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vcmi/test/spells/effects/EffectFixture.cpp
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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3.9 KiB
C++

/*
* EffectFixture.cpp, 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
*
*/
#include "StdInc.h"
#include "EffectFixture.h"
#include <vstd/RNG.h>
#include "../../../lib/NetPacks.h"
#include "../../../lib/serializer/JsonDeserializer.h"
bool battle::operator==(const Destination& left, const Destination& right)
{
return left.unitValue == right.unitValue && left.hexValue == right.hexValue;
}
bool operator==(const Bonus & b1, const Bonus & b2)
{
return b1.duration == b2.duration
&& b1.type == b2.type
&& b1.subtype == b2.subtype
&& b1.source == b2.source
&& b1.val == b2.val
&& b1.sid == b2.sid
&& b1.valType == b2.valType
&& b1.additionalInfo == b2.additionalInfo
&& b1.effectRange == b2.effectRange
&& b1.description == b2.description;
}
namespace test
{
EffectFixture::EffectFixture(std::string effectName_)
:subject(),
problemMock(),
mechanicsMock(),
battleFake(),
effectName(effectName_)
{
}
EffectFixture::~EffectFixture() = default;
void EffectFixture::setupEffect(const JsonNode & effectConfig)
{
subject = Effect::create(GlobalRegistry::get(), effectName);
ASSERT_TRUE(subject);
JsonDeserializer deser(nullptr, effectConfig);
subject->serializeJson(deser);
}
void EffectFixture::setupEffect(Registry * registry, const JsonNode & effectConfig)
{
subject = Effect::create(registry, effectName);
ASSERT_TRUE(subject);
JsonDeserializer deser(nullptr, effectConfig);
subject->serializeJson(deser);
}
void EffectFixture::setUp()
{
pool = std::make_shared<PoolMock>();
battleFake = std::make_shared<battle::BattleFake>(pool);
battleFake->setUp();
EXPECT_CALL(mechanicsMock, game()).WillRepeatedly(Return(&gameMock));
EXPECT_CALL(mechanicsMock, battle()).WillRepeatedly(Return(battleFake.get()));
ON_CALL(*battleFake, getUnitsIf(_)).WillByDefault(Invoke(&unitsFake, &battle::UnitsFake::getUnitsIf));
ON_CALL(mechanicsMock, spells()).WillByDefault(Return(&spellServiceMock));
ON_CALL(spellServiceMock, getById(_)).WillByDefault(Return(&spellStub));
ON_CALL(mechanicsMock, creatures()).WillByDefault(Return(&creatureServiceMock));
ON_CALL(creatureServiceMock, getById(_)).WillByDefault(Return(&creatureStub));
ON_CALL(serverMock, getRNG()).WillByDefault(Return(&rngMock));
ON_CALL(serverMock, apply(Matcher<BattleLogMessage *>(_))).WillByDefault(Invoke(battleFake.get(), &battle::BattleFake::accept<BattleLogMessage>));
ON_CALL(serverMock, apply(Matcher<BattleStackMoved *>(_))).WillByDefault(Invoke(battleFake.get(), &battle::BattleFake::accept<BattleStackMoved>));
ON_CALL(serverMock, apply(Matcher<BattleUnitsChanged *>(_))).WillByDefault(Invoke(battleFake.get(), &battle::BattleFake::accept<BattleUnitsChanged>));
ON_CALL(serverMock, apply(Matcher<SetStackEffect *>(_))).WillByDefault(Invoke(battleFake.get(), &battle::BattleFake::accept<SetStackEffect>));
ON_CALL(serverMock, apply(Matcher<StacksInjured *>(_))).WillByDefault(Invoke(battleFake.get(), &battle::BattleFake::accept<StacksInjured>));
ON_CALL(serverMock, apply(Matcher<BattleObstaclesChanged *>(_))).WillByDefault(Invoke(battleFake.get(), &battle::BattleFake::accept<BattleObstaclesChanged>));
ON_CALL(serverMock, apply(Matcher<CatapultAttack *>(_))).WillByDefault(Invoke(battleFake.get(), &battle::BattleFake::accept<CatapultAttack>));
}
static vstd::TRandI64 getInt64RangeDef(int64_t lower, int64_t upper)
{
return [=]()->int64_t
{
return (lower + upper)/2;
};
}
static vstd::TRand getDoubleRangeDef(double lower, double upper)
{
return [=]()->double
{
return (lower + upper)/2;
};
}
void EffectFixture::setupDefaultRNG()
{
EXPECT_CALL(serverMock, getRNG()).Times(AtLeast(0));
EXPECT_CALL(rngMock, getInt64Range(_,_)).WillRepeatedly(Invoke(&getInt64RangeDef));
EXPECT_CALL(rngMock, getDoubleRange(_,_)).WillRepeatedly(Invoke(&getDoubleRangeDef));
}
}