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vcmi/test/mock/mock_MapService.cpp

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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
/*
* mock_MapService.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 "mock_MapService.h"
#include "../../lib/filesystem/Filesystem.h"
#include "../../lib/mapping/CMap.h"
#include "../../lib/mapping/MapFormatJson.h"
MapServiceMock::MapServiceMock(const std::string & path, MapListener * mapListener_)
: mapListener(mapListener_)
{
std::shared_ptr<CIOApi> io(new CProxyIOApi(&initialBuffer));
CZipSaver saver(io, "_");
const JsonNode header(ResourceID(path+CMapFormatJson::HEADER_FILE_NAME));
const JsonNode objects(ResourceID(path+CMapFormatJson::OBJECTS_FILE_NAME));
const JsonNode surface(ResourceID(path+"surface_terrain.json"));
addToArchive(saver, header, CMapFormatJson::HEADER_FILE_NAME);
addToArchive(saver, objects, CMapFormatJson::OBJECTS_FILE_NAME);
addToArchive(saver, surface, "surface_terrain.json");
ResourceID undergroundPath(path+"underground_terrain.json");
if(CResourceHandler::get()->existsResource(undergroundPath))
{
const JsonNode underground(undergroundPath);
addToArchive(saver, underground, "underground_terrain.json");
}
}
std::unique_ptr<CMap> MapServiceMock::loadMap() const
{
initialBuffer.seek(0);
CMapLoaderJson initialLoader(&initialBuffer);
std::unique_ptr<CMap> res = initialLoader.loadMap();
if(mapListener)
mapListener->mapLoaded(res.get());
return res;
}
std::unique_ptr<CMap> MapServiceMock::loadMap(const ResourceID & name) const
{
return loadMap();
}
std::unique_ptr<CMapHeader> MapServiceMock::loadMapHeader(const ResourceID & name) const
{
initialBuffer.seek(0);
CMapLoaderJson initialLoader(&initialBuffer);
return initialLoader.loadMapHeader();
}
std::unique_ptr<CMap> MapServiceMock::loadMap(const ui8 * buffer, int size, const std::string & name) const
{
return loadMap();
}
std::unique_ptr<CMapHeader> MapServiceMock::loadMapHeader(const ui8 * buffer, int size, const std::string & name) const
{
initialBuffer.seek(0);
CMapLoaderJson initialLoader(&initialBuffer);
return initialLoader.loadMapHeader();
}
void MapServiceMock::saveMap(const std::unique_ptr<CMap> & map, boost::filesystem::path fullPath) const
{
FAIL() << "Unexpected call to MapServiceMock::saveMap";
}
void MapServiceMock::addToArchive(CZipSaver & saver, const JsonNode & data, const std::string & filename)
{
auto s = data.toJson();
std::unique_ptr<COutputStream> stream = saver.addFile(filename);
if(stream->write((const ui8*)s.c_str(), s.size()) != s.size())
throw std::runtime_error("addToArchive: zip compression failed.");
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
}