
- Values(EHealPower::ONE_BATTLE)
- )
- );
- }
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