HealTest.cpp 13 KB

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  1. /*
  2. * HealTest.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 "mock/mock_UnitEnvironment.h"
  15. namespace test
  16. {
  17. using namespace ::spells;
  18. using namespace ::spells::effects;
  19. using namespace ::testing;
  20. class HealTest : public Test, public EffectFixture
  21. {
  22. public:
  23. HealTest()
  24. : EffectFixture("core:heal")
  25. {
  26. }
  27. protected:
  28. void SetUp() override
  29. {
  30. EffectFixture::setUp();
  31. }
  32. };
  33. TEST_F(HealTest, NotApplicableToHealthyUnit)
  34. {
  35. auto & unit = unitsFake.add(BattleSide::ATTACKER);
  36. EXPECT_CALL(unit, isValidTarget(Eq(false))).WillOnce(Return(true));
  37. EXPECT_CALL(unit, getTotalHealth()).WillOnce(Return(200));
  38. EXPECT_CALL(unit, getAvailableHealth()).WillOnce(Return(200));
  39. EXPECT_CALL(mechanicsMock, isSmart()).Times(AtMost(1)).WillRepeatedly(Return(false));
  40. EXPECT_CALL(mechanicsMock, ownerMatches(Eq(&unit))).Times(AtMost(1)).WillRepeatedly(Return(true));
  41. EffectTarget target;
  42. target.emplace_back(&unit, BattleHex());
  43. EXPECT_FALSE(subject->applicable(problemMock, &mechanicsMock, target));
  44. }
  45. TEST_F(HealTest, ApplicableToWoundedUnit)
  46. {
  47. auto & unit = unitsFake.add(BattleSide::ATTACKER);
  48. unit.makeAlive();
  49. EXPECT_CALL(unit, isValidTarget(Eq(false))).WillOnce(Return(true));
  50. EXPECT_CALL(unit, getTotalHealth()).WillOnce(Return(200));
  51. EXPECT_CALL(unit, getAvailableHealth()).WillOnce(Return(100));
  52. EXPECT_CALL(mechanicsMock, isSmart()).WillOnce(Return(false));
  53. EXPECT_CALL(mechanicsMock, ownerMatches(Eq(&unit))).WillOnce(Return(true));
  54. EffectTarget target;
  55. target.emplace_back(&unit, BattleHex());
  56. EXPECT_TRUE(subject->applicable(problemMock, &mechanicsMock, target));
  57. }
  58. TEST_F(HealTest, ApplicableIfActuallyResurrects)
  59. {
  60. {
  61. JsonNode config(JsonNode::JsonType::DATA_STRUCT);
  62. config["healLevel"].String() = "resurrect";
  63. config["minFullUnits"].Integer() = 5;
  64. EffectFixture::setupEffect(config);
  65. }
  66. auto & unit = unitsFake.add(BattleSide::ATTACKER);
  67. unit.makeAlive();
  68. EXPECT_CALL(unit, isValidTarget(Eq(true))).WillOnce(Return(true));
  69. EXPECT_CALL(unit, getTotalHealth()).WillOnce(Return(20000));
  70. EXPECT_CALL(unit, getAvailableHealth()).WillOnce(Return(100));
  71. EXPECT_CALL(mechanicsMock, getEffectValue()).Times(AtLeast(1)).WillRepeatedly(Return(1000));
  72. EXPECT_CALL(mechanicsMock, isSmart()).WillOnce(Return(false));
  73. EXPECT_CALL(mechanicsMock, ownerMatches(Eq(&unit))).WillOnce(Return(true));
  74. unit.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::STACK_HEALTH, Bonus::CREATURE_ABILITY, 200, 0));
  75. unitsFake.setDefaultBonusExpectations();
  76. EffectTarget target;
  77. target.emplace_back(&unit, BattleHex());
  78. EXPECT_TRUE(subject->applicable(problemMock, &mechanicsMock, target));
  79. }
  80. TEST_F(HealTest, NotApplicableIfNotEnoughCasualties)
  81. {
  82. {
  83. JsonNode config(JsonNode::JsonType::DATA_STRUCT);
  84. config["healLevel"].String() = "resurrect";
  85. config["minFullUnits"].Integer() = 1;
  86. EffectFixture::setupEffect(config);
  87. }
  88. auto & unit = unitsFake.add(BattleSide::ATTACKER);
  89. EXPECT_CALL(unit, isValidTarget(Eq(true))).WillOnce(Return(true));
  90. EXPECT_CALL(unit, getTotalHealth()).WillOnce(Return(200));
  91. EXPECT_CALL(unit, getAvailableHealth()).WillOnce(Return(100));
  92. EXPECT_CALL(mechanicsMock, getEffectValue()).Times(AtLeast(1)).WillRepeatedly(Return(999));
  93. EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(false));
  94. EXPECT_CALL(mechanicsMock, ownerMatches(Eq(&unit))).WillRepeatedly(Return(true));
  95. unit.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::STACK_HEALTH, Bonus::CREATURE_ABILITY, 200, 0));
  96. unitsFake.setDefaultBonusExpectations();
  97. EffectTarget target;
  98. target.emplace_back(&unit, BattleHex());
  99. EXPECT_FALSE(subject->applicable(problemMock, &mechanicsMock, target));
  100. }
  101. TEST_F(HealTest, NotApplicableIfResurrectsLessThanRequired)
  102. {
  103. {
  104. JsonNode config(JsonNode::JsonType::DATA_STRUCT);
  105. config["healLevel"].String() = "resurrect";
  106. config["minFullUnits"].Integer() = 5;
  107. EffectFixture::setupEffect(config);
  108. }
  109. auto & unit = unitsFake.add(BattleSide::ATTACKER);
  110. EXPECT_CALL(unit, isValidTarget(Eq(true))).WillOnce(Return(true));
  111. EXPECT_CALL(unit, getTotalHealth()).WillOnce(Return(20000));
  112. EXPECT_CALL(unit, getAvailableHealth()).WillOnce(Return(100));
  113. EXPECT_CALL(mechanicsMock, getEffectValue()).Times(AtLeast(1)).WillRepeatedly(Return(999));
  114. EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(false));
  115. EXPECT_CALL(mechanicsMock, ownerMatches(Eq(&unit))).WillRepeatedly(Return(true));
  116. unit.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::STACK_HEALTH, Bonus::CREATURE_ABILITY, 200, 0));
  117. unitsFake.setDefaultBonusExpectations();
  118. EffectTarget target;
  119. target.emplace_back(&unit, BattleHex());
  120. EXPECT_FALSE(subject->applicable(problemMock, &mechanicsMock, target));
  121. }
  122. TEST_F(HealTest, ApplicableToDeadUnit)
  123. {
  124. {
  125. JsonNode config(JsonNode::JsonType::DATA_STRUCT);
  126. config["healLevel"].String() = "resurrect";
  127. EffectFixture::setupEffect(config);
  128. }
  129. auto & unit = unitsFake.add(BattleSide::ATTACKER);
  130. unit.makeDead();
  131. EXPECT_CALL(unit, isValidTarget(Eq(true))).WillOnce(Return(true));
  132. EXPECT_CALL(unit, getTotalHealth()).WillOnce(Return(200));
  133. EXPECT_CALL(unit, getAvailableHealth()).WillOnce(Return(0));
  134. EXPECT_CALL(unit, unitSide()).Times(AnyNumber());
  135. EXPECT_CALL(unit, getPosition()).WillRepeatedly(Return(BattleHex(5,5)));
  136. EXPECT_CALL(unit, doubleWide()).WillRepeatedly(Return(false));
  137. EXPECT_CALL(unit, isValidTarget(Eq(false))).WillRepeatedly(Return(false));
  138. EXPECT_CALL(mechanicsMock, isSmart()).WillOnce(Return(false));
  139. EXPECT_CALL(mechanicsMock, ownerMatches(Eq(&unit))).WillOnce(Return(true));
  140. EXPECT_CALL(*battleFake, getUnitsIf(_)).Times(AtLeast(0));
  141. EffectTarget target;
  142. target.emplace_back(&unit, BattleHex());
  143. EXPECT_TRUE(subject->applicable(problemMock, &mechanicsMock, target));
  144. }
  145. TEST_F(HealTest, NotApplicableIfDeadUnitIsBlocked)
  146. {
  147. {
  148. JsonNode config(JsonNode::JsonType::DATA_STRUCT);
  149. config["healLevel"].String() = "resurrect";
  150. EffectFixture::setupEffect(config);
  151. }
  152. auto & unit = unitsFake.add(BattleSide::ATTACKER);
  153. unit.makeDead();
  154. EXPECT_CALL(unit, isValidTarget(Eq(true))).WillOnce(Return(true));
  155. EXPECT_CALL(unit, getTotalHealth()).WillOnce(Return(200));
  156. EXPECT_CALL(unit, getAvailableHealth()).WillOnce(Return(0));
  157. EXPECT_CALL(unit, getPosition()).WillRepeatedly(Return(BattleHex(5,5)));
  158. EXPECT_CALL(unit, doubleWide()).WillRepeatedly(Return(false));
  159. EXPECT_CALL(unit, isValidTarget(Eq(false))).WillRepeatedly(Return(false));
  160. EXPECT_CALL(unit, unitSide()).Times(AnyNumber());
  161. auto & blockingUnit = unitsFake.add(BattleSide::ATTACKER);
  162. EXPECT_CALL(blockingUnit, getPosition()).Times(AtLeast(1)).WillRepeatedly(Return(BattleHex(5,5)));
  163. EXPECT_CALL(blockingUnit, doubleWide()).WillRepeatedly(Return(false));
  164. EXPECT_CALL(blockingUnit, isValidTarget(Eq(false))).Times(AtLeast(1)).WillRepeatedly(Return(true));
  165. EXPECT_CALL(blockingUnit, unitSide()).Times(AnyNumber());
  166. EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(false));
  167. EXPECT_CALL(mechanicsMock, ownerMatches(Eq(&unit))).WillRepeatedly(Return(true));
  168. EXPECT_CALL(*battleFake, getUnitsIf(_)).Times(AtLeast(1));
  169. EffectTarget target;
  170. target.emplace_back(&unit, BattleHex());
  171. EXPECT_FALSE(subject->applicable(problemMock, &mechanicsMock, target));
  172. }
  173. TEST_F(HealTest, ApplicableWithAnotherDeadUnitInSamePosition)
  174. {
  175. {
  176. JsonNode config(JsonNode::JsonType::DATA_STRUCT);
  177. config["healLevel"].String() = "resurrect";
  178. EffectFixture::setupEffect(config);
  179. }
  180. auto & unit = unitsFake.add(BattleSide::ATTACKER);
  181. unit.makeDead();
  182. EXPECT_CALL(unit, isValidTarget(Eq(true))).WillOnce(Return(true));
  183. EXPECT_CALL(unit, getTotalHealth()).WillOnce(Return(200));
  184. EXPECT_CALL(unit, getAvailableHealth()).WillOnce(Return(0));
  185. EXPECT_CALL(unit, getPosition()).WillRepeatedly(Return(BattleHex(5,5)));
  186. EXPECT_CALL(unit, doubleWide()).WillRepeatedly(Return(false));
  187. EXPECT_CALL(unit, isValidTarget(Eq(false))).WillRepeatedly(Return(false));
  188. EXPECT_CALL(unit, unitSide()).Times(AnyNumber());
  189. auto & blockingUnit = unitsFake.add(BattleSide::ATTACKER);
  190. EXPECT_CALL(blockingUnit, getPosition()).WillRepeatedly(Return(BattleHex(5,5)));
  191. EXPECT_CALL(blockingUnit, doubleWide()).WillRepeatedly(Return(false));
  192. EXPECT_CALL(blockingUnit, isValidTarget(Eq(false))).Times(AtLeast(1)).WillRepeatedly(Return(false));
  193. EXPECT_CALL(blockingUnit, unitSide()).Times(AnyNumber());
  194. EXPECT_CALL(mechanicsMock, isSmart()).WillRepeatedly(Return(false));
  195. EXPECT_CALL(mechanicsMock, ownerMatches(Eq(&unit))).WillRepeatedly(Return(true));
  196. EXPECT_CALL(*battleFake, getUnitsIf(_)).Times(AtLeast(1));
  197. EffectTarget target;
  198. target.emplace_back(&unit, BattleHex());
  199. EXPECT_TRUE(subject->applicable(problemMock, &mechanicsMock, target));
  200. }
  201. TEST_F(HealTest, NotApplicableIfEffectValueTooLow)
  202. {
  203. {
  204. JsonNode config(JsonNode::JsonType::DATA_STRUCT);
  205. config["minFullUnits"].Integer() = 1;
  206. EffectFixture::setupEffect(config);
  207. }
  208. auto & unit = unitsFake.add(BattleSide::ATTACKER);
  209. EXPECT_CALL(unit, isValidTarget(Eq(false))).WillOnce(Return(true));
  210. EXPECT_CALL(unit, getTotalHealth()).WillOnce(Return(200));
  211. EXPECT_CALL(unit, getAvailableHealth()).WillOnce(Return(100));
  212. unit.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::STACK_HEALTH, Bonus::CREATURE_ABILITY, 200, 0));
  213. EXPECT_CALL(mechanicsMock, getEffectValue()).Times(AtLeast(1)).WillRepeatedly(Return(199));
  214. EXPECT_CALL(mechanicsMock, isSmart()).Times(AtMost(1)).WillRepeatedly(Return(false));
  215. EXPECT_CALL(mechanicsMock, ownerMatches(Eq(&unit))).Times(AtMost(1)).WillRepeatedly(Return(true));
  216. unitsFake.setDefaultBonusExpectations();
  217. EffectTarget target;
  218. target.emplace_back(&unit, BattleHex());
  219. EXPECT_FALSE(subject->applicable(problemMock, &mechanicsMock, target));
  220. }
  221. class HealApplyTest : public TestWithParam<::testing::tuple<EHealLevel, EHealPower>>, public EffectFixture
  222. {
  223. public:
  224. UnitEnvironmentMock unitEnvironmentMock;
  225. EHealLevel healLevel;
  226. EHealPower healPower;
  227. std::array<std::string, 3> HEAL_LEVEL_MAP;
  228. std::array<std::string, 2> HEAL_POWER_MAP;
  229. HealApplyTest()
  230. : EffectFixture("core:heal")
  231. {
  232. HEAL_LEVEL_MAP =
  233. {
  234. "heal",
  235. "resurrect",
  236. "overHeal"
  237. };
  238. HEAL_POWER_MAP =
  239. {
  240. "oneBattle",
  241. "permanent"
  242. };
  243. }
  244. protected:
  245. void SetUp() override
  246. {
  247. EffectFixture::setUp();
  248. healLevel = ::testing::get<0>(GetParam());
  249. healPower = ::testing::get<1>(GetParam());
  250. }
  251. };
  252. TEST_P(HealApplyTest, Heals)
  253. {
  254. {
  255. JsonNode config(JsonNode::JsonType::DATA_STRUCT);
  256. config["healLevel"].String() = HEAL_LEVEL_MAP.at(static_cast<size_t>(healLevel));
  257. config["healPower"].String() = HEAL_POWER_MAP.at(static_cast<size_t>(healPower));
  258. EffectFixture::setupEffect(config);
  259. }
  260. using namespace ::battle;
  261. const int64_t effectValue = 1000;
  262. const int32_t unitAmount = 24;
  263. const int32_t unitHP = 100;
  264. const uint32_t unitId = 42;
  265. auto & targetUnit = unitsFake.add(BattleSide::ATTACKER);
  266. EXPECT_CALL(targetUnit, unitBaseAmount()).WillRepeatedly(Return(unitAmount));
  267. EXPECT_CALL(targetUnit, unitId()).WillRepeatedly(Return(unitId));
  268. targetUnit.addNewBonus(std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::STACK_HEALTH, Bonus::CREATURE_ABILITY, unitHP, 0));
  269. unitsFake.setDefaultBonusExpectations();
  270. std::shared_ptr<CUnitState> targetUnitState = std::make_shared<CUnitStateDetached>(&targetUnit, &targetUnit);
  271. targetUnitState->localInit(&unitEnvironmentMock);
  272. {
  273. int64_t initialDmg = unitAmount * unitHP / 2 - 1;
  274. targetUnitState->health.damage(initialDmg);
  275. }
  276. EXPECT_CALL(mechanicsMock, getEffectValue()).WillRepeatedly(Return(effectValue));
  277. EXPECT_CALL(mechanicsMock, applySpellBonus(Eq(effectValue), Eq(&targetUnit))).WillRepeatedly(Return(effectValue));
  278. GTEST_ASSERT_EQ(targetUnitState->getAvailableHealth(), unitAmount * unitHP / 2 + 1);
  279. GTEST_ASSERT_EQ(targetUnitState->getFirstHPleft(), 1);
  280. EXPECT_CALL(targetUnit, acquire()).WillOnce(Return(targetUnitState));
  281. EXPECT_CALL(*battleFake, setUnitState(Eq(unitId), _, Gt(0))).Times(1);
  282. setupDefaultRNG();
  283. EffectTarget target;
  284. target.emplace_back(&targetUnit, BattleHex());
  285. subject->apply(battleProxy.get(), rngMock, &mechanicsMock, target);
  286. switch(healLevel)
  287. {
  288. case EHealLevel::HEAL:
  289. EXPECT_EQ(targetUnitState->getFirstHPleft(), unitHP);
  290. break;
  291. case EHealLevel::RESURRECT:
  292. EXPECT_EQ(targetUnitState->getFirstHPleft(), 1);
  293. break;
  294. case EHealLevel::OVERHEAL:
  295. EXPECT_EQ(targetUnitState->getFirstHPleft(), 1);
  296. break;
  297. default:
  298. break;
  299. }
  300. switch(healPower)
  301. {
  302. case EHealPower::PERMANENT:
  303. EXPECT_EQ(targetUnitState->health.getResurrected(), 0);
  304. break;
  305. case EHealPower::ONE_BATTLE:
  306. EXPECT_EQ(targetUnitState->health.getResurrected(), 10);
  307. break;
  308. default:
  309. break;
  310. }
  311. }
  312. INSTANTIATE_TEST_CASE_P
  313. (
  314. ByConfig1,
  315. HealApplyTest,
  316. Combine
  317. (
  318. Values(EHealLevel::HEAL, EHealLevel::RESURRECT, EHealLevel::OVERHEAL),
  319. Values(EHealPower::PERMANENT)
  320. )
  321. );
  322. INSTANTIATE_TEST_CASE_P
  323. (
  324. ByConfig2,
  325. HealApplyTest,
  326. Combine
  327. (
  328. Values(EHealLevel::RESURRECT, EHealLevel::OVERHEAL),
  329. Values(EHealPower::ONE_BATTLE)
  330. )
  331. );
  332. }