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462c79e190
Method CBonusSystemNode::getAllBonuses have 'root' parameter which is never set to anythig else than nullptr. This patch removes the parameter and all code that depends on it as preparatory work for further bonus system optimization.
108 lines
2.2 KiB
C++
108 lines
2.2 KiB
C++
/*
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* BattleFake.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "BattleFake.h"
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namespace test
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{
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namespace battle
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{
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void UnitFake::addNewBonus(const std::shared_ptr<Bonus> & b)
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{
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bonusFake.addNewBonus(b);
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}
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void UnitFake::makeAlive()
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{
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EXPECT_CALL(*this, alive()).Times(AtLeast(1)).WillRepeatedly(Return(true));
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}
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void UnitFake::makeDead()
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{
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EXPECT_CALL(*this, alive()).Times(AtLeast(1)).WillRepeatedly(Return(false));
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EXPECT_CALL(*this, isGhost()).Times(AtLeast(1)).WillRepeatedly(Return(false));
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}
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void UnitFake::redirectBonusesToFake()
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{
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ON_CALL(*this, getAllBonuses(_, _, _)).WillByDefault(Invoke(&bonusFake, &BonusBearerMock::getAllBonuses));
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ON_CALL(*this, getTreeVersion()).WillByDefault(Invoke(&bonusFake, &BonusBearerMock::getTreeVersion));
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}
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void UnitFake::expectAnyBonusSystemCall()
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{
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EXPECT_CALL(*this, getAllBonuses(_, _, _)).Times(AtLeast(0));
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EXPECT_CALL(*this, getTreeVersion()).Times(AtLeast(0));
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}
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UnitFake & UnitsFake::add(BattleSide side)
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{
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auto * unit = new UnitFake();
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ON_CALL(*unit, unitSide()).WillByDefault(Return(side));
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unit->redirectBonusesToFake();
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allUnits.emplace_back(unit);
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return *allUnits.back().get();
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}
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Units UnitsFake::getUnitsIf(UnitFilter predicate) const
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{
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Units ret;
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for(auto & unit : allUnits)
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{
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if(predicate(unit.get()))
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ret.push_back(unit.get());
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}
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return ret;
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}
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void UnitsFake::setDefaultBonusExpectations()
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{
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for(auto & unit : allUnits)
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{
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unit->expectAnyBonusSystemCall();
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}
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}
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BattleFake::~BattleFake() = default;
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#if SCRIPTING_ENABLED
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BattleFake::BattleFake(std::shared_ptr<scripting::PoolMock> pool_):
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pool(pool_)
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{
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}
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#else
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BattleFake::BattleFake() = default;
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#endif
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void BattleFake::setUp()
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{
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}
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void BattleFake::setupEmptyBattlefield()
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{
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EXPECT_CALL(*this, getDefendedTown()).WillRepeatedly(Return(nullptr));
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EXPECT_CALL(*this, getAllObstacles()).WillRepeatedly(Return(IBattleInfo::ObstacleCList()));
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EXPECT_CALL(*this, getBattlefieldType()).WillRepeatedly(Return(BattleField(0)));
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}
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#if SCRIPTING_ENABLED
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scripting::Pool * BattleFake::getContextPool() const
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{
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return pool.get();
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}
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#endif
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}
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}
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