/* * mock_VCAI.h, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #pragma once #include "gtest/gtest.h" #include "../AI/VCAI/VCAI.h" //dependency hell #include "../../lib/NetPacks.h" //for Component, TryMoveHero #include "../../lib/serializer/BinarySerializer.h" #include "../../lib/serializer/BinaryDeserializer.h" class VCAIMock : public VCAI { public: VCAIMock(); virtual ~VCAIMock(); //overloading all "override" methods from VCAI. AI should never call them, anyway MOCK_CONST_METHOD0(getBattleAIName, std::string()); MOCK_METHOD1(init, void(std::shared_ptr CB)); MOCK_METHOD0(yourTurn, void()); MOCK_METHOD4(heroGotLevel, void(const CGHeroInstance * hero, PrimarySkill::PrimarySkill pskill, std::vector & skills, QueryID queryID)); MOCK_METHOD3(commanderGotLevel, void(const CCommanderInstance * commander, std::vector skills, QueryID queryID)); MOCK_METHOD6(showBlockingDialog, void(const std::string & text, const std::vector & components, QueryID askID, const int soundID, bool selection, bool cancel)); MOCK_METHOD4(showGarrisonDialog, void(const CArmedInstance * up, const CGHeroInstance * down, bool removableUnits, QueryID queryID)); MOCK_METHOD4(showTeleportDialog, void(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)); MOCK_METHOD5(showMapObjectSelectDialog, void(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector & objects)); MOCK_METHOD2(saveGame, void(BinarySerializer & h, const int version)); MOCK_METHOD2(loadGame, void(BinaryDeserializer & h, const int version)); MOCK_METHOD0(finish, void()); MOCK_METHOD1(availableCreaturesChanged, void(const CGDwelling * town)); MOCK_METHOD1(heroMoved, void(const TryMoveHero & details)); MOCK_METHOD1(heroInGarrisonChange, void(const CGTownInstance * town)); MOCK_METHOD2(centerView, void(int3 pos, int focusTime)); MOCK_METHOD1(tileHidden, void(const std::unordered_set & pos)); MOCK_METHOD2(artifactMoved, void(const ArtifactLocation & src, const ArtifactLocation & dst)); MOCK_METHOD1(artifactAssembled, void(const ArtifactLocation & al)); MOCK_METHOD1(showTavernWindow, void(const CGObjectInstance * townOrTavern)); MOCK_METHOD1(showThievesGuildWindow, void(const CGObjectInstance * obj)); MOCK_METHOD2(playerBlocked, void(int reason, bool start)); MOCK_METHOD0(showPuzzleMap, void()); MOCK_METHOD1(showShipyardDialog, void(const IShipyard * obj)); MOCK_METHOD2(gameOver, void(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult)); MOCK_METHOD1(artifactPut, void(const ArtifactLocation & al)); MOCK_METHOD1(artifactRemoved, void(const ArtifactLocation & al)); MOCK_METHOD1(artifactDisassembled, void(const ArtifactLocation & al)); MOCK_METHOD3(heroVisit, void(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)); MOCK_METHOD1(availableArtifactsChanged, void(const CGBlackMarket * bm)); MOCK_METHOD2(heroVisitsTown, void(const CGHeroInstance * hero, const CGTownInstance * town)); MOCK_METHOD1(tileRevealed, void(const std::unordered_set & pos)); MOCK_METHOD3(heroExchangeStarted, void(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)); MOCK_METHOD3(heroPrimarySkillChanged, void(const CGHeroInstance * hero, int which, si64 val)); MOCK_METHOD3(showRecruitmentDialog, void(const CGDwelling * dwelling, const CArmedInstance * dst, int level)); MOCK_METHOD1(heroMovePointsChanged, void(const CGHeroInstance * hero)); MOCK_METHOD2(garrisonsChanged, void(ObjectInstanceID id1, ObjectInstanceID id2)); MOCK_METHOD1(newObject, void(const CGObjectInstance * obj)); MOCK_METHOD2(showHillFortWindow, void(const CGObjectInstance * object, const CGHeroInstance * visitor)); MOCK_METHOD2(playerBonusChanged, void(const Bonus & bonus, bool gain)); MOCK_METHOD1(heroCreated, void(const CGHeroInstance *)); MOCK_METHOD2(advmapSpellCast, void(const CGHeroInstance * caster, int spellID)); MOCK_METHOD3(showInfoDialog, void(const std::string & text, const std::vector & components, int soundID)); MOCK_METHOD1(requestRealized, void(PackageApplied * pa)); MOCK_METHOD0(receivedResource, void()); MOCK_METHOD1(objectRemoved, void(const CGObjectInstance * obj)); MOCK_METHOD2(showUniversityWindow, void(const IMarket * market, const CGHeroInstance * visitor)); MOCK_METHOD1(heroManaPointsChanged, void(const CGHeroInstance * hero)); MOCK_METHOD3(heroSecondarySkillChanged, void(const CGHeroInstance * hero, int which, int val)); MOCK_METHOD0(battleResultsApplied, void()); MOCK_METHOD1(objectPropertyChanged, void(const SetObjectProperty * sop)); MOCK_METHOD3(buildChanged, void(const CGTownInstance * town, BuildingID buildingID, int what)); MOCK_METHOD3(heroBonusChanged, void(const CGHeroInstance * hero, const Bonus & bonus, bool gain)); MOCK_METHOD2(showMarketWindow, void(const IMarket * market, const CGHeroInstance * visitor)); MOCK_METHOD1(showWorldViewEx, void(const std::vector & objectPositions)); MOCK_METHOD6(battleStart, void(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side)); MOCK_METHOD1(battleEnd, void(const BattleResult * br)); MOCK_METHOD2(requestSent, void(const CPackForServer * pack, int requestID)); //interetsing stuff MOCK_CONST_METHOD0(getFlaggedObjects, std::vector()); };