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
|
|
|
/*
|
|
|
|
* BattleFake.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 "BattleFake.h"
|
|
|
|
|
|
|
|
namespace test
|
|
|
|
{
|
|
|
|
namespace battle
|
|
|
|
{
|
|
|
|
|
|
|
|
void UnitFake::addNewBonus(const std::shared_ptr<Bonus> & b)
|
|
|
|
{
|
|
|
|
bonusFake.addNewBonus(b);
|
|
|
|
}
|
|
|
|
|
|
|
|
void UnitFake::makeAlive()
|
|
|
|
{
|
|
|
|
EXPECT_CALL(*this, alive()).Times(AtLeast(1)).WillRepeatedly(Return(true));
|
|
|
|
}
|
|
|
|
|
|
|
|
void UnitFake::makeDead()
|
|
|
|
{
|
|
|
|
EXPECT_CALL(*this, alive()).Times(AtLeast(1)).WillRepeatedly(Return(false));
|
|
|
|
EXPECT_CALL(*this, isGhost()).Times(AtLeast(1)).WillRepeatedly(Return(false));
|
|
|
|
}
|
|
|
|
|
|
|
|
void UnitFake::redirectBonusesToFake()
|
|
|
|
{
|
|
|
|
ON_CALL(*this, getAllBonuses(_, _, _, _)).WillByDefault(Invoke(&bonusFake, &BonusBearerMock::getAllBonuses));
|
|
|
|
ON_CALL(*this, getTreeVersion()).WillByDefault(Invoke(&bonusFake, &BonusBearerMock::getTreeVersion));
|
|
|
|
}
|
|
|
|
|
|
|
|
void UnitFake::expectAnyBonusSystemCall()
|
|
|
|
{
|
|
|
|
EXPECT_CALL(*this, getAllBonuses(_, _, _, _)).Times(AtLeast(0));
|
|
|
|
EXPECT_CALL(*this, getTreeVersion()).Times(AtLeast(0));
|
|
|
|
}
|
|
|
|
|
|
|
|
UnitFake & UnitsFake::add(ui8 side)
|
|
|
|
{
|
|
|
|
UnitFake * unit = new UnitFake();
|
|
|
|
ON_CALL(*unit, unitSide()).WillByDefault(Return(side));
|
|
|
|
unit->redirectBonusesToFake();
|
|
|
|
|
|
|
|
allUnits.emplace_back(unit);
|
|
|
|
return *allUnits.back().get();
|
|
|
|
}
|
|
|
|
|
|
|
|
Units UnitsFake::getUnitsIf(UnitFilter predicate) const
|
|
|
|
{
|
|
|
|
Units ret;
|
|
|
|
|
|
|
|
for(auto & unit : allUnits)
|
|
|
|
{
|
|
|
|
if(predicate(unit.get()))
|
|
|
|
ret.push_back(unit.get());
|
|
|
|
}
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
|
|
|
|
void UnitsFake::setDefaultBonusExpectations()
|
|
|
|
{
|
|
|
|
for(auto & unit : allUnits)
|
|
|
|
{
|
|
|
|
unit->expectAnyBonusSystemCall();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
BattleFake::~BattleFake() = default;
|
|
|
|
|
|
|
|
BattleFake::BattleFake(std::shared_ptr<scripting::PoolMock> pool_)
|
|
|
|
: CBattleInfoCallback(),
|
|
|
|
BattleStateMock(),
|
|
|
|
pool(pool_)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
void BattleFake::setUp()
|
|
|
|
{
|
|
|
|
CBattleInfoCallback::setBattle(this);
|
|
|
|
}
|
|
|
|
|
|
|
|
void BattleFake::setupEmptyBattlefield()
|
|
|
|
{
|
|
|
|
EXPECT_CALL(*this, getDefendedTown()).WillRepeatedly(Return(nullptr));
|
|
|
|
EXPECT_CALL(*this, getAllObstacles()).WillRepeatedly(Return(IBattleInfo::ObstacleCList()));
|
2022-06-28 10:05:30 +02:00
|
|
|
EXPECT_CALL(*this, getBattlefieldType()).WillRepeatedly(Return(BattleField::fromString("grass_hills")));
|
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
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
scripting::Pool * BattleFake::getContextPool() const
|
|
|
|
{
|
|
|
|
return pool.get();
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|