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
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/*
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* ERM_MF.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "../scripting/ScriptFixture.h"
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#include "../mock/mock_events_ApplyDamage.h"
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namespace test
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{
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namespace scripting
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{
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using namespace ::testing;
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using ::events::ApplyDamage;
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using ::events::ApplyDamageMock;
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class ERM_MF : public Test, public ScriptFixture
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{
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public:
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StrictMock<UnitMock> targetMock;
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ApplyDamageMock event;
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void setDefaultExpectations()
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{
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}
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protected:
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void SetUp() override
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{
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ScriptFixture::setUp();
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}
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};
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TEST_F(ERM_MF, ChangesDamage)
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{
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setDefaultExpectations();
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std::stringstream source;
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source << "VERM" << std::endl;
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source << "!?MF1;" << std::endl;
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source << "!!MF:D?y-1;" << std::endl;
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source << "!!VRy-1:+10;" << std::endl;
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source << "!!MF:Fy-1;" << std::endl;
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loadScript(VLC->scriptHandler->erm, source.str());
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SCOPED_TRACE("\n" + subject->code);
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runClientServer();
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2024-06-24 03:23:26 +02:00
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EXPECT_CALL(event, getInitialDamage()).WillOnce(Return(23450));
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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
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EXPECT_CALL(event, setDamage(Eq(23460))).Times(1);
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eventBus.executeEvent(event);
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}
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TEST_F(ERM_MF, GetsUnitId)
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{
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setDefaultExpectations();
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std::stringstream source;
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source << "VERM" << std::endl;
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source << "!?MF1;" << std::endl;
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source << "!!MF:N?v1;" << std::endl;
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loadScript(VLC->scriptHandler->erm, source.str());
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SCOPED_TRACE("\n" + subject->code);
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runClientServer();
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EXPECT_CALL(event, getTarget()).WillRepeatedly(Return(&targetMock));
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EXPECT_CALL(targetMock, unitId()).WillRepeatedly(Return(42));
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eventBus.executeEvent(event);
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JsonNode actualState = context->saveState();
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EXPECT_EQ(actualState["ERM"]["v"]["1"].Float(), 42);
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}
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//TODO:MF:E
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//TODO:MF:W
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}
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}
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