CBattleInfoCallbackTest.cpp 12 KB

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  1. /*
  2. * CBattleInfoCallbackTest.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/battle/CBattleInfoCallback.h"
  12. #include "../../lib/battle/CUnitState.h"
  13. #include <vstd/RNG.h>
  14. #include "mock/mock_BonusBearer.h"
  15. #include "mock/mock_battle_IBattleState.h"
  16. #include "mock/mock_battle_Unit.h"
  17. #if SCRIPTING_ENABLED
  18. #include "mock/mock_scripting_Pool.h"
  19. #endif
  20. using namespace battle;
  21. using namespace testing;
  22. class UnitFake : public UnitMock
  23. {
  24. private:
  25. std::shared_ptr<CUnitState> state;
  26. public:
  27. UnitFake()
  28. {
  29. state.reset(new CUnitStateDetached(this, this));
  30. }
  31. void addNewBonus(const std::shared_ptr<Bonus> & b)
  32. {
  33. bonusFake.addNewBonus(b);
  34. }
  35. void makeAlive()
  36. {
  37. EXPECT_CALL(*this, alive()).WillRepeatedly(Return(true));
  38. }
  39. void makeWarMachine()
  40. {
  41. addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::SIEGE_WEAPON, BonusSource::CREATURE_ABILITY, 1, BonusSourceID()));
  42. }
  43. void redirectBonusesToFake()
  44. {
  45. ON_CALL(*this, getAllBonuses(_, _, _, _)).WillByDefault(Invoke(&bonusFake, &BonusBearerMock::getAllBonuses));
  46. ON_CALL(*this, getTreeVersion()).WillByDefault(Invoke(&bonusFake, &BonusBearerMock::getTreeVersion));
  47. }
  48. void expectAnyBonusSystemCall()
  49. {
  50. EXPECT_CALL(*this, getAllBonuses(_, _, _, _)).Times(AtLeast(0));
  51. EXPECT_CALL(*this, getTreeVersion()).Times(AtLeast(0));
  52. }
  53. void setDefaultExpectations()
  54. {
  55. EXPECT_CALL(*this, unitSlot()).WillRepeatedly(Return(SlotID(0)));
  56. EXPECT_CALL(*this, creatureIndex()).WillRepeatedly(Return(0));
  57. }
  58. void setDefaultState()
  59. {
  60. EXPECT_CALL(*this, isClone()).WillRepeatedly(Return(false));
  61. EXPECT_CALL(*this, isCaster()).WillRepeatedly(Return(false));
  62. EXPECT_CALL(*this, acquireState()).WillRepeatedly(Return(state));
  63. }
  64. private:
  65. BonusBearerMock bonusFake;
  66. };
  67. class UnitsFake
  68. {
  69. public:
  70. std::vector<std::shared_ptr<UnitFake>> allUnits;
  71. UnitFake & add(ui8 side)
  72. {
  73. UnitFake * unit = new UnitFake();
  74. EXPECT_CALL(*unit, unitSide()).WillRepeatedly(Return(side));
  75. unit->setDefaultExpectations();
  76. allUnits.emplace_back(unit);
  77. return *allUnits.back().get();
  78. }
  79. Units getUnitsIf(UnitFilter predicate) const
  80. {
  81. Units ret;
  82. for(auto & unit : allUnits)
  83. {
  84. if(predicate(unit.get()))
  85. ret.push_back(unit.get());
  86. }
  87. return ret;
  88. }
  89. void setDefaultBonusExpectations()
  90. {
  91. for(auto & unit : allUnits)
  92. {
  93. unit->redirectBonusesToFake();
  94. unit->expectAnyBonusSystemCall();
  95. }
  96. }
  97. };
  98. class CBattleInfoCallbackTest : public Test
  99. {
  100. public:
  101. class TestSubject : public CBattleInfoCallback
  102. {
  103. public:
  104. const IBattleInfo * battle;
  105. #if SCRIPTING_ENABLED
  106. scripting::Pool * pool;
  107. TestSubject(scripting::Pool * p)
  108. : CBattleInfoCallback(),
  109. pool(p)
  110. #else
  111. TestSubject()
  112. : CBattleInfoCallback()
  113. #endif
  114. {
  115. }
  116. const IBattleInfo * getBattle() const override
  117. {
  118. return battle;
  119. }
  120. std::optional<PlayerColor> getPlayerID() const override
  121. {
  122. return std::nullopt;
  123. }
  124. #if SCRIPTING_ENABLED
  125. scripting::Pool * getContextPool() const override
  126. {
  127. return pool;
  128. }
  129. #endif
  130. };
  131. #if SCRIPTING_ENABLED
  132. StrictMock<scripting::PoolMock> pool;
  133. #endif
  134. TestSubject subject;
  135. BattleStateMock battleMock;
  136. UnitsFake unitsFake;
  137. CBattleInfoCallbackTest()
  138. #if SCRIPTING_ENABLED
  139. : pool(),
  140. subject(&pool)
  141. #endif
  142. {
  143. }
  144. void startBattle()
  145. {
  146. subject.battle = &battleMock;
  147. }
  148. void redirectUnitsToFake()
  149. {
  150. ON_CALL(battleMock, getUnitsIf(_)).WillByDefault(Invoke(&unitsFake, &UnitsFake::getUnitsIf));
  151. }
  152. };
  153. class BattleFinishedTest : public CBattleInfoCallbackTest
  154. {
  155. public:
  156. void expectBattleNotFinished()
  157. {
  158. auto ret = subject.battleIsFinished();
  159. EXPECT_FALSE(ret);
  160. }
  161. void expectBattleDraw()
  162. {
  163. auto ret = subject.battleIsFinished();
  164. EXPECT_TRUE(ret);
  165. EXPECT_EQ(*ret, 2);
  166. }
  167. void expectBattleWinner(ui8 side)
  168. {
  169. auto ret = subject.battleIsFinished();
  170. EXPECT_TRUE(ret);
  171. EXPECT_EQ(*ret, side);
  172. }
  173. void expectBattleLooser(ui8 side)
  174. {
  175. auto ret = subject.battleIsFinished();
  176. EXPECT_TRUE(ret);
  177. EXPECT_NE(*ret, (int)side);
  178. }
  179. void setDefaultExpectations()
  180. {
  181. redirectUnitsToFake();
  182. unitsFake.setDefaultBonusExpectations();
  183. EXPECT_CALL(battleMock, getUnitsIf(_)).Times(1);
  184. }
  185. };
  186. TEST_F(BattleFinishedTest, DISABLED_NoBattleIsDraw)
  187. {
  188. expectBattleDraw();
  189. }
  190. TEST_F(BattleFinishedTest, EmptyBattleIsDraw)
  191. {
  192. setDefaultExpectations();
  193. startBattle();
  194. expectBattleDraw();
  195. }
  196. TEST_F(BattleFinishedTest, LastAliveUnitWins)
  197. {
  198. UnitFake & unit = unitsFake.add(1);
  199. unit.makeAlive();
  200. unit.setDefaultState();
  201. setDefaultExpectations();
  202. startBattle();
  203. expectBattleWinner(1);
  204. }
  205. TEST_F(BattleFinishedTest, TwoUnitsContinueFight)
  206. {
  207. UnitFake & unit1 = unitsFake.add(0);
  208. unit1.makeAlive();
  209. UnitFake & unit2 = unitsFake.add(1);
  210. unit2.makeAlive();
  211. setDefaultExpectations();
  212. startBattle();
  213. expectBattleNotFinished();
  214. }
  215. TEST_F(BattleFinishedTest, LastWarMachineNotWins)
  216. {
  217. UnitFake & unit = unitsFake.add(0);
  218. unit.makeAlive();
  219. unit.makeWarMachine();
  220. unit.setDefaultState();
  221. setDefaultExpectations();
  222. startBattle();
  223. expectBattleLooser(0);
  224. }
  225. TEST_F(BattleFinishedTest, LastWarMachineLoose)
  226. {
  227. try
  228. {
  229. UnitFake & unit1 = unitsFake.add(0);
  230. unit1.makeAlive();
  231. unit1.setDefaultState();
  232. UnitFake & unit2 = unitsFake.add(1);
  233. unit2.makeAlive();
  234. unit2.makeWarMachine();
  235. unit2.setDefaultState();
  236. setDefaultExpectations();
  237. startBattle();
  238. expectBattleWinner(0);
  239. }
  240. catch(const std::exception & e)
  241. {
  242. logGlobal->error(e.what());
  243. }
  244. }
  245. class BattleMatchOwnerTest : public CBattleInfoCallbackTest
  246. {
  247. public:
  248. void setDefaultExpectations()
  249. {
  250. redirectUnitsToFake();
  251. unitsFake.setDefaultBonusExpectations();
  252. EXPECT_CALL(battleMock, getSidePlayer(Eq(BattleSide::ATTACKER))).WillRepeatedly(Return(PlayerColor(0)));
  253. EXPECT_CALL(battleMock, getSidePlayer(Eq(BattleSide::DEFENDER))).WillRepeatedly(Return(PlayerColor(1)));
  254. }
  255. };
  256. TEST_F(BattleMatchOwnerTest, normalToSelf)
  257. {
  258. UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
  259. EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
  260. setDefaultExpectations();
  261. startBattle();
  262. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit1, true));
  263. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit1, boost::logic::indeterminate));
  264. EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit1, false));
  265. }
  266. TEST_F(BattleMatchOwnerTest, hypnotizedToSelf)
  267. {
  268. UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
  269. EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
  270. unit1.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, BonusSourceID()));
  271. setDefaultExpectations();
  272. startBattle();
  273. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit1, true));
  274. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit1, boost::logic::indeterminate));
  275. EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit1, false));
  276. }
  277. TEST_F(BattleMatchOwnerTest, normalToNormalAlly)
  278. {
  279. UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
  280. EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
  281. UnitFake & unit2 = unitsFake.add(BattleSide::ATTACKER);
  282. EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
  283. setDefaultExpectations();
  284. startBattle();
  285. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, true));
  286. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
  287. EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, false));
  288. }
  289. TEST_F(BattleMatchOwnerTest, hypnotizedToNormalAlly)
  290. {
  291. UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
  292. EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
  293. unit1.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, BonusSourceID()));
  294. UnitFake & unit2 = unitsFake.add(BattleSide::ATTACKER);
  295. EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
  296. setDefaultExpectations();
  297. startBattle();
  298. EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, true));
  299. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
  300. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, false));
  301. }
  302. TEST_F(BattleMatchOwnerTest, normalToHypnotizedAlly)
  303. {
  304. UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
  305. EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
  306. UnitFake & unit2 = unitsFake.add(BattleSide::ATTACKER);
  307. EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
  308. unit2.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, BonusSourceID()));
  309. setDefaultExpectations();
  310. startBattle();
  311. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, true));
  312. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
  313. EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, false));
  314. }
  315. TEST_F(BattleMatchOwnerTest, hypnotizedToHypnotizedAlly)
  316. {
  317. UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
  318. EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
  319. unit1.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, BonusSourceID()));
  320. UnitFake & unit2 = unitsFake.add(BattleSide::ATTACKER);
  321. EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
  322. unit2.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, BonusSourceID()));
  323. setDefaultExpectations();
  324. startBattle();
  325. EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, true));
  326. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
  327. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, false));
  328. }
  329. TEST_F(BattleMatchOwnerTest, normalToNormalEnemy)
  330. {
  331. UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
  332. EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
  333. UnitFake & unit2 = unitsFake.add(BattleSide::DEFENDER);
  334. EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
  335. setDefaultExpectations();
  336. startBattle();
  337. EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, true));
  338. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
  339. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, false));
  340. }
  341. TEST_F(BattleMatchOwnerTest, hypnotizedToNormalEnemy)
  342. {
  343. UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
  344. EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
  345. unit1.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, BonusSourceID()));
  346. UnitFake & unit2 = unitsFake.add(BattleSide::DEFENDER);
  347. EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
  348. setDefaultExpectations();
  349. startBattle();
  350. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, true));
  351. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
  352. EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, false));
  353. }
  354. TEST_F(BattleMatchOwnerTest, normalToHypnotizedEnemy)
  355. {
  356. UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
  357. EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
  358. UnitFake & unit2 = unitsFake.add(BattleSide::DEFENDER);
  359. EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
  360. unit2.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, BonusSourceID()));
  361. setDefaultExpectations();
  362. startBattle();
  363. EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, true));
  364. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
  365. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, false));
  366. }
  367. TEST_F(BattleMatchOwnerTest, hypnotizedToHypnotizedEnemy)
  368. {
  369. UnitFake & unit1 = unitsFake.add(BattleSide::ATTACKER);
  370. EXPECT_CALL(unit1, unitId()).WillRepeatedly(Return(42));
  371. unit1.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, BonusSourceID()));
  372. UnitFake & unit2 = unitsFake.add(BattleSide::DEFENDER);
  373. EXPECT_CALL(unit2, unitId()).WillRepeatedly(Return(4242));
  374. unit2.addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::HYPNOTIZED, BonusSource::CREATURE_ABILITY, 0, BonusSourceID()));
  375. setDefaultExpectations();
  376. startBattle();
  377. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, true));
  378. EXPECT_TRUE(subject.battleMatchOwner(&unit1, &unit2, boost::logic::indeterminate));
  379. EXPECT_FALSE(subject.battleMatchOwner(&unit1, &unit2, false));
  380. }