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