/* * BattleFake.cpp, 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 * */ #include "StdInc.h" #include "BattleFake.h" namespace test { namespace battle { void UnitFake::addNewBonus(const std::shared_ptr & b) { bonusFake.addNewBonus(b); } void UnitFake::makeAlive() { EXPECT_CALL(*this, alive()).Times(AtLeast(1)).WillRepeatedly(Return(true)); } void UnitFake::makeDead() { EXPECT_CALL(*this, alive()).Times(AtLeast(1)).WillRepeatedly(Return(false)); EXPECT_CALL(*this, isGhost()).Times(AtLeast(1)).WillRepeatedly(Return(false)); } void UnitFake::redirectBonusesToFake() { ON_CALL(*this, getAllBonuses(_, _, _, _)).WillByDefault(Invoke(&bonusFake, &BonusBearerMock::getAllBonuses)); ON_CALL(*this, getTreeVersion()).WillByDefault(Invoke(&bonusFake, &BonusBearerMock::getTreeVersion)); } void UnitFake::expectAnyBonusSystemCall() { EXPECT_CALL(*this, getAllBonuses(_, _, _, _)).Times(AtLeast(0)); EXPECT_CALL(*this, getTreeVersion()).Times(AtLeast(0)); } UnitFake & UnitsFake::add(ui8 side) { UnitFake * unit = new UnitFake(); ON_CALL(*unit, unitSide()).WillByDefault(Return(side)); unit->redirectBonusesToFake(); allUnits.emplace_back(unit); return *allUnits.back().get(); } Units UnitsFake::getUnitsIf(UnitFilter predicate) const { Units ret; for(auto & unit : allUnits) { if(predicate(unit.get())) ret.push_back(unit.get()); } return ret; } void UnitsFake::setDefaultBonusExpectations() { for(auto & unit : allUnits) { unit->expectAnyBonusSystemCall(); } } BattleFake::~BattleFake() = default; BattleFake::BattleFake(std::shared_ptr pool_) : CBattleInfoCallback(), BattleStateMock(), pool(pool_) { } void BattleFake::setUp() { CBattleInfoCallback::setBattle(this); } void BattleFake::setupEmptyBattlefield() { EXPECT_CALL(*this, getDefendedTown()).WillRepeatedly(Return(nullptr)); EXPECT_CALL(*this, getAllObstacles()).WillRepeatedly(Return(IBattleInfo::ObstacleCList())); EXPECT_CALL(*this, getBattlefieldType()).WillRepeatedly(Return(BattleField::NONE)); } scripting::Pool * BattleFake::getContextPool() const { return pool.get(); } } }