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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.
90 lines
2.1 KiB
C++
90 lines
2.1 KiB
C++
/*
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* EffectFixture.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/spells/effects/Effect.h"
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#include "../../../lib/spells/effects/Registry.h"
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#include "../../mock/mock_spells_Mechanics.h"
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#include "../../mock/mock_spells_Problem.h"
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#include "../../mock/mock_spells_Spell.h"
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#include "../../mock/mock_spells_SpellService.h"
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#include "../../mock/mock_IGameInfoCallback.h"
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#include "../../mock/mock_Creature.h"
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#include "../../mock/mock_CreatureService.h"
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#include "../../mock/mock_BonusBearer.h"
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#include "../../mock/mock_battle_IBattleState.h"
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#include "../../mock/mock_battle_Unit.h"
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#include "../../mock/mock_vstd_RNG.h"
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#include "../../mock/mock_scripting_Pool.h"
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#include "../../mock/BattleFake.h"
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#include "../../mock/mock_ServerCallback.h"
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#include "../../../lib/JsonNode.h"
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#include "../../../lib/NetPacksBase.h"
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#include "../../../lib/battle/CBattleInfoCallback.h"
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namespace battle
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{
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bool operator== (const Destination & left, const Destination & right);
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}
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bool operator==(const Bonus & b1, const Bonus & b2);
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namespace test
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{
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using namespace ::testing;
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using namespace ::spells;
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using namespace ::spells::effects;
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using namespace ::scripting;
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class EffectFixture
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{
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public:
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std::shared_ptr<Effect> subject;
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ProblemMock problemMock;
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StrictMock<MechanicsMock> mechanicsMock;
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StrictMock<CreatureServiceMock> creatureServiceMock;
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StrictMock<CreatureMock> creatureStub;
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StrictMock<SpellServiceMock> spellServiceMock;
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StrictMock<SpellMock> spellStub;
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StrictMock<IGameInfoCallbackMock> gameMock;
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vstd::RNGMock rngMock;
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battle::UnitsFake unitsFake;
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std::shared_ptr<PoolMock> pool;
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std::shared_ptr<battle::BattleFake> battleFake;
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StrictMock<ServerCallbackMock> serverMock;
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std::string effectName;
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EffectFixture(std::string effectName_);
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virtual ~EffectFixture();
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void setupEffect(const JsonNode & effectConfig);
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void setupEffect(Registry * registry, const JsonNode & effectConfig);
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void setupDefaultRNG();
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protected:
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void setUp();
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private:
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};
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}
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