mirror of
https://github.com/vcmi/vcmi.git
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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:
.travis.ymlCCallback.cppCCallback.h
AI
BattleAI
EmptyAI
StupidAI
VCAI
CI
CMakeLists.txtGlobal.hMods/vcmi/Data/s
client
CGameInfo.cppCGameInfo.hCMT.cppCMusicHandler.cppCMusicHandler.hCPlayerInterface.cppCPlayerInterface.hCServerHandler.cppClient.cppClient.hGraphics.cppGraphics.hNetPacksClient.cppVCMI_client.cbp
battle
gui
lobby
widgets
windows
cmake_modules
config
include
vcmi
Artifact.hArtifactService.hCreature.hCreatureService.hEntity.hEntityService.hEnvironment.hFaction.hFactionService.hHeroClass.hHeroClassService.hHeroType.hHeroTypeService.hMetatype.hPlayer.hServerCallback.hServices.hSkill.hSkillService.hTeam.h
events
AdventureEvents.hApplyDamage.hBattleEvents.hEvent.hEventBus.hGameResumed.hGenericEvents.hObjectVisitEnded.hObjectVisitStarted.hPlayerGotTurn.hSubscriptionRegistry.hTurnStarted.h
scripting
spells
vstd
lib
CArtHandler.cppCArtHandler.hCCreatureHandler.cppCCreatureHandler.hCCreatureSet.cppCCreatureSet.hCGameInfoCallback.cppCGameInfoCallback.hCGameInterface.cppCGameInterface.hCGameState.cppCGameState.hCGameStateFwd.hCHeroHandler.cppCHeroHandler.hCMakeLists.txtCModHandler.cppCPathfinder.cppCPlayerState.cppCPlayerState.hCScriptingModule.cppCScriptingModule.hCSkillHandler.cppCSkillHandler.hCStack.cppCStack.hCThreadHelper.hCTownHandler.cppCTownHandler.hGameConstants.cppGameConstants.hHeroBonus.cppHeroBonus.hIGameCallback.cppIGameCallback.hIGameEventsReceiver.hIHandlerBase.hJsonNode.cppNetPacks.hNetPacksBase.hNetPacksLib.cppScriptHandler.cppScriptHandler.hVCMI_Lib.cppVCMI_Lib.hVCMI_lib.cbp
abilities
battle
BattleInfo.cppBattleInfo.hCBattleInfoCallback.cppCBattleInfoCallback.hCBattleInfoEssentials.hCCallbackBase.hCObstacleInstance.cppCPlayerBattleCallback.hCUnitState.cppCUnitState.hIBattleInfoCallback.hIBattleState.hSideInBattle.hUnit.h
events
ApplyDamage.cppApplyDamage.hGameResumed.cppGameResumed.hObjectVisitEnded.cppObjectVisitEnded.hObjectVisitStarted.cppObjectVisitStarted.hPlayerGotTurn.cppPlayerGotTurn.hTurnStarted.cppTurnStarted.h
filesystem
mapObjects
CArmedInstance.cppCBank.cppCGHeroInstance.cppCGHeroInstance.hCGMarket.cppCGPandoraBox.cppCGTownInstance.cppCGTownInstance.hCObjectClassesHandler.cppCObjectClassesHandler.hCObjectHandler.cppCObjectHandler.hCQuest.cppCRewardableObject.cppCommonConstructors.cppJsonRandom.cppMiscObjects.cpp
mapping
registerTypes
rmg
serializer
CSerializer.cppCSerializer.hJsonDeserializer.cppJsonSerializeFormat.cppJsonSerializeFormat.hJsonSerializer.cppJsonTreeSerializer.hJsonUpdater.cppJsonUpdater.h
spells
AbilityCaster.cppAbilityCaster.hAdventureSpellMechanics.cppAdventureSpellMechanics.hBattleSpellMechanics.cppBattleSpellMechanics.hBonusCaster.cppBonusCaster.hCSpellHandler.cppCSpellHandler.hISpellMechanics.cppISpellMechanics.hMagic.hProblem.hProxyCaster.cppProxyCaster.h
effects
vstd
osx
scripting
erm
CMakeLists.txtERM.cbpERMInterpreter.cppERMInterpreter.hERMParser.cppERMParser.hERMScriptModule.cppERMScriptModule.h
lua
CMakeLists.txtLua.cbpLuaCallWrapper.hLuaFunctor.hLuaReference.cppLuaReference.hLuaScriptModule.cppLuaScriptModule.hLuaScriptingContext.cppLuaScriptingContext.hLuaSpellEffect.cppLuaSpellEffect.hLuaStack.cppLuaStack.hLuaWrapper.hStdInc.cppStdInc.h
api
Artifact.cppArtifact.hBattleCb.cppBattleCb.hBonusSystem.cppBonusSystem.hCreature.cppCreature.hFaction.cppFaction.hGameCb.cppGameCb.hHeroClass.cppHeroClass.hHeroInstance.cppHeroInstance.hHeroType.cppHeroType.hObjectInstance.cppObjectInstance.hPlayer.cppPlayer.hRegistry.cppRegistry.hServerCb.cppServerCb.hServices.cppServices.hSkill.cppSkill.hSpell.cppSpell.hStackInstance.cppStackInstance.h
battle
events
AdventureEvents.cppAdventureEvents.hBattleEvents.cppBattleEvents.hEventBusProxy.cppEventBusProxy.hGenericEvents.cppGenericEvents.hSubscriptionRegistryProxy.cppSubscriptionRegistryProxy.h
netpacks
scripts/lib
Metatype.luaerm.lua
erm
BM.luaBU.luaDO.luaFU.luaFU_T.luaGM_T.luaHE.luaIF.luaMA.luaMF.luaMF_T.luaOW.luaPI_T.luaReceiverBase.luaTM.luaTM_T.luaTriggerBase.luaUN.luaVR.lua
verm.luaserver
test
CMakeLists.txtCVcmiTestConfig.cppJsonComparer.cppTest.cbp
vcmi.workspacebattle
entity
erm
ERMPersistenceTest.cppERM_BM.cppERM_BU.cppERM_FU.cppERM_GM_T.cppERM_MA.cppERM_MC.cppERM_MF.cppERM_OB_T.cppERM_TM_T.cppERM_UN.cppERM_VR.cppExamplesTest.cpp
events
game
mock
BattleFake.cppBattleFake.hmock_Creature.hmock_CreatureService.hmock_Environment.hmock_IBattleInfoCallback.hmock_IGameCallback.cppmock_IGameCallback.hmock_IGameEventCallback.hmock_IGameInfoCallback.hmock_ServerCallback.hmock_Services.hmock_battle_IBattleState.hmock_battle_Unit.hmock_events_ApplyDamage.hmock_scripting_Context.hmock_scripting_Pool.hmock_scripting_Script.hmock_scripting_Service.hmock_spells_Mechanics.hmock_spells_Problem.hmock_spells_Spell.hmock_spells_SpellService.hmock_spells_effects_Registry.hmock_vstd_CLoggerBase.h
netpacks
scripting
LuaSandboxTest.cppLuaSpellEffectAPITest.cppLuaSpellEffectTest.cppPoolTest.cppScriptFixture.cppScriptFixture.h
serializer
spells
CSpellTest.cpp
effects
testdata
erm
DO1.jsonDO1.vermDO2.jsonDO2.vermheroVar.jsonheroVar.vermindirectVar.jsonindirectVar.vermlist-manipulation.jsonlist-manipulation.vermre1.jsonre1.vermstd.jsonstd.vermtesty.jsontesty.verm
lua
vcai
92
test/scripting/ScriptFixture.cpp
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92
test/scripting/ScriptFixture.cpp
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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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#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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subject = VLC->scriptHandler->loadFromJson(&loggerMock, "core", scriptConfig, "test");
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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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