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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/scripting/ScriptFixture.h
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82
test/scripting/ScriptFixture.h
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/*
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* ScriptFixture.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 <vstd/RNG.h>
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#include <vcmi/events/EventBus.h>
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#include "../../lib/JsonNode.h"
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#include "../../lib/HeroBonus.h"
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#include "../../lib/ScriptHandler.h"
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#include "../../lib/NetPacksBase.h"
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#include "../../lib/battle/CBattleInfoCallback.h"
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#include "../mock/mock_ServerCallback.h"
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#include "../mock/mock_IBattleInfoCallback.h"
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#include "../mock/mock_IGameInfoCallback.h"
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#include "../mock/mock_battle_IBattleState.h"
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#include "../mock/mock_scripting_Pool.h"
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#include "../mock/mock_Environment.h"
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#include "../mock/mock_Services.h"
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#include "../mock/mock_vstd_CLoggerBase.h"
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#include "../mock/BattleFake.h"
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#include "../JsonComparer.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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using ::events::EventBus;
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class ScriptFixture
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{
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public:
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EventBus eventBus;
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std::shared_ptr<PoolMock> pool;
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std::shared_ptr<ScriptImpl> subject;
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std::shared_ptr<Context> context;
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battle::UnitsFake unitsFake;
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StrictMock<EnvironmentMock> environmentMock;
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StrictMock<IBattleInfoCallbackMock> binfoMock;
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StrictMock<IGameInfoCallbackMock> infoMock;
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StrictMock<ServerCallbackMock> serverMock;
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StrictMock<ServicesMock> servicesMock;
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LoggerMock loggerMock;
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ScriptFixture();
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virtual ~ScriptFixture();
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void loadScriptFromFile(const std::string & path);
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void loadScript(const JsonNode & scriptConfig);
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void loadScript(ModulePtr module, const std::string & scriptSource);
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void loadScript(ModulePtr module, const std::vector<std::string> & scriptSource);
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JsonNode runClientServer(const JsonNode & scriptState = JsonNode());
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JsonNode runServer(const JsonNode & scriptState = JsonNode());
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JsonNode runScript(ModulePtr module, const std::string & scriptSource, const JsonNode & scriptState = JsonNode());
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protected:
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void setUp();
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private:
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};
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}
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