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/*
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* mock_IGameCallback . h , part of VCMI engine
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*
* 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
*
*/
# pragma once
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
# include <vcmi/ServerCallback.h>
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# include "../../lib/IGameCallback.h"
# include "../../lib/int3.h"
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
2017-07-20 06:08:49 +02:00
class GameCallbackMock : public IGameCallback
{
public :
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
using UpperCallback = : : ServerCallback ;
2017-07-20 06:08:49 +02:00
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
GameCallbackMock ( UpperCallback * upperCallback_ ) ;
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virtual ~ GameCallbackMock ( ) ;
void setGameState ( CGameState * gameState ) ;
///STUBS, to be removed as long as same methods moved from GameHandler
//all calls to such methods should be replaced with other object calls or actual netpacks
//currently they are declared in callbacks, overridden in GameHandler and stubbed in client
//TODO: fail all stub calls
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void setObjProperty ( ObjectInstanceID objid , int prop , si64 val ) override { }
void showInfoDialog ( InfoWindow * iw ) override { }
void showInfoDialog ( const std : : string & msg , PlayerColor player ) override { }
void changeSpells ( const CGHeroInstance * hero , bool give , const std : : set < SpellID > & spells ) override { }
bool removeObject ( const CGObjectInstance * obj ) override { return false ; }
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void createObject ( const int3 & visitablePosition , Obj type , int32_t subtype = 0 ) override { } ;
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void setOwner ( const CGObjectInstance * objid , PlayerColor owner ) override { }
void changePrimSkill ( const CGHeroInstance * hero , PrimarySkill : : PrimarySkill which , si64 val , bool abs = false ) override { }
void changeSecSkill ( const CGHeroInstance * hero , SecondarySkill which , int val , bool abs = false ) override { }
void showBlockingDialog ( BlockingDialog * iw ) override { }
void showGarrisonDialog ( ObjectInstanceID upobj , ObjectInstanceID hid , bool removableUnits ) override { } //cb will be called when player closes garrison window
void showTeleportDialog ( TeleportDialog * iw ) override { }
void showThievesGuildWindow ( PlayerColor player , ObjectInstanceID requestingObjId ) override { }
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void giveResource ( PlayerColor player , GameResID which , int val ) override { }
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void giveResources ( PlayerColor player , TResources resources ) override { }
void giveCreatures ( const CArmedInstance * objid , const CGHeroInstance * h , const CCreatureSet & creatures , bool remove ) override { }
void takeCreatures ( ObjectInstanceID objid , const std : : vector < CStackBasicDescriptor > & creatures ) override { }
bool changeStackCount ( const StackLocation & sl , TQuantity count , bool absoluteValue = false ) override { return false ; }
bool changeStackType ( const StackLocation & sl , const CCreature * c ) override { return false ; }
bool insertNewStack ( const StackLocation & sl , const CCreature * c , TQuantity count = - 1 ) override { return false ; } //count -1 => moves whole stack
bool eraseStack ( const StackLocation & sl , bool forceRemoval = false ) override { return false ; }
bool swapStacks ( const StackLocation & sl1 , const StackLocation & sl2 ) override { return false ; }
bool addToSlot ( const StackLocation & sl , const CCreature * c , TQuantity count ) override { return false ; } //makes new stack or increases count of already existing
void tryJoiningArmy ( const CArmedInstance * src , const CArmedInstance * dst , bool removeObjWhenFinished , bool allowMerging ) override { } //merges army from src do dst or opens a garrison window
bool moveStack ( const StackLocation & src , const StackLocation & dst , TQuantity count ) override { return false ; }
void removeAfterVisit ( const CGObjectInstance * object ) override { } //object will be destroyed when interaction is over. Do not call when interaction is not ongoing!
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bool giveHeroNewArtifact ( const CGHeroInstance * h , const CArtifact * artType , ArtifactPosition pos ) override { return false ; }
bool giveHeroArtifact ( const CGHeroInstance * h , const CArtifactInstance * a , ArtifactPosition pos ) override { return false ; }
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void putArtifact ( const ArtifactLocation & al , const CArtifactInstance * a ) override { }
void removeArtifact ( const ArtifactLocation & al ) override { }
bool moveArtifact ( const ArtifactLocation & al1 , const ArtifactLocation & al2 ) override { return false ; }
void heroVisitCastle ( const CGTownInstance * obj , const CGHeroInstance * hero ) override { }
void stopHeroVisitCastle ( const CGTownInstance * obj , const CGHeroInstance * hero ) override { }
void visitCastleObjects ( const CGTownInstance * obj , const CGHeroInstance * hero ) override { }
void startBattlePrimary ( const CArmedInstance * army1 , const CArmedInstance * army2 , int3 tile , const CGHeroInstance * hero1 , const CGHeroInstance * hero2 , bool creatureBank = false , const CGTownInstance * town = nullptr ) override { } //use hero=nullptr for no hero
void startBattleI ( const CArmedInstance * army1 , const CArmedInstance * army2 , int3 tile , bool creatureBank = false ) override { } //if any of armies is hero, hero will be used
void startBattleI ( const CArmedInstance * army1 , const CArmedInstance * army2 , bool creatureBank = false ) override { } //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
bool moveHero ( ObjectInstanceID hid , int3 dst , ui8 teleporting , bool transit = false , PlayerColor asker = PlayerColor : : NEUTRAL ) override { return false ; }
bool swapGarrisonOnSiege ( ObjectInstanceID tid ) override { return false ; }
void giveHeroBonus ( GiveBonus * bonus ) override { }
void setMovePoints ( SetMovePoints * smp ) override { }
void setManaPoints ( ObjectInstanceID hid , int val ) override { }
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void giveHero ( ObjectInstanceID id , PlayerColor player , ObjectInstanceID boatId = ObjectInstanceID ( ) ) override { }
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void changeObjPos ( ObjectInstanceID objid , int3 newPos ) override { }
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void heroExchange ( ObjectInstanceID hero1 , ObjectInstanceID hero2 ) override { } //when two heroes meet on adventure map
void changeFogOfWar ( int3 center , ui32 radius , PlayerColor player , bool hide ) override { }
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void changeFogOfWar ( std : : unordered_set < int3 > & tiles , PlayerColor player , bool hide ) override { }
void castSpell ( const spells : : Caster * caster , SpellID spellID , const int3 & pos ) override { }
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///useful callback methods
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void sendAndApply ( CPackForClient * pack ) override ;
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
2023-04-25 21:24:10 +02:00
# if SCRIPTING_ENABLED
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
MOCK_CONST_METHOD0 ( getGlobalContextPool , scripting : : Pool * ( ) ) ;
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# endif
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private :
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
UpperCallback * upperCallback ;
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} ;