SacrificeTest.cpp 6.8 KB

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  1. /*
  2. * SacrificeTest.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 SacrificeTest : public Test, public EffectFixture
  22. {
  23. public:
  24. SacrificeTest()
  25. : EffectFixture("core:sacrifice")
  26. {
  27. }
  28. protected:
  29. void SetUp() override
  30. {
  31. EffectFixture::setUp();
  32. {
  33. JsonNode config;
  34. config["healLevel"].String() = "resurrect";
  35. EffectFixture::setupEffect(config);
  36. }
  37. }
  38. };
  39. TEST_F(SacrificeTest, ApplicableForTwoTargets)
  40. {
  41. auto & unit = unitsFake.add(BattleSide::ATTACKER);
  42. EXPECT_CALL(unit, getPosition()).WillRepeatedly(Return(BattleHex(5,5)));
  43. EXPECT_CALL(unit, isValidTarget(Eq(false))).WillRepeatedly(Return(false));
  44. EXPECT_CALL(unit, isValidTarget(Eq(true))).WillRepeatedly(Return(true));
  45. EXPECT_CALL(unit, getTotalHealth()).WillRepeatedly(Return(0));
  46. EXPECT_CALL(unit, getAvailableHealth()).WillRepeatedly(Return(200));
  47. auto & victim = unitsFake.add(BattleSide::ATTACKER);
  48. victim.makeAlive();
  49. EXPECT_CALL(victim, getPosition()).WillRepeatedly(Return(BattleHex(5,10)));
  50. EXPECT_CALL(victim, isValidTarget(_)).WillRepeatedly(Return(true));
  51. EXPECT_CALL(victim, getTotalHealth()).WillRepeatedly(Return(300));
  52. EXPECT_CALL(victim, getAvailableHealth()).WillRepeatedly(Return(300));
  53. EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(true));
  54. EXPECT_CALL(mechanicsMock, isMassive()).WillRepeatedly(Return(false));
  55. EXPECT_CALL(mechanicsMock, alwaysHitFirstTarget()).WillRepeatedly(Return(false));
  56. EXPECT_CALL(mechanicsMock, ownerMatches(Eq(&unit))).Times(AtLeast(1)).WillRepeatedly(Return(true));
  57. EXPECT_CALL(mechanicsMock, isReceptive(Eq(&unit))).Times(AtLeast(1)).WillRepeatedly(Return(true));
  58. EXPECT_CALL(mechanicsMock, ownerMatches(Eq(&victim))).Times(AtLeast(1)).WillRepeatedly(Return(true));
  59. EXPECT_CALL(mechanicsMock, isReceptive(Eq(&victim))).Times(AtLeast(1)).WillRepeatedly(Return(true));
  60. EffectTarget aimPoint;
  61. aimPoint.emplace_back(&unit, BattleHex());
  62. aimPoint.emplace_back(&victim, BattleHex());
  63. EffectTarget spellTarget;
  64. spellTarget.emplace_back(&unit, BattleHex());
  65. EffectTarget transformed = subject->transformTarget(&mechanicsMock, aimPoint, spellTarget);
  66. EXPECT_TRUE(subject->applicable(problemMock, &mechanicsMock, transformed));
  67. }
  68. #if 0
  69. TEST_F(SacrificeTest, NotApplicableWithoutVictim)
  70. {
  71. {
  72. JsonNode config(JsonNode::JsonType::DATA_STRUCT);
  73. config["healLevel"].String() = "resurrect";
  74. EffectFixture::setupEffect(config);
  75. }
  76. auto & unit = unitsFake.add(BattleSide::ATTACKER);
  77. EXPECT_CALL(unit, getPosition()).WillRepeatedly(Return(BattleHex(5,5)));
  78. EXPECT_CALL(unit, isValidTarget(Eq(false))).WillRepeatedly(Return(false));
  79. EXPECT_CALL(unit, isValidTarget(Eq(true))).WillRepeatedly(Return(true));
  80. EXPECT_CALL(unit, getTotalHealth()).WillRepeatedly(Return(0));
  81. EXPECT_CALL(unit, getAvailableHealth()).WillRepeatedly(Return(200));
  82. EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(true));
  83. EXPECT_CALL(mechanicsMock, isMassive()).WillRepeatedly(Return(false));
  84. EXPECT_CALL(mechanicsMock, alwaysHitFirstTarget()).WillRepeatedly(Return(false));
  85. EXPECT_CALL(mechanicsMock, ownerMatches(Eq(&unit))).WillRepeatedly(Return(true));
  86. EXPECT_CALL(mechanicsMock, isReceptive(Eq(&unit))).WillRepeatedly(Return(true));
  87. EffectTarget aimPoint;
  88. aimPoint.emplace_back(&unit, BattleHex());
  89. EffectTarget transformed = subject->transformTarget(&mechanicsMock, aimPoint, aimPoint);
  90. EXPECT_FALSE(subject->applicable(problemMock, &mechanicsMock, transformed));
  91. }
  92. #endif
  93. class SacrificeApplyTest : public Test, public EffectFixture
  94. {
  95. public:
  96. UnitEnvironmentMock unitEnvironmentMock;
  97. SacrificeApplyTest()
  98. : EffectFixture("core:sacrifice")
  99. {
  100. }
  101. void setDefaultExpectations()
  102. {
  103. }
  104. protected:
  105. void SetUp() override
  106. {
  107. EffectFixture::setUp();
  108. {
  109. JsonNode config;
  110. config["healLevel"].String() = "resurrect";
  111. config["healPower"].String() = "permanent";
  112. EffectFixture::setupEffect(config);
  113. }
  114. }
  115. };
  116. TEST_F(SacrificeApplyTest, ResurrectsTarget)
  117. {
  118. using namespace ::battle;
  119. const int32_t effectPower = 10;
  120. const int64_t effectValue = 500;
  121. const uint32_t unitId = 42;
  122. const int32_t unitAmount = 100;
  123. const int32_t unitHP = 1000;
  124. const uint32_t victimId = 4242;
  125. const int32_t victimCount = 5;
  126. const int32_t victimUnitHP = 100;
  127. const auto pikeman = CreatureID(unitId).toCreature();
  128. const int64_t expectedHealValue = (effectPower + victimUnitHP + effectValue) * victimCount;
  129. auto & targetUnit = unitsFake.add(BattleSide::ATTACKER);
  130. EXPECT_CALL(targetUnit, unitBaseAmount()).WillRepeatedly(Return(unitAmount));
  131. EXPECT_CALL(targetUnit, unitId()).WillRepeatedly(Return(unitId));
  132. EXPECT_CALL(targetUnit, unitType()).WillRepeatedly(Return(pikeman));
  133. EXPECT_CALL(mechanicsMock, getEffectPower()).Times(AtLeast(1)).WillRepeatedly(Return(effectPower));
  134. EXPECT_CALL(mechanicsMock, applySpellBonus(_, Eq(&targetUnit))).WillOnce(ReturnArg<0>());
  135. EXPECT_CALL(mechanicsMock, calculateRawEffectValue(_,_)).WillOnce(Return(effectValue));
  136. targetUnit.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::STACK_HEALTH, BonusSource::CREATURE_ABILITY, unitHP, BonusSourceID()));
  137. auto & victim = unitsFake.add(BattleSide::ATTACKER);
  138. EXPECT_CALL(victim, unitId()).Times(AtLeast(1)).WillRepeatedly(Return(victimId));
  139. EXPECT_CALL(victim, getCount()).Times(AtLeast(1)).WillRepeatedly(Return(victimCount));
  140. victim.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::STACK_HEALTH, BonusSource::CREATURE_ABILITY, victimUnitHP, BonusSourceID()));
  141. EXPECT_CALL(*battleFake, setUnitState(Eq(unitId), _, Eq(expectedHealValue))).Times(1);
  142. EXPECT_CALL(*battleFake, removeUnit(Eq(victimId))).Times(1);
  143. unitsFake.setDefaultBonusExpectations();
  144. std::shared_ptr<CUnitState> targetUnitState = std::make_shared<CUnitStateDetached>(&targetUnit, &targetUnit);
  145. targetUnitState->localInit(&unitEnvironmentMock);
  146. {
  147. int64_t initialDmg = targetUnitState->getAvailableHealth();
  148. targetUnitState->damage(initialDmg);
  149. }
  150. EXPECT_CALL(targetUnit, acquire()).WillOnce(Return(targetUnitState));
  151. EXPECT_CALL(serverMock, apply(Matcher<BattleUnitsChanged &>(_))).Times(AtLeast(1));
  152. EXPECT_CALL(serverMock, apply(Matcher<BattleLogMessage &>(_))).Times(AtLeast(1));
  153. setupDefaultRNG();
  154. EffectTarget target;
  155. target.emplace_back(&targetUnit, BattleHex());
  156. target.emplace_back(&victim, BattleHex());
  157. subject->apply(&serverMock, &mechanicsMock, target);
  158. EXPECT_EQ(targetUnitState->getAvailableHealth(), expectedHealValue);
  159. }
  160. }