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vcmi/test/CVcmiTestConfig.cpp
AlexVinS 0b70baa95e Spells configuration version 2 (effect-based)
* Indirect spell effects loading
* Json serializer improvements
* spell->canBeCastAt do not allow useless cast for any spell
* Added proxy caster class for spell-created obstacles
* Handle damage from spell-created obstacles inside mechanics
* Experimental GameState integration/regression tests
* Ignore mod settings and load only "vcmi" mod when running tests
* fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests)
* Huge improvements of BattleAI regarding spell casts
* AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells.
* Possible fix for https://bugs.vcmi.eu/view.php?id=1811
* CStack factored out to several classes
* [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional
* [Battle] Allowed BattleAction have multiple destinations
* [Spells] Converted limit|immunity to target condition
* [Spells] Use partial configuration reload for backward compatibility handling
* [Tests] Started tests for CUnitState
* Partial fixes of fire shield effect
* [Battle] Do HP calculations in 64 bits
* [BattleAI] Use threading for spell cast evaluation
* [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state)
* Implemented https://bugs.vcmi.eu/view.php?id=2811
* plug rare freeze when hypnotized unit shots vertically
* Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense
* [BattleAI] Try to not waste a cast if battle is actually won already
* Extended JsonSerializeFormat API
* fixed https://bugs.vcmi.eu/view.php?id=2847
* Any unit effect can be now chained (not only damage like Chain Lightning)
** only damage effect for now actually uses "chainFactor"
* Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2018-02-08 11:37:21 +03:00

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/*
* CVcmiTestConfig.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 "CVcmiTestConfig.h"
#include "../lib/CConsoleHandler.h"
#include "../lib/logging/CBasicLogConfigurator.h"
#include "../lib/VCMIDirs.h"
#include "../lib/VCMI_Lib.h"
#include "../lib/logging/CLogger.h"
#include "../lib/CConfigHandler.h"
#include "../lib/filesystem/Filesystem.h"
#include "../lib/filesystem/CFilesystemLoader.h"
#include "../lib/filesystem/AdapterLoaders.h"
CVcmiTestConfig::CVcmiTestConfig()
{
console = new CConsoleHandler();
preinitDLL(console, true);
settings.init();
loadDLLClasses(true);
/* TEST_DATA_DIR may be wrong, if yes below test don't run,
find your test data folder in your build and change TEST_DATA_DIR for it*/
const std::string TEST_DATA_DIR = "test/testdata/";
auto path = boost::filesystem::current_path();
path+= "/" + TEST_DATA_DIR;
if(boost::filesystem::exists(path)){
auto loader = new CFilesystemLoader("test/", TEST_DATA_DIR);
dynamic_cast<CFilesystemList*>(CResourceHandler::get())->addLoader(loader, false);
}
}
CVcmiTestConfig::~CVcmiTestConfig()
{
std::cout << "Ending global test tear-down." << std::endl;
}