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vcmi/test/mock/BattleFake.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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/*
* BattleFake.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 <vstd/RNG.h>
#include "mock_BonusBearer.h"
#include "mock_battle_IBattleState.h"
#include "mock_battle_Unit.h"
#include "mock_scripting_Pool.h"
#include "../../lib/JsonNode.h"
#include "../../lib/NetPacksBase.h"
#include "../../lib/battle/CBattleInfoCallback.h"
namespace test
{
namespace battle
{
using namespace ::testing;
using ::battle::Unit;
using ::battle::Units;
using ::battle::UnitFilter;
class UnitFake : public UnitMock
{
public:
void addNewBonus(const std::shared_ptr<Bonus> & b);
void makeAlive();
void makeDead();
void redirectBonusesToFake();
void expectAnyBonusSystemCall();
private:
BonusBearerMock bonusFake;
};
class UnitsFake
{
public:
std::vector<std::shared_ptr<UnitFake>> allUnits;
UnitFake & add(ui8 side);
battle::Units getUnitsIf(battle::UnitFilter predicate) const;
void setDefaultBonusExpectations();
};
class BattleFake : public CBattleInfoCallback, public BattleStateMock
{
std::shared_ptr<scripting::PoolMock> pool;
public:
BattleFake(std::shared_ptr<scripting::PoolMock> pool_);
virtual ~BattleFake();
void setUp();
void setupEmptyBattlefield();
scripting::Pool * getContextPool() const override;
template <typename T>
void accept(T * pack)
{
pack->applyBattle(this);
}
protected:
private:
};
}
}