mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-26 22:57:00 +02:00
0b70baa95e
* 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
92 lines
3.3 KiB
C++
92 lines
3.3 KiB
C++
/*
|
|
* mock_battle_Unit.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/battle/Unit.h"
|
|
|
|
class UnitMock : public battle::Unit
|
|
{
|
|
public:
|
|
MOCK_CONST_METHOD4(getAllBonuses, const TBonusListPtr(const CSelector &, const CSelector &, const CBonusSystemNode *, const std::string &));
|
|
MOCK_CONST_METHOD0(getTreeVersion, int64_t());
|
|
|
|
MOCK_CONST_METHOD2(getSpellSchoolLevel, ui8(const spells::Spell *, int *));
|
|
MOCK_CONST_METHOD1(getEffectLevel, int(const spells::Spell *));
|
|
MOCK_CONST_METHOD3(getSpellBonus, int64_t(const spells::Spell *, int64_t, const battle::Unit *));
|
|
MOCK_CONST_METHOD2(getSpecificSpellBonus, int64_t(const spells::Spell *, int64_t));
|
|
MOCK_CONST_METHOD1(getEffectPower, int(const spells::Spell *));
|
|
MOCK_CONST_METHOD1(getEnchantPower, int(const spells::Spell *));
|
|
MOCK_CONST_METHOD1(getEffectValue, int64_t(const spells::Spell *));
|
|
MOCK_CONST_METHOD0(getOwner, const PlayerColor());
|
|
MOCK_CONST_METHOD1(getCasterName, void(MetaString &));
|
|
MOCK_CONST_METHOD2(getCastDescription, void(const spells::Spell *, MetaString &));
|
|
MOCK_CONST_METHOD3(getCastDescription, void(const spells::Spell *, const std::vector<const battle::Unit *> &, MetaString &));
|
|
MOCK_CONST_METHOD2(spendMana, void(const spells::PacketSender *, const int));
|
|
|
|
MOCK_CONST_METHOD0(unitBaseAmount, int32_t());
|
|
MOCK_CONST_METHOD0(unitId, uint32_t());
|
|
MOCK_CONST_METHOD0(unitSide, ui8());
|
|
MOCK_CONST_METHOD0(unitOwner, PlayerColor());
|
|
MOCK_CONST_METHOD0(unitSlot, SlotID());
|
|
MOCK_CONST_METHOD0(unitType, const CCreature * ());
|
|
|
|
MOCK_CONST_METHOD0(doubleWide, bool());
|
|
|
|
MOCK_CONST_METHOD0(creatureIndex, int32_t());
|
|
MOCK_CONST_METHOD0(creatureId, CreatureID());
|
|
MOCK_CONST_METHOD0(creatureLevel, int32_t());
|
|
MOCK_CONST_METHOD0(creatureCost, int32_t());
|
|
MOCK_CONST_METHOD0(creatureIconIndex, int32_t());
|
|
|
|
MOCK_CONST_METHOD0(ableToRetaliate, bool());
|
|
MOCK_CONST_METHOD0(alive, bool());
|
|
MOCK_CONST_METHOD0(isGhost, bool());
|
|
MOCK_CONST_METHOD1(isValidTarget, bool(bool));
|
|
|
|
MOCK_CONST_METHOD0(isClone, bool());
|
|
MOCK_CONST_METHOD0(hasClone, bool());
|
|
MOCK_CONST_METHOD0(canCast, bool());
|
|
MOCK_CONST_METHOD0(isCaster, bool());
|
|
MOCK_CONST_METHOD0(canShoot, bool());
|
|
MOCK_CONST_METHOD0(isShooter, bool());
|
|
|
|
MOCK_CONST_METHOD0(getCount, int32_t());
|
|
MOCK_CONST_METHOD0(getFirstHPleft, int32_t());
|
|
MOCK_CONST_METHOD0(getKilled, int32_t());
|
|
MOCK_CONST_METHOD0(getAvailableHealth, int64_t());
|
|
MOCK_CONST_METHOD0(getTotalHealth, int64_t());
|
|
|
|
MOCK_CONST_METHOD1(getTotalAttacks, int(bool));
|
|
|
|
MOCK_CONST_METHOD0(getPosition, BattleHex());
|
|
MOCK_METHOD1(setPosition, void(BattleHex));
|
|
MOCK_CONST_METHOD1(getInitiative, int32_t(int));
|
|
|
|
MOCK_CONST_METHOD1(canMove, bool(int));
|
|
MOCK_CONST_METHOD1(defended, bool(int));
|
|
MOCK_CONST_METHOD1(moved, bool(int));
|
|
MOCK_CONST_METHOD1(willMove, bool(int));
|
|
MOCK_CONST_METHOD1(waited, bool(int));
|
|
|
|
MOCK_CONST_METHOD1(battleQueuePhase, int(int));
|
|
|
|
MOCK_CONST_METHOD0(acquire, std::shared_ptr<battle::Unit>());
|
|
MOCK_CONST_METHOD0(acquireState, std::shared_ptr<battle::CUnitState>());
|
|
|
|
MOCK_METHOD1(save, void(JsonNode &));
|
|
MOCK_METHOD1(load, void(const JsonNode &));
|
|
|
|
MOCK_METHOD1(damage, void(int64_t &));
|
|
MOCK_METHOD3(heal, void(int64_t &, EHealLevel, EHealPower));
|
|
};
|
|
|
|
|