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vcmi/test/spells/effects/EffectFixture.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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2.1 KiB
C++

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