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vcmi/test/mock/mock_IGameInfoCallback.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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/*
* mock_IGameInfoCallback.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/CGameInfoCallback.h"
class IGameInfoCallbackMock : public IGameInfoCallback
{
public:
//various
MOCK_CONST_METHOD1(getDate, int(Date::EDateType));
MOCK_CONST_METHOD2(isAllowed, bool(int32_t, int32_t));
//player
MOCK_CONST_METHOD1(getPlayer, const Player *(PlayerColor));
MOCK_CONST_METHOD0(getLocalPlayer, PlayerColor());
//hero
MOCK_CONST_METHOD1(getHero, const CGHeroInstance *(ObjectInstanceID));
MOCK_CONST_METHOD1(getHeroWithSubid, const CGHeroInstance *(int));
//objects
MOCK_CONST_METHOD2(getObj, const CGObjectInstance *(ObjectInstanceID, bool));
MOCK_CONST_METHOD2(getVisitableObjs, std::vector<const CGObjectInstance*>(int3, bool));
};