2017-07-20 06:08:49 +02:00
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/*
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* mock_battle_IBattleState.h, 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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#pragma once
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#include "../../lib/battle/IBattleState.h"
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class BattleStateMock : public IBattleState
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{
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public:
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MOCK_CONST_METHOD0(getActiveStackID, int32_t());
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MOCK_CONST_METHOD1(getStacksIf, TStacks(TStackFilter));
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MOCK_CONST_METHOD1(getUnitsIf, battle::Units(battle::UnitFilter));
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2022-06-22 10:41:02 +02:00
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MOCK_CONST_METHOD0(getBattlefieldType, BattleField());
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2022-06-20 16:39:50 +02:00
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MOCK_CONST_METHOD0(getTerrainType, Terrain());
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2017-07-20 06:08:49 +02:00
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MOCK_CONST_METHOD0(getAllObstacles, IBattleInfo::ObstacleCList());
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MOCK_CONST_METHOD0(getDefendedTown, const CGTownInstance *());
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MOCK_CONST_METHOD1(getWallState, si8(int));
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MOCK_CONST_METHOD0(getGateState, EGateState());
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MOCK_CONST_METHOD1(getSidePlayer, PlayerColor(ui8));
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MOCK_CONST_METHOD1(getSideArmy, const CArmedInstance *(ui8));
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MOCK_CONST_METHOD1(getSideHero, const CGHeroInstance *(ui8));
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MOCK_CONST_METHOD1(getCastSpells, uint32_t(ui8));
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MOCK_CONST_METHOD1(getEnchanterCounter, int32_t(ui8));
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MOCK_CONST_METHOD0(getTacticDist, ui8());
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MOCK_CONST_METHOD0(getTacticsSide, ui8());
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MOCK_CONST_METHOD0(asBearer, const IBonusBearer *());
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MOCK_CONST_METHOD0(nextUnitId, uint32_t());
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MOCK_CONST_METHOD3(getActualDamage, int64_t(const TDmgRange &, int32_t, vstd::RNG &));
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MOCK_METHOD1(nextRound, void(int32_t));
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MOCK_METHOD1(nextTurn, void(uint32_t));
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MOCK_METHOD2(addUnit, void(uint32_t, const JsonNode &));
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MOCK_METHOD3(setUnitState, void(uint32_t, const JsonNode &, int64_t));
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MOCK_METHOD2(moveUnit, void(uint32_t, BattleHex));
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MOCK_METHOD1(removeUnit, void(uint32_t));
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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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MOCK_METHOD2(updateUnit, void(uint32_t, const JsonNode &));
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2017-07-20 06:08:49 +02:00
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MOCK_METHOD2(addUnitBonus, void(uint32_t, const std::vector<Bonus> &));
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MOCK_METHOD2(updateUnitBonus, void(uint32_t, const std::vector<Bonus> &));
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MOCK_METHOD2(removeUnitBonus, void(uint32_t, const std::vector<Bonus> &));
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MOCK_METHOD2(setWallState, void(int, si8));
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MOCK_METHOD1(addObstacle, void(const ObstacleChanges &));
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MOCK_METHOD1(removeObstacle, void(uint32_t));
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2020-02-12 19:12:12 +02:00
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MOCK_METHOD1(updateObstacle, void(const ObstacleChanges &));
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2017-07-20 06:08:49 +02:00
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};
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