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							- /*
 
-  * NormalLevelConditionTest.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 "TargetConditionItemFixture.h"
 
- namespace test
 
- {
 
- using namespace ::spells;
 
- using namespace ::testing;
 
- class NormalLevelConditionTest : public TargetConditionItemTest, public WithParamInterface<bool>
 
- {
 
- public:
 
- 	bool isMagicalEffect;
 
- 	void setDefaultExpectations()
 
- 	{
 
- 		isMagicalEffect = GetParam();
 
- 		EXPECT_CALL(mechanicsMock, isMagicalEffect()).WillRepeatedly(Return(isMagicalEffect));
 
- 		if(isMagicalEffect)
 
- 			EXPECT_CALL(unitMock, getAllBonuses(_, _)).Times(AtLeast(1));
 
- 		EXPECT_CALL(unitMock, getTreeVersion()).Times(AtLeast(0));
 
- 	}
 
- 	void SetUp() override
 
- 	{
 
- 		TargetConditionItemTest::SetUp();
 
- 		subject = TargetConditionItemFactory::getDefault()->createNormalLevel();
 
- 	}
 
- };
 
- TEST_P(NormalLevelConditionTest, DefaultForAbility)
 
- {
 
- 	setDefaultExpectations();
 
- 	EXPECT_CALL(mechanicsMock, getSpellLevel()).WillRepeatedly(Return(0));
 
- 	EXPECT_TRUE(subject->isReceptive(&mechanicsMock, &unitMock));
 
- }
 
- TEST_P(NormalLevelConditionTest, DefaultForNormal)
 
- {
 
- 	setDefaultExpectations();
 
- 	EXPECT_CALL(mechanicsMock, getSpellLevel()).WillRepeatedly(Return(1));
 
- 	EXPECT_TRUE(subject->isReceptive(&mechanicsMock, &unitMock));
 
- }
 
- TEST_P(NormalLevelConditionTest, ReceptiveNormal)
 
- {
 
- 	setDefaultExpectations();
 
- 	unitBonuses.addNewBonus(std::make_shared<Bonus>(BonusDuration::ONE_BATTLE, BonusType::LEVEL_SPELL_IMMUNITY, BonusSource::OTHER, 3, BonusSourceID()));
 
- 	if(isMagicalEffect)
 
- 		EXPECT_CALL(mechanicsMock, getSpellLevel()).Times(AtLeast(1)).WillRepeatedly(Return(4));
 
- 	EXPECT_TRUE(subject->isReceptive(&mechanicsMock, &unitMock));
 
- }
 
- //TODO: this tests covers fact that creature abilities ignored (by spell level == 0), should this be done by ability flag or by cast mode?
 
- TEST_P(NormalLevelConditionTest, ReceptiveAbility)
 
- {
 
- 	setDefaultExpectations();
 
- 	unitBonuses.addNewBonus(std::make_shared<Bonus>(BonusDuration::ONE_BATTLE, BonusType::LEVEL_SPELL_IMMUNITY, BonusSource::OTHER, 5, BonusSourceID()));
 
- 	if(isMagicalEffect)
 
- 		EXPECT_CALL(mechanicsMock, getSpellLevel()).Times(AtLeast(1)).WillRepeatedly(Return(0));
 
- 	EXPECT_TRUE(subject->isReceptive(&mechanicsMock, &unitMock));
 
- }
 
- TEST_P(NormalLevelConditionTest, ImmuneNormal)
 
- {
 
- 	setDefaultExpectations();
 
- 	unitBonuses.addNewBonus(std::make_shared<Bonus>(BonusDuration::ONE_BATTLE, BonusType::LEVEL_SPELL_IMMUNITY, BonusSource::OTHER, 4, BonusSourceID()));
 
- 	if(isMagicalEffect)
 
- 		EXPECT_CALL(mechanicsMock, getSpellLevel()).Times(AtLeast(1)).WillRepeatedly(Return(2));
 
- 	EXPECT_EQ(!isMagicalEffect, subject->isReceptive(&mechanicsMock, &unitMock));
 
- }
 
- INSTANTIATE_TEST_SUITE_P
 
- (
 
- 	ByMagicalEffect,
 
- 	NormalLevelConditionTest,
 
- 	Values(false, true)
 
- );
 
- }
 
 
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