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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.
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test/mock/mock_IGameInfoCallback.h
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36
test/mock/mock_IGameInfoCallback.h
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/*
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* mock_IGameInfoCallback.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/CGameInfoCallback.h"
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class IGameInfoCallbackMock : public IGameInfoCallback
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{
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public:
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//various
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MOCK_CONST_METHOD1(getDate, int(Date::EDateType));
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MOCK_CONST_METHOD2(isAllowed, bool(int32_t, int32_t));
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//player
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MOCK_CONST_METHOD1(getPlayer, const Player *(PlayerColor));
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MOCK_CONST_METHOD0(getLocalPlayer, PlayerColor());
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//hero
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MOCK_CONST_METHOD1(getHero, const CGHeroInstance *(ObjectInstanceID));
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MOCK_CONST_METHOD1(getHeroWithSubid, const CGHeroInstance *(int));
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//objects
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MOCK_CONST_METHOD2(getObj, const CGObjectInstance *(ObjectInstanceID, bool));
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MOCK_CONST_METHOD2(getVisitableObjs, std::vector<const CGObjectInstance*>(int3, bool));
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};
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