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vcmi/test/CVcmiTestConfig.cpp

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/*
* CVcmiTestConfig.cpp, 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
*
*/
#include "StdInc.h"
#include "CVcmiTestConfig.h"
#include "../lib/CConsoleHandler.h"
#include "../lib/logging/CBasicLogConfigurator.h"
#include "../lib/VCMIDirs.h"
#include "../lib/VCMI_Lib.h"
#include "../lib/logging/CLogger.h"
#include "../lib/CConfigHandler.h"
#include "../lib/filesystem/Filesystem.h"
#include "../lib/filesystem/CFilesystemLoader.h"
#include "../lib/filesystem/AdapterLoaders.h"
void CVcmiTestConfig::SetUp()
{
console = new CConsoleHandler();
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
preinitDLL(console, true);
loadDLLClasses(true);
/* TEST_DATA_DIR may be wrong, if yes below test don't run,
find your test data folder in your build and change TEST_DATA_DIR for it*/
const std::string TEST_DATA_DIR = "test/testdata/";
auto path = boost::filesystem::current_path();
path+= "/" + TEST_DATA_DIR;
if(boost::filesystem::exists(path)){
auto loader = new CFilesystemLoader("test/", TEST_DATA_DIR);
dynamic_cast<CFilesystemList*>(CResourceHandler::get("core"))->addLoader(loader, false);
loader = new CFilesystemLoader("scripts/test/erm/", TEST_DATA_DIR+"erm/");
dynamic_cast<CFilesystemList*>(CResourceHandler::get("core"))->addLoader(loader, false);
loader = new CFilesystemLoader("scripts/test/lua/", TEST_DATA_DIR+"lua/");
dynamic_cast<CFilesystemList*>(CResourceHandler::get("core"))->addLoader(loader, false);
}
}
void CVcmiTestConfig::TearDown()
{
std::cout << "Ending global test tear-down." << std::endl;
}