DamageTest.cpp 7.0 KB

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  1. /*
  2. * DamageTest.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 DamageTest : public Test, public EffectFixture
  22. {
  23. public:
  24. DamageTest()
  25. : EffectFixture("core:damage")
  26. {
  27. }
  28. protected:
  29. void SetUp() override
  30. {
  31. EffectFixture::setUp();
  32. EffectFixture::setupEffect(JsonNode());
  33. }
  34. };
  35. TEST_F(DamageTest, ApplicableToAliveUnit)
  36. {
  37. auto & unit = unitsFake.add(BattleSide::ATTACKER);
  38. EXPECT_CALL(unit, isValidTarget(Eq(false))).WillOnce(Return(true));
  39. EXPECT_CALL(mechanicsMock, isSmart()).WillOnce(Return(false));
  40. EffectTarget target;
  41. target.emplace_back(&unit, BattleHex());
  42. EXPECT_TRUE(subject->applicable(problemMock, &mechanicsMock, target));
  43. }
  44. TEST_F(DamageTest, NotApplicableToDeadUnit)
  45. {
  46. auto & unit = unitsFake.add(BattleSide::ATTACKER);
  47. EXPECT_CALL(unit, isValidTarget(Eq(false))).WillOnce(Return(false));
  48. EXPECT_CALL(mechanicsMock, isSmart()).Times(AtMost(1)).WillRepeatedly(Return(false));
  49. EXPECT_CALL(mechanicsMock, ownerMatches(Eq(&unit))).Times(AtMost(1)).WillRepeatedly(Return(true));
  50. EffectTarget target;
  51. target.emplace_back(&unit, BattleHex());
  52. EXPECT_FALSE(subject->applicable(problemMock, &mechanicsMock, target));
  53. }
  54. class DamageApplyTest : public Test, public EffectFixture
  55. {
  56. public:
  57. UnitEnvironmentMock unitEnvironmentMock;
  58. DamageApplyTest()
  59. : EffectFixture("core:damage")
  60. {
  61. }
  62. protected:
  63. void SetUp() override
  64. {
  65. EffectFixture::setUp();
  66. }
  67. };
  68. TEST_F(DamageApplyTest, DoesDamageToAliveUnit)
  69. {
  70. EffectFixture::setupEffect(JsonNode());
  71. using namespace ::battle;
  72. const int64_t effectValue = 123;
  73. const int32_t unitAmount = 25;
  74. const int32_t unitHP = 100;
  75. const uint32_t unitId = 42;
  76. auto & targetUnit = unitsFake.add(BattleSide::ATTACKER);
  77. targetUnit.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::STACK_HEALTH, BonusSource::CREATURE_ABILITY, unitHP, BonusSourceID()));
  78. EXPECT_CALL(targetUnit, unitId()).WillRepeatedly(Return(unitId));
  79. EXPECT_CALL(targetUnit, unitBaseAmount()).WillRepeatedly(Return(unitAmount));
  80. EXPECT_CALL(targetUnit, alive()).WillRepeatedly(Return(true));
  81. EXPECT_CALL(mechanicsMock, adjustEffectValue(Eq(&targetUnit))).WillOnce(Return(effectValue));
  82. unitsFake.setDefaultBonusExpectations();
  83. auto targetUnitState = std::make_shared<CUnitStateDetached>(&targetUnit, &targetUnit);
  84. targetUnitState->localInit(&unitEnvironmentMock);
  85. EXPECT_CALL(targetUnit, acquireState()).WillOnce(Return(targetUnitState));
  86. EXPECT_CALL(*battleFake, setUnitState(Eq(unitId),_, Lt(0))).Times(1);
  87. EXPECT_CALL(serverMock, apply(Matcher<StacksInjured &>(_))).Times(1);
  88. EXPECT_CALL(serverMock, describeChanges()).WillRepeatedly(Return(false));
  89. setupDefaultRNG();
  90. EffectTarget target;
  91. target.emplace_back(&targetUnit, BattleHex());
  92. subject->apply(&serverMock, &mechanicsMock, target);
  93. EXPECT_EQ(targetUnitState->getCount(), unitAmount - 1);
  94. }
  95. TEST_F(DamageApplyTest, IgnoresDeadUnit)
  96. {
  97. EffectFixture::setupEffect(JsonNode());
  98. using namespace ::battle;
  99. auto & targetUnit = unitsFake.add(BattleSide::ATTACKER);
  100. EXPECT_CALL(targetUnit, alive()).WillRepeatedly(Return(false));
  101. EXPECT_CALL(targetUnit, acquireState()).Times(0);
  102. EXPECT_CALL(*battleFake, setUnitState(_,_,_)).Times(0);
  103. EXPECT_CALL(serverMock, describeChanges()).WillRepeatedly(Return(false));
  104. setupDefaultRNG();
  105. EffectTarget target;
  106. target.emplace_back(&targetUnit, BattleHex());
  107. subject->apply(&serverMock, &mechanicsMock, target);
  108. }
  109. TEST_F(DamageApplyTest, DoesDamageByPercent)
  110. {
  111. using namespace ::battle;
  112. {
  113. JsonNode config;
  114. config["killByPercentage"].Bool() = true;
  115. EffectFixture::setupEffect(config);
  116. }
  117. const int64_t effectValue = 27;
  118. const int32_t unitAmount = 200;
  119. const int32_t unitHP = 100;
  120. const uint32_t unitId = 42;
  121. auto & targetUnit = unitsFake.add(BattleSide::ATTACKER);
  122. targetUnit.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::STACK_HEALTH, BonusSource::CREATURE_ABILITY, unitHP, BonusSourceID()));
  123. EXPECT_CALL(targetUnit, unitId()).WillRepeatedly(Return(unitId));
  124. EXPECT_CALL(targetUnit, unitBaseAmount()).WillRepeatedly(Return(unitAmount));
  125. EXPECT_CALL(targetUnit, getCount()).WillOnce(Return(unitAmount));
  126. EXPECT_CALL(targetUnit, alive()).WillRepeatedly(Return(true));
  127. EXPECT_CALL(mechanicsMock, adjustEffectValue(Eq(&targetUnit))).Times(0);
  128. EXPECT_CALL(mechanicsMock, getEffectValue()).WillOnce(Return(effectValue));
  129. unitsFake.setDefaultBonusExpectations();
  130. auto targetUnitState = std::make_shared<CUnitStateDetached>(&targetUnit, &targetUnit);
  131. targetUnitState->localInit(&unitEnvironmentMock);
  132. EXPECT_CALL(targetUnit, acquireState()).WillOnce(Return(targetUnitState));
  133. EXPECT_CALL(*battleFake, setUnitState(Eq(unitId),_, Lt(0))).Times(1);
  134. EXPECT_CALL(serverMock, apply(Matcher<StacksInjured &>(_))).Times(1);
  135. EXPECT_CALL(serverMock, describeChanges()).WillRepeatedly(Return(false));
  136. setupDefaultRNG();
  137. EffectTarget target;
  138. target.emplace_back(&targetUnit, BattleHex());
  139. subject->apply(&serverMock, &mechanicsMock, target);
  140. EXPECT_EQ(targetUnitState->getCount(), unitAmount - (unitAmount * effectValue / 100));
  141. }
  142. TEST_F(DamageApplyTest, DoesDamageByCount)
  143. {
  144. using namespace ::battle;
  145. {
  146. JsonNode config;
  147. config["killByCount"].Bool() = true;
  148. EffectFixture::setupEffect(config);
  149. }
  150. const int64_t effectValue = 27;
  151. const int32_t unitAmount = 200;
  152. const int32_t unitHP = 100;
  153. const uint32_t unitId = 42;
  154. auto & targetUnit = unitsFake.add(BattleSide::ATTACKER);
  155. targetUnit.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::STACK_HEALTH, BonusSource::CREATURE_ABILITY, unitHP, BonusSourceID()));
  156. EXPECT_CALL(targetUnit, unitId()).WillRepeatedly(Return(unitId));
  157. EXPECT_CALL(targetUnit, unitBaseAmount()).WillRepeatedly(Return(unitAmount));
  158. EXPECT_CALL(targetUnit, alive()).WillRepeatedly(Return(true));
  159. EXPECT_CALL(mechanicsMock, adjustEffectValue(Eq(&targetUnit))).Times(0);
  160. EXPECT_CALL(mechanicsMock, getEffectValue()).WillOnce(Return(effectValue));
  161. unitsFake.setDefaultBonusExpectations();
  162. auto targetUnitState = std::make_shared<CUnitStateDetached>(&targetUnit, &targetUnit);
  163. targetUnitState->localInit(&unitEnvironmentMock);
  164. EXPECT_CALL(targetUnit, acquireState()).WillOnce(Return(targetUnitState));
  165. EXPECT_CALL(*battleFake, setUnitState(Eq(unitId), _, Lt(0))).Times(1);
  166. EXPECT_CALL(serverMock, apply(Matcher<StacksInjured &>(_))).Times(1);
  167. EXPECT_CALL(serverMock, describeChanges()).WillRepeatedly(Return(false));
  168. setupDefaultRNG();
  169. EffectTarget target;
  170. target.emplace_back(&targetUnit, BattleHex());
  171. subject->apply(&serverMock, &mechanicsMock, target);
  172. EXPECT_EQ(targetUnitState->getCount(), unitAmount - effectValue);
  173. }
  174. }