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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* ScriptFixture.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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2023-01-04 22:33:56 +02:00
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#include "lib/CModHandler.h"
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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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#include "ScriptFixture.h"
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namespace test
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{
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using namespace ::testing;
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using namespace ::scripting;
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ScriptFixture::ScriptFixture() = default;
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ScriptFixture::~ScriptFixture() = default;
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void ScriptFixture::loadScriptFromFile(const std::string & path)
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{
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JsonNode scriptConfig(JsonNode::JsonType::DATA_STRUCT);
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scriptConfig["source"].String() = path;
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loadScript(scriptConfig);
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}
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void ScriptFixture::loadScript(const JsonNode & scriptConfig)
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{
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2022-12-07 15:18:19 +02:00
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subject = VLC->scriptHandler->loadFromJson(&loggerMock, CModHandler::scopeBuiltin(), scriptConfig, "test");
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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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GTEST_ASSERT_NE(subject, nullptr);
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context = subject->createContext(&environmentMock);
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EXPECT_CALL(*pool, getContext(Eq(subject.get()))).WillRepeatedly(Return(context));
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}
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void ScriptFixture::loadScript(ModulePtr module, const std::string & scriptSource)
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{
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subject = std::make_shared<ScriptImpl>(VLC->scriptHandler);
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subject->host = module;
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subject->sourceText = scriptSource;
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subject->identifier = "test";
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subject->compile(&loggerMock);
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context = subject->createContext(&environmentMock);
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EXPECT_CALL(*pool, getContext(Eq(subject.get()))).WillRepeatedly(Return(context));
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}
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void ScriptFixture::loadScript(ModulePtr module, const std::vector<std::string> & scriptSource)
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{
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std::string source = boost::algorithm::join(scriptSource, "\n");
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loadScript(module, source);
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}
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void ScriptFixture::setUp()
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{
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pool = std::make_shared<PoolMock>();
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EXPECT_CALL(environmentMock, battle()).WillRepeatedly(Return(&binfoMock));
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EXPECT_CALL(environmentMock, game()).WillRepeatedly(Return(&infoMock));
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EXPECT_CALL(environmentMock, logger()).WillRepeatedly(Return(&loggerMock));
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EXPECT_CALL(environmentMock, eventBus()).WillRepeatedly(Return(&eventBus));
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EXPECT_CALL(environmentMock, services()).WillRepeatedly(Return(&servicesMock));
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}
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JsonNode ScriptFixture::runClientServer(const JsonNode & scriptState)
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{
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context->run(scriptState);
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return context->saveState();
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}
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JsonNode ScriptFixture::runServer(const JsonNode & scriptState)
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{
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context->run(&serverMock, scriptState);
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return context->saveState();
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}
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JsonNode ScriptFixture::runScript(ModulePtr module, const std::string & scriptSource, const JsonNode & scriptState)
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{
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loadScript(module, scriptSource);
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return runClientServer(scriptState);
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}
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}
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