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vcmi/test/scripting/ScriptFixture.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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/*
* ScriptFixture.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 <vstd/RNG.h>
#include <vcmi/events/EventBus.h>
#include "../../lib/JsonNode.h"
#include "../../lib/HeroBonus.h"
#include "../../lib/ScriptHandler.h"
#include "../../lib/NetPacksBase.h"
#include "../../lib/battle/CBattleInfoCallback.h"
#include "../mock/mock_ServerCallback.h"
#include "../mock/mock_IBattleInfoCallback.h"
#include "../mock/mock_IGameInfoCallback.h"
#include "../mock/mock_battle_IBattleState.h"
#include "../mock/mock_scripting_Pool.h"
#include "../mock/mock_Environment.h"
#include "../mock/mock_Services.h"
#include "../mock/mock_vstd_CLoggerBase.h"
#include "../mock/BattleFake.h"
#include "../JsonComparer.h"
namespace test
{
using namespace ::testing;
using namespace ::scripting;
using ::events::EventBus;
class ScriptFixture
{
public:
EventBus eventBus;
std::shared_ptr<PoolMock> pool;
std::shared_ptr<ScriptImpl> subject;
std::shared_ptr<Context> context;
battle::UnitsFake unitsFake;
StrictMock<EnvironmentMock> environmentMock;
StrictMock<IBattleInfoCallbackMock> binfoMock;
StrictMock<IGameInfoCallbackMock> infoMock;
StrictMock<ServerCallbackMock> serverMock;
StrictMock<ServicesMock> servicesMock;
LoggerMock loggerMock;
ScriptFixture();
virtual ~ScriptFixture();
void loadScriptFromFile(const std::string & path);
void loadScript(const JsonNode & scriptConfig);
void loadScript(ModulePtr module, const std::string & scriptSource);
void loadScript(ModulePtr module, const std::vector<std::string> & scriptSource);
JsonNode runClientServer(const JsonNode & scriptState = JsonNode());
JsonNode runServer(const JsonNode & scriptState = JsonNode());
JsonNode runScript(ModulePtr module, const std::string & scriptSource, const JsonNode & scriptState = JsonNode());
protected:
void setUp();
private:
};
}