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vcmi/test/erm/ERM_GM_T.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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/*
* ERM_GM_T.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 <vcmi/events/GenericEvents.h>
#include "../scripting/ScriptFixture.h"
namespace test
{
namespace scripting
{
using namespace ::testing;
class ERM_GM_T : public Test, public ScriptFixture
{
public:
protected:
void SetUp() override
{
ScriptFixture::setUp();
}
};
TEST_F(ERM_GM_T, NewGame)
{
std::stringstream source;
source << "VERM" << std::endl;
source << "!?GM0;" << std::endl;
source << "!!VRv42:S4;" << std::endl;
source << "!?PI;" << std::endl;
source << "!!VRv43:S4;" << std::endl;
loadScript(VLC->scriptHandler->erm, source.str());
SCOPED_TRACE("\n" + subject->code);
runClientServer();
events::GameResumed::defaultExecute(&eventBus);
const JsonNode actualState = context->saveState();
EXPECT_EQ(actualState["ERM"]["v"]["42"], JsonUtils::floatNode(4)) << actualState.toJson();
}
}
}