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vcmi/test/spells/effects/EffectFixture.h

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Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
/*
* EffectFixture.h, part of VCMI engine
*
* 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
#include "../../../lib/spells/effects/Effect.h"
#include "mock/mock_spells_Mechanics.h"
#include "mock/mock_spells_Problem.h"
#include "mock/mock_BonusBearer.h"
#include "mock/mock_battle_IBattleState.h"
#include "mock/mock_battle_Unit.h"
#include "mock/mock_vstd_RNG.h"
#include "../../../lib/JsonNode.h"
#include "../../../lib/NetPacksBase.h"
#include "../../../lib/battle/CBattleInfoCallback.h"
namespace battle
{
bool operator== (const Destination & left, const Destination & right);
}
namespace test
{
class EffectFixture
{
public:
class UnitFake : public UnitMock
{
public:
void addNewBonus(const std::shared_ptr<Bonus> & b);
void makeAlive();
void makeDead();
void redirectBonusesToFake();
void expectAnyBonusSystemCall();
private:
BonusBearerMock bonusFake;
};
class UnitsFake
{
public:
std::vector<std::shared_ptr<UnitFake>> allUnits;
UnitFake & add(ui8 side);
battle::Units getUnitsIf(battle::UnitFilter predicate) const;
void setDefaultBonusExpectations();
};
class BattleFake : public CBattleInfoCallback, public BattleStateMock
{
public:
BattleFake();
void setUp();
};
std::shared_ptr<::spells::effects::Effect> subject;
::spells::ProblemMock problemMock;
::spells::MechanicsMock mechanicsMock;
vstd::RNGMock rngMock;
UnitsFake unitsFake;
std::shared_ptr<BattleFake> battleFake;
std::shared_ptr<::spells::BattleStateProxy> battleProxy;
std::string effectName;
EffectFixture(std::string effectName_);
virtual ~EffectFixture();
void setupEffect(const JsonNode & effectConfig);
void setupDefaultRNG();
void setupEmptyBattlefield();
protected:
void setUp();
private:
};
}