1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-26 22:57:00 +02:00
vcmi/test/mock/mock_IGameCallback.h
2024-10-11 10:45:29 +00:00

110 lines
6.8 KiB
C++

/*
* mock_IGameCallback.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 <vcmi/ServerCallback.h>
#include "../../lib/IGameCallback.h"
#include "../../lib/int3.h"
class GameCallbackMock : public IGameCallback
{
public:
using UpperCallback = ::ServerCallback;
GameCallbackMock(UpperCallback * upperCallback_);
virtual ~GameCallbackMock();
void setGameState(CGameState * gameState);
///STUBS, to be removed as long as same methods moved from GameHandler
//all calls to such methods should be replaced with other object calls or actual netpacks
//currently they are declared in callbacks, overridden in GameHandler and stubbed in client
//TODO: fail all stub calls
void setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value = 0) override {}
void setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier) override {}
void setBankObjectConfiguration(ObjectInstanceID objid, const BankConfig & configuration) override {}
void setRewardableObjectConfiguration(ObjectInstanceID mapObjectID, const Rewardable::Configuration & configuration) override {}
void setRewardableObjectConfiguration(ObjectInstanceID townInstanceID, BuildingID buildingID, const Rewardable::Configuration & configuration) override {}
void showInfoDialog(InfoWindow * iw) override {}
void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells) override {}
void setResearchedSpells(const CGTownInstance * town, int level, const std::vector<SpellID> & spells, bool accepted) override {}
bool removeObject(const CGObjectInstance * obj, const PlayerColor & initiator) override {return false;}
void createBoat(const int3 & visitablePosition, BoatId type, PlayerColor initiator) override {}
void setOwner(const CGObjectInstance * objid, PlayerColor owner) override {}
void giveExperience(const CGHeroInstance * hero, TExpType val) override {}
void changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, bool abs=false) override {}
void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs=false) override {}
void showBlockingDialog(const IObjectInterface * caller, BlockingDialog *iw) override {}
void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) override {} //cb will be called when player closes garrison window
void showTeleportDialog(TeleportDialog *iw) override {}
void showObjectWindow(const CGObjectInstance * object, EOpenWindowMode window, const CGHeroInstance * visitor, bool addQuery) override {};
void giveResource(PlayerColor player, GameResID which, int val) override {}
void giveResources(PlayerColor player, TResources resources) override {}
void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) override {}
void takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures) override {}
bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) override {return false;}
bool changeStackType(const StackLocation &sl, const CCreature *c) override {return false;}
bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count = -1) override {return false;} //count -1 => moves whole stack
bool eraseStack(const StackLocation &sl, bool forceRemoval = false) override {return false;}
bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) override {return false;}
bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) override {return false;} //makes new stack or increases count of already existing
void tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging) override {} //merges army from src do dst or opens a garrison window
bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count) override {return false;}
void removeAfterVisit(const CGObjectInstance *object) override {} //object will be destroyed when interaction is over. Do not call when interaction is not ongoing!
bool giveHeroNewArtifact(const CGHeroInstance * h, const ArtifactID & artId, const ArtifactPosition & pos) override {return false;}
bool giveHeroNewScroll(const CGHeroInstance * h, const SpellID & spellId, const ArtifactPosition & pos) override {return false;}
bool putArtifact(const ArtifactLocation & al, const ArtifactInstanceID & id, std::optional<bool> askAssemble) override {return false;}
void removeArtifact(const ArtifactLocation &al) override {}
bool moveArtifact(const PlayerColor & player, const ArtifactLocation & al1, const ArtifactLocation & al2) override {return false;}
void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {}
void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {}
void visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero) override {}
void startBattle(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town) override {} //use hero=nullptr for no hero
void startBattle(const CArmedInstance *army1, const CArmedInstance *army2) override {}
bool moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL) override {return false;}
bool swapGarrisonOnSiege(ObjectInstanceID tid) override {return false;}
void giveHeroBonus(GiveBonus * bonus) override {}
void setMovePoints(SetMovePoints * smp) override {}
void setMovePoints(ObjectInstanceID hid, int val, bool absolute) override {};
void setManaPoints(ObjectInstanceID hid, int val) override {}
void giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId = ObjectInstanceID()) override {}
void changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator) override {}
void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) override {} //when two heroes meet on adventure map
void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode) override {}
void changeFogOfWar(const std::unordered_set<int3> &tiles, PlayerColor player, ETileVisibility mode) override {}
void castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos) override {}
///useful callback methods
void sendAndApply(CPackForClient & pack) override;
vstd::RNG & getRandomGenerator() override;
#if SCRIPTING_ENABLED
MOCK_CONST_METHOD0(getGlobalContextPool, scripting::Pool *());
#endif
private:
UpperCallback * upperCallback;
};