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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.
This commit is contained in:
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test/netpacks/EntitiesChangedTest.cpp
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46
test/netpacks/EntitiesChangedTest.cpp
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/*
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* EntitiesChangedTest.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 "NetPackFixture.h"
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namespace test
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{
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using namespace ::testing;
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class EntitiesChanged : public Test, public NetPackFixture
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{
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public:
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std::shared_ptr<::EntitiesChanged> subject;
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protected:
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void SetUp() override
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{
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subject = std::make_shared<::EntitiesChanged>();
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NetPackFixture::setUp();
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}
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};
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TEST_F(EntitiesChanged, Apply)
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{
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subject->changes.emplace_back();
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EntityChanges & changes = subject->changes.back();
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changes.metatype = Metatype::CREATURE;
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changes.entityIndex = 424242;
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changes.data.String() = "TEST";
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EXPECT_CALL(*gameState, updateEntity(Eq(Metatype::CREATURE), Eq(424242), _));
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gameState->apply(subject.get());
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}
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}
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