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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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@ -200,13 +200,15 @@ TEST_F(SacrificeApplyTest, ResurrectsTarget)
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EXPECT_CALL(targetUnit, acquire()).WillOnce(Return(targetUnitState));
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EXPECT_CALL(serverMock, apply(Matcher<BattleUnitsChanged *>(_))).Times(AtLeast(1));
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setupDefaultRNG();
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EffectTarget target;
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target.emplace_back(&targetUnit, BattleHex());
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target.emplace_back(&victim, BattleHex());
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subject->apply(battleProxy.get(), rngMock, &mechanicsMock, target);
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subject->apply(&serverMock, &mechanicsMock, target);
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EXPECT_EQ(targetUnitState->getAvailableHealth(), expectedHealValue);
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}
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