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vcmi/test/mock/mock_IGameCallback.h
2023-04-27 20:59:55 +03:00

97 lines
5.8 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 setObjProperty(ObjectInstanceID objid, int prop, si64 val) override {}
void showInfoDialog(InfoWindow * iw) override {}
void showInfoDialog(const std::string & msg, PlayerColor player) override {}
void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells) override {}
bool removeObject(const CGObjectInstance * obj) override {return false;}
void setOwner(const CGObjectInstance * objid, PlayerColor owner) override {}
void changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs=false) override {}
void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs=false) override {}
void showBlockingDialog(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 showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId) override {}
void giveResource(PlayerColor player, EGameResID 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 CArtifact * artType, ArtifactPosition pos) override {return false;}
bool giveHeroArtifact(const CGHeroInstance * h, const CArtifactInstance * a, ArtifactPosition pos) override {return false;}
void putArtifact(const ArtifactLocation &al, const CArtifactInstance *a) override {}
void removeArtifact(const ArtifactLocation &al) override {}
bool moveArtifact(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 startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = nullptr) override {} //use hero=nullptr for no hero
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false) override {} //if any of armies is hero, hero will be used
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank = false) override {} //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, 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 setManaPoints(ObjectInstanceID hid, int val) override {}
void giveHero(ObjectInstanceID id, PlayerColor player) override {}
void changeObjPos(ObjectInstanceID objid, int3 newPos) override {}
void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) override {} //when two heroes meet on adventure map
void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide) override {}
void changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide) override {}
///useful callback methods
void sendAndApply(CPackForClient * pack) override;
MOCK_CONST_METHOD0(getGlobalContextPool, scripting::Pool *());
private:
UpperCallback * upperCallback;
};