/* * mock_IGameCallback.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 #include "../../lib/IGameCallback.h" #include "../../lib/int3.h" class GameCallbackMock : public IGameCallback { public: using UpperCallback = ::ServerCallback; GameCallbackMock(UpperCallback * upperCallback_); virtual ~GameCallbackMock(); void setGameState(CGameState * gameState); ///STUBS, to be removed as long as same methods moved from GameHandler //all calls to such methods should be replaced with other object calls or actual netpacks //currently they are declared in callbacks, overridden in GameHandler and stubbed in client //TODO: fail all stub calls void setObjProperty(ObjectInstanceID objid, int prop, si64 val) override {} void showInfoDialog(InfoWindow * iw) override {} void showInfoDialog(const std::string & msg, PlayerColor player) override {} void changeSpells(const CGHeroInstance * hero, bool give, const std::set &spells) override {} bool removeObject(const CGObjectInstance * obj) override {return false;} void createObject(const int3 & visitablePosition, Obj type, int32_t subtype = 0) override {}; void setOwner(const CGObjectInstance * objid, PlayerColor owner) override {} void changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs=false) override {} void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs=false) override {} void showBlockingDialog(BlockingDialog *iw) override {} void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) override {} //cb will be called when player closes garrison window void showTeleportDialog(TeleportDialog *iw) override {} void showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId) override {} void giveResource(PlayerColor player, GameResID which, int val) override {} void giveResources(PlayerColor player, TResources resources) override {} void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) override {} void takeCreatures(ObjectInstanceID objid, const std::vector &creatures) override {} bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) override {return false;} bool changeStackType(const StackLocation &sl, const CCreature *c) override {return false;} bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count = -1) override {return false;} //count -1 => moves whole stack bool eraseStack(const StackLocation &sl, bool forceRemoval = false) override {return false;} bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) override {return false;} bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) override {return false;} //makes new stack or increases count of already existing void tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging) override {} //merges army from src do dst or opens a garrison window bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count) override {return false;} void removeAfterVisit(const CGObjectInstance *object) override {} //object will be destroyed when interaction is over. Do not call when interaction is not ongoing! bool giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos) override {return false;} bool giveHeroArtifact(const CGHeroInstance * h, const CArtifactInstance * a, ArtifactPosition pos) override {return false;} void putArtifact(const ArtifactLocation &al, const CArtifactInstance *a) override {} void removeArtifact(const ArtifactLocation &al) override {} bool moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2) override {return false;} void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {} void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {} void visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero) override {} void startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = nullptr) override {} //use hero=nullptr for no hero void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false) override {} //if any of armies is hero, hero will be used void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank = false) override {} //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL) override {return false;} bool swapGarrisonOnSiege(ObjectInstanceID tid) override {return false;} void giveHeroBonus(GiveBonus * bonus) override {} void setMovePoints(SetMovePoints * smp) override {} void setManaPoints(ObjectInstanceID hid, int val) override {} void giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId = ObjectInstanceID()) override {} void changeObjPos(ObjectInstanceID objid, int3 newPos) override {} void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) override {} //when two heroes meet on adventure map void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide) override {} void changeFogOfWar(std::unordered_set &tiles, PlayerColor player, bool hide) override {} void castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos) override {} ///useful callback methods void sendAndApply(CPackForClient * pack) override; #if SCRIPTING_ENABLED MOCK_CONST_METHOD0(getGlobalContextPool, scripting::Pool *()); #endif private: UpperCallback * upperCallback; };