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vcmi/test/spells/effects/EffectFixture.h
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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/*
* EffectFixture.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/spells/effects/Effect.h"
#include "mock/mock_spells_Mechanics.h"
#include "mock/mock_spells_Problem.h"
#include "mock/mock_BonusBearer.h"
#include "mock/mock_battle_IBattleState.h"
#include "mock/mock_battle_Unit.h"
#include "mock/mock_vstd_RNG.h"
#include "../../../lib/JsonNode.h"
#include "../../../lib/NetPacksBase.h"
#include "../../../lib/battle/CBattleInfoCallback.h"
namespace battle
{
bool operator== (const Destination & left, const Destination & right);
}
namespace test
{
class EffectFixture
{
public:
class UnitFake : public UnitMock
{
public:
void addNewBonus(const std::shared_ptr<Bonus> & b);
void makeAlive();
void makeDead();
void redirectBonusesToFake();
void expectAnyBonusSystemCall();
private:
BonusBearerMock bonusFake;
};
class UnitsFake
{
public:
std::vector<std::shared_ptr<UnitFake>> allUnits;
UnitFake & add(ui8 side);
battle::Units getUnitsIf(battle::UnitFilter predicate) const;
void setDefaultBonusExpectations();
};
class BattleFake : public CBattleInfoCallback, public BattleStateMock
{
public:
BattleFake();
void setUp();
};
std::shared_ptr<::spells::effects::Effect> subject;
::spells::ProblemMock problemMock;
::spells::MechanicsMock mechanicsMock;
vstd::RNGMock rngMock;
UnitsFake unitsFake;
std::shared_ptr<BattleFake> battleFake;
std::shared_ptr<::spells::BattleStateProxy> battleProxy;
std::string effectName;
EffectFixture(std::string effectName_);
virtual ~EffectFixture();
void setupEffect(const JsonNode & effectConfig);
void setupDefaultRNG();
void setupEmptyBattlefield();
protected:
void setUp();
private:
};
}