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https://github.com/vcmi/vcmi.git
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ecaa9f5d0b
* 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.
83 lines
1.5 KiB
C++
83 lines
1.5 KiB
C++
/*
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* ERM_TM_T.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 <vcmi/events/GenericEvents.h>
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#include "../scripting/ScriptFixture.h"
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namespace test
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{
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namespace scripting
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{
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using namespace ::testing;
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class ERM_TM_T : public Test, public ScriptFixture
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{
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public:
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int day = 1;
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protected:
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void SetUp() override
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{
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ScriptFixture::setUp();
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}
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};
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TEST_F(ERM_TM_T, NewGame)
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{
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loadScript(VLC->scriptHandler->erm,
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{
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"VERM",
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"!#TM5:S2/10/3/2;",
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"!#TM6:S2/20/3/3;",
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"!?TM5;",
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"!!VRv42: +1;",
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"!?TM6;",
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"!!VRv43: +1;"
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});
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SCOPED_TRACE("\n" + subject->code);
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runClientServer();
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day = 1;
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auto getDate = [&](Date::EDateType mode)
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{
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return day;
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};
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EXPECT_CALL(infoMock, getDate(Eq(Date::DAY))).WillRepeatedly(Invoke(getDate));
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auto onGetTurn = [](events::PlayerGotTurn & event)
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{
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};
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for(; day < 25; day++)
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{
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events::TurnStarted::defaultExecute(&eventBus);
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for(auto playerId = 0; playerId < 5; playerId++)
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{
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PlayerColor p(playerId);
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::events::PlayerGotTurn::defaultExecute(&eventBus, onGetTurn, p);
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}
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}
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const JsonNode actualState = context->saveState();
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EXPECT_EQ(actualState["ERM"]["v"]["42"], JsonUtils::floatNode(3)) << actualState.toJson();
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EXPECT_EQ(actualState["ERM"]["v"]["43"], JsonUtils::floatNode(14)) << actualState.toJson();
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}
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}
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}
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