BonusSystemTest.cpp 11 KB

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  1. /*
  2. * BattleHexTest.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/bonuses/CBonusSystemNode.h"
  12. #include "../lib/bonuses/BonusEnum.h"
  13. #include "../lib/bonuses/Limiters.h"
  14. #include "../lib/bonuses/Propagators.h"
  15. #include "../lib/bonuses/Updaters.h"
  16. namespace test
  17. {
  18. using namespace ::testing;
  19. class TestBonusSystemNode : public CBonusSystemNode
  20. {
  21. public:
  22. using CBonusSystemNode::CBonusSystemNode;
  23. MOCK_CONST_METHOD0(getOwner, PlayerColor());
  24. void setPlayer(PlayerColor player)
  25. {
  26. EXPECT_CALL(*this, getOwner()).WillRepeatedly(Return(player));
  27. }
  28. void giveIntimidationSkill()
  29. {
  30. auto intimidationBonus = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::MORALE, BonusSource::SECONDARY_SKILL, -1, SecondarySkill(0));
  31. intimidationBonus->propagator = std::make_shared<CPropagatorNodeType>(BonusNodeType::BATTLE_WIDE);
  32. intimidationBonus->propagationUpdater = std::make_shared<OwnerUpdater>();
  33. intimidationBonus->limiter = std::make_shared<OppositeSideLimiter>();
  34. addNewBonus(intimidationBonus);
  35. }
  36. };
  37. class BonusSystemTest : public Test
  38. {
  39. protected:
  40. CBonusSystemNode global{BonusNodeType::GLOBAL_EFFECTS};
  41. CBonusSystemNode battle{BonusNodeType::BATTLE_WIDE};
  42. TestBonusSystemNode playerRed{BonusNodeType::PLAYER};
  43. TestBonusSystemNode playerBlue{BonusNodeType::PLAYER};
  44. TestBonusSystemNode heroAine{BonusNodeType::HERO};
  45. TestBonusSystemNode heroBron{BonusNodeType::HERO};
  46. CBonusSystemNode artifactTypeRing{BonusNodeType::ARTIFACT};
  47. CBonusSystemNode artifactTypeSword{BonusNodeType::ARTIFACT};
  48. CBonusSystemNode artifactTypeArmor{BonusNodeType::ARTIFACT};
  49. CBonusSystemNode artifactTypeOrb{BonusNodeType::ARTIFACT};
  50. CBonusSystemNode artifactTypeLegion{BonusNodeType::ARTIFACT};
  51. CBonusSystemNode creatureAngel{BonusNodeType::CREATURE};
  52. CBonusSystemNode creatureDevil{BonusNodeType::CREATURE};
  53. CBonusSystemNode creaturePikeman{BonusNodeType::CREATURE};
  54. void startBattle()
  55. {
  56. heroAine.attachTo(battle);
  57. heroBron.attachTo(battle);
  58. }
  59. void SetUp() override
  60. {
  61. playerRed.attachTo(global);
  62. playerBlue.attachTo(global);
  63. heroAine.attachTo(playerRed);
  64. heroBron.attachTo(playerBlue);
  65. playerRed.setPlayer(PlayerColor(0));
  66. playerBlue.setPlayer(PlayerColor(1));
  67. heroAine.setPlayer(PlayerColor(0));
  68. heroBron.setPlayer(PlayerColor(1));
  69. auto spellpowerBonus = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::ARTIFACT, 1, ArtifactID(0), PrimarySkill::SPELL_POWER);
  70. auto spellpowerBonus4 = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::ARTIFACT, 4, ArtifactID(1), PrimarySkill::SPELL_POWER);
  71. auto attackBonus = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::ARTIFACT, 1, ArtifactID(2), PrimarySkill::ATTACK);
  72. auto blockMagicBonus = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::BLOCK_ALL_MAGIC, BonusSource::ARTIFACT, 1, ArtifactID(3));
  73. auto legionBonus = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::CREATURE_GROWTH, BonusSource::ARTIFACT, 4, ArtifactID(4), BonusCustomSubtype::creatureLevel(3));
  74. auto luckBonusEnemies = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::LUCK, BonusSource::CREATURE_ABILITY, -1, CreatureID(0));
  75. auto moraleBonusAllies = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::MORALE, BonusSource::CREATURE_ABILITY, 1, CreatureID(1));
  76. luckBonusEnemies->propagator = std::make_shared<CPropagatorNodeType>(BonusNodeType::BATTLE_WIDE);
  77. luckBonusEnemies->propagationUpdater = std::make_shared<OwnerUpdater>();
  78. luckBonusEnemies->limiter = std::make_shared<OppositeSideLimiter>();
  79. luckBonusEnemies->stacking = "devil";
  80. moraleBonusAllies->propagator = std::make_shared<CPropagatorNodeType>(BonusNodeType::ARMY);
  81. moraleBonusAllies->stacking = "angel";
  82. blockMagicBonus->propagator = std::make_shared<CPropagatorNodeType>(BonusNodeType::BATTLE_WIDE);
  83. legionBonus->propagator = std::make_shared<CPropagatorNodeType>(BonusNodeType::TOWN_AND_VISITOR);
  84. artifactTypeRing.addNewBonus(spellpowerBonus);
  85. artifactTypeSword.addNewBonus(attackBonus);
  86. artifactTypeArmor.addNewBonus(spellpowerBonus4);
  87. artifactTypeOrb.addNewBonus(blockMagicBonus);
  88. artifactTypeLegion.addNewBonus(legionBonus);
  89. creatureAngel.addNewBonus(moraleBonusAllies);
  90. creatureDevil.addNewBonus(luckBonusEnemies);
  91. }
  92. };
  93. TEST_F(BonusSystemTest, multipleBonusSources)
  94. {
  95. CBonusSystemNode ring1{BonusNodeType::ARTIFACT_INSTANCE};
  96. CBonusSystemNode ring2{BonusNodeType::ARTIFACT_INSTANCE};
  97. CBonusSystemNode armor{BonusNodeType::ARTIFACT_INSTANCE};
  98. ring1.attachToSource(artifactTypeRing);
  99. ring2.attachToSource(artifactTypeRing);
  100. armor.attachToSource(artifactTypeArmor);
  101. EXPECT_EQ(heroAine.valOfBonuses(BonusType::PRIMARY_SKILL, PrimarySkill::SPELL_POWER), 0);
  102. // single bonus produces single effect
  103. heroAine.attachToSource(ring1);
  104. EXPECT_EQ(heroAine.valOfBonuses(BonusType::PRIMARY_SKILL, PrimarySkill::SPELL_POWER), 1);
  105. // same bonus applied twice produces single effect
  106. heroAine.attachToSource(ring2);
  107. EXPECT_EQ(heroAine.valOfBonuses(BonusType::PRIMARY_SKILL, PrimarySkill::SPELL_POWER), 1);
  108. // different bonuses stack
  109. heroAine.attachToSource(armor);
  110. EXPECT_EQ(heroAine.valOfBonuses(BonusType::PRIMARY_SKILL, PrimarySkill::SPELL_POWER), 1+4);
  111. heroAine.detachFromSource(ring1);
  112. heroAine.detachFromSource(ring2);
  113. heroAine.detachFromSource(armor);
  114. }
  115. TEST_F(BonusSystemTest, battlewidePropagationToAllies)
  116. {
  117. CBonusSystemNode angel1{BonusNodeType::STACK_INSTANCE};
  118. CBonusSystemNode angel2{BonusNodeType::STACK_INSTANCE};
  119. CBonusSystemNode pikemanAlly{BonusNodeType::STACK_INSTANCE};
  120. CBonusSystemNode pikemanEnemy{BonusNodeType::STACK_INSTANCE};
  121. angel1.attachToSource(creatureAngel);
  122. angel2.attachToSource(creatureAngel);
  123. pikemanAlly.attachToSource(creaturePikeman);
  124. pikemanEnemy.attachToSource(creaturePikeman);
  125. pikemanAlly.attachTo(heroAine);
  126. pikemanEnemy.attachTo(heroBron);
  127. startBattle();
  128. EXPECT_EQ(heroAine.valOfBonuses(BonusType::MORALE), 0);
  129. EXPECT_EQ(heroBron.valOfBonuses(BonusType::MORALE), 0);
  130. EXPECT_EQ(pikemanAlly.valOfBonuses(BonusType::MORALE), 0);
  131. EXPECT_EQ(pikemanEnemy.valOfBonuses(BonusType::MORALE), 0);
  132. angel1.attachTo(heroAine);
  133. EXPECT_EQ(heroAine.valOfBonuses(BonusType::MORALE), 1);
  134. EXPECT_EQ(heroBron.valOfBonuses(BonusType::MORALE), 0);
  135. EXPECT_EQ(pikemanAlly.valOfBonuses(BonusType::MORALE), 1);
  136. EXPECT_EQ(pikemanEnemy.valOfBonuses(BonusType::MORALE), 0);
  137. angel2.attachTo(heroAine);
  138. EXPECT_EQ(heroAine.valOfBonuses(BonusType::MORALE), 1);
  139. EXPECT_EQ(heroBron.valOfBonuses(BonusType::MORALE), 0);
  140. EXPECT_EQ(pikemanAlly.valOfBonuses(BonusType::MORALE), 1);
  141. EXPECT_EQ(pikemanEnemy.valOfBonuses(BonusType::MORALE), 0);
  142. }
  143. TEST_F(BonusSystemTest, battlewidePropagationToAll)
  144. {
  145. CBonusSystemNode orb{BonusNodeType::ARTIFACT_INSTANCE};
  146. orb.attachToSource(artifactTypeOrb);
  147. heroAine.attachToSource(orb);
  148. startBattle();
  149. EXPECT_TRUE(heroAine.hasBonusOfType(BonusType::BLOCK_ALL_MAGIC));
  150. EXPECT_TRUE(heroBron.hasBonusOfType(BonusType::BLOCK_ALL_MAGIC));
  151. heroAine.detachFromSource(orb);
  152. }
  153. TEST_F(BonusSystemTest, battlewidePropagationToEnemies)
  154. {
  155. TestBonusSystemNode devil1{BonusNodeType::STACK_INSTANCE};
  156. TestBonusSystemNode devil2{BonusNodeType::STACK_INSTANCE};
  157. TestBonusSystemNode pikemanAlly{BonusNodeType::STACK_INSTANCE};
  158. TestBonusSystemNode pikemanEnemy{BonusNodeType::STACK_INSTANCE};
  159. devil1.setPlayer(PlayerColor(0));
  160. devil2.setPlayer(PlayerColor(0));
  161. pikemanAlly.setPlayer(PlayerColor(0));
  162. pikemanEnemy.setPlayer(PlayerColor(1));
  163. devil1.attachToSource(creatureDevil);
  164. devil2.attachToSource(creatureDevil);
  165. pikemanAlly.attachToSource(creaturePikeman);
  166. pikemanEnemy.attachToSource(creaturePikeman);
  167. pikemanAlly.attachTo(heroAine);
  168. pikemanEnemy.attachTo(heroBron);
  169. startBattle();
  170. EXPECT_EQ(heroAine.valOfBonuses(BonusType::LUCK), 0);
  171. EXPECT_EQ(heroBron.valOfBonuses(BonusType::LUCK), 0);
  172. EXPECT_EQ(pikemanAlly.valOfBonuses(BonusType::LUCK), 0);
  173. EXPECT_EQ(pikemanEnemy.valOfBonuses(BonusType::LUCK), 0);
  174. devil1.attachTo(heroAine);
  175. EXPECT_EQ(heroAine.valOfBonuses(BonusType::LUCK), 0);
  176. EXPECT_EQ(heroBron.valOfBonuses(BonusType::LUCK), -1);
  177. EXPECT_EQ(pikemanAlly.valOfBonuses(BonusType::LUCK), 0);
  178. EXPECT_EQ(pikemanEnemy.valOfBonuses(BonusType::LUCK), -1);
  179. devil2.attachTo(heroAine);
  180. EXPECT_EQ(heroAine.valOfBonuses(BonusType::LUCK), 0);
  181. EXPECT_EQ(heroBron.valOfBonuses(BonusType::LUCK), -1);
  182. EXPECT_EQ(pikemanAlly.valOfBonuses(BonusType::LUCK), 0);
  183. EXPECT_EQ(pikemanEnemy.valOfBonuses(BonusType::LUCK), -1);
  184. EXPECT_EQ(heroAine.valOfBonuses(BonusType::LUCK), 0);
  185. EXPECT_EQ(heroBron.valOfBonuses(BonusType::LUCK), -1);
  186. EXPECT_EQ(pikemanAlly.valOfBonuses(BonusType::LUCK), 0);
  187. EXPECT_EQ(pikemanEnemy.valOfBonuses(BonusType::LUCK), -1);
  188. }
  189. TEST_F(BonusSystemTest, battlewideSkillPropagationToEnemies)
  190. {
  191. TestBonusSystemNode pikemanAlly{BonusNodeType::STACK_INSTANCE};
  192. TestBonusSystemNode pikemanEnemy{BonusNodeType::STACK_INSTANCE};
  193. // #5975 - skill that affects only enemies in battle is broken,
  194. // but only if hero has *any* artifact (including obligatory catapult/spellbook, so always)
  195. CBonusSystemNode armor{BonusNodeType::ARTIFACT_INSTANCE};
  196. armor.attachToSource(artifactTypeArmor);
  197. heroAine.attachToSource(armor);
  198. pikemanAlly.setPlayer(PlayerColor(0));
  199. pikemanEnemy.setPlayer(PlayerColor(1));
  200. pikemanAlly.attachToSource(creaturePikeman);
  201. pikemanEnemy.attachToSource(creaturePikeman);
  202. heroAine.giveIntimidationSkill();
  203. pikemanAlly.attachTo(heroAine);
  204. pikemanEnemy.attachTo(heroBron);
  205. startBattle();
  206. EXPECT_EQ(heroAine.valOfBonuses(BonusType::MORALE), 0);
  207. EXPECT_EQ(heroBron.valOfBonuses(BonusType::MORALE), -1);
  208. EXPECT_EQ(pikemanAlly.valOfBonuses(BonusType::MORALE), 0);
  209. EXPECT_EQ(pikemanEnemy.valOfBonuses(BonusType::MORALE), -1);
  210. heroAine.nodeHasChanged();
  211. EXPECT_EQ(heroAine.valOfBonuses(BonusType::MORALE), 0);
  212. EXPECT_EQ(heroBron.valOfBonuses(BonusType::MORALE), -1);
  213. EXPECT_EQ(pikemanAlly.valOfBonuses(BonusType::MORALE), 0);
  214. EXPECT_EQ(pikemanEnemy.valOfBonuses(BonusType::MORALE), -1);
  215. }
  216. TEST_F(BonusSystemTest, legionPieces)
  217. {
  218. TestBonusSystemNode townAndVisitor{BonusNodeType::TOWN_AND_VISITOR};
  219. TestBonusSystemNode town{BonusNodeType::TOWN_AND_VISITOR};
  220. town.attachTo(townAndVisitor);
  221. CBonusSystemNode legion{BonusNodeType::ARTIFACT_INSTANCE};
  222. legion.attachToSource(artifactTypeLegion);
  223. heroAine.attachToSource(legion);
  224. heroAine.attachTo(townAndVisitor);
  225. EXPECT_EQ(town.valOfBonuses(BonusType::CREATURE_GROWTH, BonusCustomSubtype::creatureLevel(3)), 4);
  226. heroAine.detachFromSource(legion);
  227. EXPECT_EQ(town.valOfBonuses(BonusType::CREATURE_GROWTH, BonusCustomSubtype::creatureLevel(3)), 0);
  228. heroAine.attachToSource(legion);
  229. EXPECT_EQ(town.valOfBonuses(BonusType::CREATURE_GROWTH, BonusCustomSubtype::creatureLevel(3)), 4);
  230. heroAine.detachFrom(townAndVisitor);
  231. EXPECT_EQ(town.valOfBonuses(BonusType::CREATURE_GROWTH, BonusCustomSubtype::creatureLevel(3)), 0);
  232. heroAine.detachFromSource(legion);
  233. }
  234. }