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mirror of https://github.com/vcmi/vcmi.git synced 2025-06-23 00:28:08 +02:00

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:
AlexVinS
2018-03-17 17:58:30 +03:00
committed by AlexVinS
parent 11bb46780a
commit ecaa9f5d0b
475 changed files with 22491 additions and 7123 deletions

View File

@ -35,6 +35,7 @@ protected:
void SetUp() override
{
EffectFixture::setUp();
EffectFixture::setupEffect(JsonNode());
}
};
@ -86,6 +87,7 @@ protected:
TEST_F(DamageApplyTest, DoesDamageToAliveUnit)
{
EffectFixture::setupEffect(JsonNode());
using namespace ::battle;
const int64_t effectValue = 123;
@ -106,34 +108,38 @@ TEST_F(DamageApplyTest, DoesDamageToAliveUnit)
std::shared_ptr<CUnitState> targetUnitState = std::make_shared<CUnitStateDetached>(&targetUnit, &targetUnit);
targetUnitState->localInit(&unitEnvironmentMock);
EXPECT_CALL(targetUnit, acquireState()).WillOnce(Return(targetUnitState));
EXPECT_CALL(*battleFake, setUnitState(Eq(unitId),_, Lt(0))).Times(1);
EXPECT_CALL(serverMock, apply(Matcher<StacksInjured *>(_))).Times(1);
EXPECT_CALL(serverMock, describeChanges()).WillRepeatedly(Return(false));
setupDefaultRNG();
EffectTarget target;
target.emplace_back(&targetUnit, BattleHex());
subject->apply(battleProxy.get(), rngMock, &mechanicsMock, target);
subject->apply(&serverMock, &mechanicsMock, target);
EXPECT_EQ(targetUnitState->getCount(), unitAmount - 1);
}
TEST_F(DamageApplyTest, IgnoresDeadUnit)
{
EffectFixture::setupEffect(JsonNode());
using namespace ::battle;
auto & targetUnit = unitsFake.add(BattleSide::ATTACKER);
EXPECT_CALL(targetUnit, alive()).WillRepeatedly(Return(false));
EXPECT_CALL(targetUnit, acquireState()).Times(0);
EXPECT_CALL(*battleFake, setUnitState(_,_,_)).Times(0);
EXPECT_CALL(serverMock, describeChanges()).WillRepeatedly(Return(false));
setupDefaultRNG();
EffectTarget target;
target.emplace_back(&targetUnit, BattleHex());
subject->apply(battleProxy.get(), rngMock, &mechanicsMock, target);
subject->apply(&serverMock, &mechanicsMock, target);
}
TEST_F(DamageApplyTest, DoesDamageByPercent)
@ -168,13 +174,15 @@ TEST_F(DamageApplyTest, DoesDamageByPercent)
EXPECT_CALL(targetUnit, acquireState()).WillOnce(Return(targetUnitState));
EXPECT_CALL(*battleFake, setUnitState(Eq(unitId),_, Lt(0))).Times(1);
EXPECT_CALL(serverMock, apply(Matcher<StacksInjured *>(_))).Times(1);
EXPECT_CALL(serverMock, describeChanges()).WillRepeatedly(Return(false));
setupDefaultRNG();
EffectTarget target;
target.emplace_back(&targetUnit, BattleHex());
subject->apply(battleProxy.get(), rngMock, &mechanicsMock, target);
subject->apply(&serverMock, &mechanicsMock, target);
EXPECT_EQ(targetUnitState->getCount(), unitAmount - (unitAmount * effectValue / 100));
}
@ -210,13 +218,15 @@ TEST_F(DamageApplyTest, DoesDamageByCount)
EXPECT_CALL(targetUnit, acquireState()).WillOnce(Return(targetUnitState));
EXPECT_CALL(*battleFake, setUnitState(Eq(unitId), _, Lt(0))).Times(1);
EXPECT_CALL(serverMock, apply(Matcher<StacksInjured *>(_))).Times(1);
EXPECT_CALL(serverMock, describeChanges()).WillRepeatedly(Return(false));
setupDefaultRNG();
EffectTarget target;
target.emplace_back(&targetUnit, BattleHex());
subject->apply(battleProxy.get(), rngMock, &mechanicsMock, target);
subject->apply(&serverMock, &mechanicsMock, target);
EXPECT_EQ(targetUnitState->getCount(), unitAmount - effectValue);
}