/* * 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 "../../lib/IGameCallback.h" //TODO: move/rename PacketSender to better place #include "../../lib/int3.h" #include "../../lib/spells/Magic.h" class GameCallbackMock : public IGameCallback { public: using UpperCallback = ::spells::PacketSender; GameCallbackMock(const 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 changeSpells(const CGHeroInstance * hero, bool give, const std::set &spells) override {}; bool removeObject(const CGObjectInstance * obj) override {return false;}; void setBlockVis(ObjectInstanceID objid, bool bv) 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, Res::ERes 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! void giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos) override {}; void giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos) override {}; //pos==-1 - first free slot in backpack=0; pos==-2 - default if available or backpack 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 synchronizeArtifactHandlerLists() override {}; void showCompInfo(ShowInInfobox * comp) override {}; void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {}; void stopHeroVisitCastle(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 void setAmount(ObjectInstanceID objid, ui32 val) override {}; bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL) 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) override {}; void changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags) 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 {}; ///useful callback methods void commitPackage(CPackForClient * pack) override; void sendAndApply(CPackForClient * pack) override; private: const UpperCallback * upperCallback; };