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vcmi/test/Test.cbp

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2014-04-02 07:39:15 +03:00
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<CodeBlocks_project_file>
<FileVersion major="1" minor="6" />
<Project>
<Option title="Test" />
<Option compiler="gnu_gcc_compiler_x64" />
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<Build>
<Target title="Debug-win32">
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<Option platforms="Windows;" />
<Option output="../VCMI_Test" prefix_auto="1" extension_auto="1" />
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<Option working_dir="../." />
<Option object_output="obj/Debug/x86/" />
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<Option type="1" />
<Option compiler="gcc" />
<Option parameters="--gtest_filter=*TM_T*" />
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<Compiler>
<Add option="-Og" />
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<Add option="-g" />
<Add directory="mock/" />
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</Compiler>
<Linker>
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<Add option="-lboost_filesystem$(#boost.libsuffix32)" />
<Add option="-lboost_system$(#boost.libsuffix32)" />
<Add option="-lboost_thread$(#boost.libsuffix32)" />
<Add directory="$(#boost.lib32)" />
</Linker>
</Target>
<Target title="Debug-win64">
<Option platforms="Windows;" />
<Option output="../VCMI_Test" prefix_auto="1" extension_auto="1" />
<Option working_dir="../." />
<Option object_output="obj/Debug/x64/" />
<Option type="1" />
<Option compiler="gnu_gcc_compiler_x64" />
<Compiler>
<Add option="-Og" />
<Add option="-g" />
<Add directory="mock/" />
</Compiler>
<Linker>
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<Add option="-lboost_filesystem$(#boost.libsuffix64)" />
<Add option="-lboost_system$(#boost.libsuffix64)" />
<Add option="-lboost_thread$(#boost.libsuffix64)" />
<Add directory="$(#boost.lib64)" />
</Linker>
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</Target>
</Build>
<Compiler>
<Add option="-Wextra" />
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<Add option="-Wall" />
<Add option="-std=gnu++11" />
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<Add option="-fexceptions" />
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<Add option="-Wpointer-arith" />
<Add option="-Wno-switch" />
<Add option="-Wno-sign-compare" />
<Add option="-Wno-unused-parameter" />
<Add option="-Wno-overloaded-virtual" />
<Add option="-Wno-unused-local-typedefs" />
<Add option="-Wno-noexcept-type" />
<Add option="-D_WIN32_WINNT=0x0600" />
<Add option="-D_WIN32" />
<Add option="-DBOOST_ALL_DYN_LINK" />
<Add option="-DBOOST_ALL_NO_LIB" />
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
<Add option="-DBOOST_SYSTEM_NO_DEPRECATED" />
<Add option="-DVCMI_NO_EXTRA_VERSION" />
<Add option="-DVCMI_DUMP_TEST_SCRIPTS" />
2015-08-11 20:20:13 +02:00
<Add directory="$(#zlib.include)" />
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<Add directory="$(#boost.include)" />
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<Add directory="googletest/googlemock/include" />
<Add directory="googletest/googletest/include" />
2016-08-12 10:35:47 +02:00
<Add directory="../include" />
2018-12-30 23:03:31 +02:00
<Add directory="../AI/FuzzyLite/fuzzylite" />
<Add directory="googletest/googlemock" />
<Add directory="googletest/googletest" />
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</Compiler>
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<Linker>
<Add option="-lVCMI_lib" />
2018-07-29 21:07:40 +02:00
<Add library="../AI/VCAI.dll" />
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<Add directory="../" />
</Linker>
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
<Unit filename="CMakeLists.txt" />
<Unit filename="CMemoryBufferTest.cpp" />
2014-04-07 09:06:03 +03:00
<Unit filename="CVcmiTestConfig.cpp" />
<Unit filename="CVcmiTestConfig.h" />
2018-03-05 20:26:00 +02:00
<Unit filename="JsonComparer.cpp" />
<Unit filename="JsonComparer.h" />
2014-04-07 09:06:03 +03:00
<Unit filename="StdInc.cpp">
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
<Option compile="0" />
<Option link="0" />
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<Option weight="0" />
</Unit>
<Unit filename="StdInc.h">
2016-11-28 18:34:20 +02:00
<Option weight="0" />
</Unit>
2017-07-19 07:16:36 +02:00
<Unit filename="battle/BattleHexTest.cpp" />
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
<Unit filename="battle/CBattleInfoCallbackTest.cpp" />
2017-07-12 14:43:03 +02:00
<Unit filename="battle/CHealthTest.cpp" />
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
<Unit filename="battle/CUnitStateMagicTest.cpp" />
<Unit filename="battle/CUnitStateTest.cpp" />
<Unit filename="battle/battle_UnitTest.cpp" />
<Unit filename="entity/CArtifactTest.cpp" />
<Unit filename="entity/CCreatureTest.cpp" />
<Unit filename="entity/CFactionTest.cpp" />
<Unit filename="entity/CHeroClassTest.cpp" />
<Unit filename="entity/CHeroTest.cpp" />
<Unit filename="entity/CSkillTest.cpp" />
<Unit filename="erm/ERMPersistenceTest.cpp" />
<Unit filename="erm/ERM_BM.cpp" />
<Unit filename="erm/ERM_BU.cpp" />
<Unit filename="erm/ERM_FU.cpp" />
<Unit filename="erm/ERM_GM_T.cpp" />
<Unit filename="erm/ERM_MA.cpp" />
<Unit filename="erm/ERM_MC.cpp" />
<Unit filename="erm/ERM_MF.cpp" />
<Unit filename="erm/ERM_OB_T.cpp" />
<Unit filename="erm/ERM_TM_T.cpp" />
<Unit filename="erm/ERM_UN.cpp" />
<Unit filename="erm/ERM_VR.cpp" />
<Unit filename="erm/ExamplesTest.cpp" />
<Unit filename="erm/interpretter/ERM_VR.cpp" />
<Unit filename="erm/interpretter/ErmRunner.cpp" />
<Unit filename="erm/interpretter/ErmRunner.h" />
<Unit filename="events/ApplyDamageTest.cpp" />
<Unit filename="events/EventBusTest.cpp" />
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
<Unit filename="game/CGameStateTest.cpp" />
2017-07-19 07:16:36 +02:00
<Unit filename="googletest/googlemock/src/gmock-all.cc" />
<Unit filename="googletest/googletest/src/gtest-all.cc" />
<Unit filename="main.cpp" />
<Unit filename="map/CMapEditManagerTest.cpp" />
<Unit filename="map/CMapFormatTest.cpp" />
<Unit filename="map/MapComparer.cpp" />
<Unit filename="map/MapComparer.h" />
<Unit filename="mock/BattleFake.cpp" />
<Unit filename="mock/BattleFake.h" />
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
<Unit filename="mock/mock_BonusBearer.cpp" />
<Unit filename="mock/mock_BonusBearer.h" />
2018-07-29 21:07:40 +02:00
<Unit filename="mock/mock_CPSICallback.cpp" />
<Unit filename="mock/mock_CPSICallback.h" />
<Unit filename="mock/mock_Creature.h" />
<Unit filename="mock/mock_CreatureService.h" />
<Unit filename="mock/mock_Environment.h" />
<Unit filename="mock/mock_IBattleInfoCallback.h" />
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
<Unit filename="mock/mock_IGameCallback.cpp" />
<Unit filename="mock/mock_IGameCallback.h" />
<Unit filename="mock/mock_IGameEventCallback.h" />
<Unit filename="mock/mock_IGameInfoCallback.h" />
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
<Unit filename="mock/mock_MapService.cpp" />
<Unit filename="mock/mock_MapService.h" />
<Unit filename="mock/mock_ServerCallback.h" />
<Unit filename="mock/mock_Services.h" />
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
<Unit filename="mock/mock_UnitEnvironment.h" />
<Unit filename="mock/mock_UnitInfo.h" />
<Unit filename="mock/mock_battle_IBattleState.h" />
<Unit filename="mock/mock_battle_Unit.h" />
<Unit filename="mock/mock_events_ApplyDamage.h" />
<Unit filename="mock/mock_scripting_Context.h" />
<Unit filename="mock/mock_scripting_Pool.h" />
<Unit filename="mock/mock_scripting_Script.h" />
<Unit filename="mock/mock_scripting_Service.h" />
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
<Unit filename="mock/mock_spells_Mechanics.h" />
<Unit filename="mock/mock_spells_Problem.h" />
<Unit filename="mock/mock_spells_Spell.h" />
<Unit filename="mock/mock_spells_SpellService.h" />
<Unit filename="mock/mock_spells_effects_Registry.h" />
<Unit filename="mock/mock_vstd_CLoggerBase.h" />
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
<Unit filename="mock/mock_vstd_RNG.h" />
<Unit filename="netpacks/EntitiesChangedTest.cpp" />
<Unit filename="netpacks/NetPackFixture.cpp" />
<Unit filename="netpacks/NetPackFixture.h" />
<Unit filename="rmg/CRmgTemplateTest.cpp" />
<Unit filename="scripting/LuaSandboxTest.cpp" />
<Unit filename="scripting/LuaSpellEffectAPITest.cpp" />
<Unit filename="scripting/LuaSpellEffectTest.cpp" />
<Unit filename="scripting/PoolTest.cpp" />
<Unit filename="scripting/ScriptFixture.cpp" />
<Unit filename="scripting/ScriptFixture.h" />
<Unit filename="serializer/JsonUpdaterTest.cpp" />
<Unit filename="spells/AbilityCasterTest.cpp" />
<Unit filename="spells/CSpellTest.cpp" />
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
<Unit filename="spells/TargetConditionTest.cpp" />
<Unit filename="spells/effects/CatapultTest.cpp" />
<Unit filename="spells/effects/CloneTest.cpp" />
<Unit filename="spells/effects/DamageTest.cpp" />
<Unit filename="spells/effects/DispelTest.cpp" />
<Unit filename="spells/effects/EffectFixture.cpp" />
<Unit filename="spells/effects/EffectFixture.h" />
<Unit filename="spells/effects/HealTest.cpp" />
<Unit filename="spells/effects/SacrificeTest.cpp" />
<Unit filename="spells/effects/SummonTest.cpp" />
<Unit filename="spells/effects/TeleportTest.cpp" />
<Unit filename="spells/effects/TimedTest.cpp" />
<Unit filename="spells/targetConditions/AbsoluteLevelConditionTest.cpp" />
<Unit filename="spells/targetConditions/AbsoluteSpellConditionTest.cpp" />
<Unit filename="spells/targetConditions/BonusConditionTest.cpp" />
<Unit filename="spells/targetConditions/CreatureConditionTest.cpp" />
<Unit filename="spells/targetConditions/ElementalConditionTest.cpp" />
<Unit filename="spells/targetConditions/HealthValueConditionTest.cpp" />
<Unit filename="spells/targetConditions/ImmunityNegationConditionTest.cpp" />
<Unit filename="spells/targetConditions/NormalLevelConditionTest.cpp" />
<Unit filename="spells/targetConditions/NormalSpellConditionTest.cpp" />
<Unit filename="spells/targetConditions/ReceptiveFeatureConditionTest.cpp" />
<Unit filename="spells/targetConditions/SpellEffectConditionTest.cpp" />
<Unit filename="spells/targetConditions/TargetConditionItemFixture.cpp" />
<Unit filename="spells/targetConditions/TargetConditionItemFixture.h" />
<Unit filename="testdata/MiniTest/header.json" />
<Unit filename="testdata/MiniTest/objects.json" />
<Unit filename="testdata/MiniTest/surface_terrain.json" />
<Unit filename="testdata/ObjectPropertyTest/header.json" />
<Unit filename="testdata/ObjectPropertyTest/objects.ex.json" />
<Unit filename="testdata/ObjectPropertyTest/objects.json" />
<Unit filename="testdata/ObjectPropertyTest/surface_terrain.json" />
<Unit filename="testdata/ObjectPropertyTest/underground_terrain.json" />
<Unit filename="testdata/TerrainTest/header.json" />
<Unit filename="testdata/TerrainTest/objects.json" />
<Unit filename="testdata/TerrainTest/surface_terrain.json" />
<Unit filename="testdata/TerrainTest/underground_terrain.json" />
<Unit filename="testdata/erm/DO1.json" />
<Unit filename="testdata/erm/DO1.verm" />
<Unit filename="testdata/erm/list-manipulation.json" />
<Unit filename="testdata/erm/list-manipulation.verm" />
<Unit filename="testdata/erm/re1.json" />
<Unit filename="testdata/erm/re1.verm" />
<Unit filename="testdata/erm/std.json" />
<Unit filename="testdata/erm/std.verm" />
<Unit filename="testdata/erm/testy.json" />
<Unit filename="testdata/erm/testy.verm" />
<Unit filename="testdata/lua/SandboxTest.lua" />
<Unit filename="testdata/lua/SpellEffectAPIMoveUnit.lua" />
<Unit filename="testdata/lua/SpellEffectAPITest.lua" />
<Unit filename="testdata/rmg/1.json" />
2018-07-29 21:07:40 +02:00
<Unit filename="vcai/ResourceManagerTest.h" />
<Unit filename="vcai/ResurceManagerTest.cpp" />
<Unit filename="vcai/mock_ResourceManager.cpp" />
<Unit filename="vcai/mock_ResourceManager.h" />
<Unit filename="vcai/mock_VCAI.cpp" />
<Unit filename="vcai/mock_VCAI.h" />
<Unit filename="vcai/mock_VCAI_CGoal.h" />
<Extensions />
2014-04-02 07:39:15 +03:00
</Project>
</CodeBlocks_project_file>