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vcmi/test/mock/mock_battle_IBattleState.h
AlexVinS ecaa9f5d0b Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2021-02-14 19:05:43 +03:00

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2.2 KiB
C++

/*
* mock_battle_IBattleState.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/battle/IBattleState.h"
class BattleStateMock : public IBattleState
{
public:
MOCK_CONST_METHOD0(getActiveStackID, int32_t());
MOCK_CONST_METHOD1(getStacksIf, TStacks(TStackFilter));
MOCK_CONST_METHOD1(getUnitsIf, battle::Units(battle::UnitFilter));
MOCK_CONST_METHOD0(getBattlefieldType, BFieldType());
MOCK_CONST_METHOD0(getTerrainType, ETerrainType());
MOCK_CONST_METHOD0(getAllObstacles, IBattleInfo::ObstacleCList());
MOCK_CONST_METHOD0(getDefendedTown, const CGTownInstance *());
MOCK_CONST_METHOD1(getWallState, si8(int));
MOCK_CONST_METHOD0(getGateState, EGateState());
MOCK_CONST_METHOD1(getSidePlayer, PlayerColor(ui8));
MOCK_CONST_METHOD1(getSideArmy, const CArmedInstance *(ui8));
MOCK_CONST_METHOD1(getSideHero, const CGHeroInstance *(ui8));
MOCK_CONST_METHOD1(getCastSpells, uint32_t(ui8));
MOCK_CONST_METHOD1(getEnchanterCounter, int32_t(ui8));
MOCK_CONST_METHOD0(getTacticDist, ui8());
MOCK_CONST_METHOD0(getTacticsSide, ui8());
MOCK_CONST_METHOD0(asBearer, const IBonusBearer *());
MOCK_CONST_METHOD0(nextUnitId, uint32_t());
MOCK_CONST_METHOD3(getActualDamage, int64_t(const TDmgRange &, int32_t, vstd::RNG &));
MOCK_METHOD1(nextRound, void(int32_t));
MOCK_METHOD1(nextTurn, void(uint32_t));
MOCK_METHOD2(addUnit, void(uint32_t, const JsonNode &));
MOCK_METHOD3(setUnitState, void(uint32_t, const JsonNode &, int64_t));
MOCK_METHOD2(moveUnit, void(uint32_t, BattleHex));
MOCK_METHOD1(removeUnit, void(uint32_t));
MOCK_METHOD2(updateUnit, void(uint32_t, const JsonNode &));
MOCK_METHOD2(addUnitBonus, void(uint32_t, const std::vector<Bonus> &));
MOCK_METHOD2(updateUnitBonus, void(uint32_t, const std::vector<Bonus> &));
MOCK_METHOD2(removeUnitBonus, void(uint32_t, const std::vector<Bonus> &));
MOCK_METHOD2(setWallState, void(int, si8));
MOCK_METHOD1(addObstacle, void(const ObstacleChanges &));
MOCK_METHOD1(removeObstacle, void(uint32_t));
MOCK_METHOD1(updateObstacle, void(const ObstacleChanges &));
};