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vcmi/test/mock/mock_spells_Mechanics.h
AlexVinS 0b70baa95e Spells configuration version 2 (effect-based)
* Indirect spell effects loading
* Json serializer improvements
* spell->canBeCastAt do not allow useless cast for any spell
* Added proxy caster class for spell-created obstacles
* Handle damage from spell-created obstacles inside mechanics
* Experimental GameState integration/regression tests
* Ignore mod settings and load only "vcmi" mod when running tests
* fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests)
* Huge improvements of BattleAI regarding spell casts
* AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells.
* Possible fix for https://bugs.vcmi.eu/view.php?id=1811
* CStack factored out to several classes
* [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional
* [Battle] Allowed BattleAction have multiple destinations
* [Spells] Converted limit|immunity to target condition
* [Spells] Use partial configuration reload for backward compatibility handling
* [Tests] Started tests for CUnitState
* Partial fixes of fire shield effect
* [Battle] Do HP calculations in 64 bits
* [BattleAI] Use threading for spell cast evaluation
* [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state)
* Implemented https://bugs.vcmi.eu/view.php?id=2811
* plug rare freeze when hypnotized unit shots vertically
* Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense
* [BattleAI] Try to not waste a cast if battle is actually won already
* Extended JsonSerializeFormat API
* fixed https://bugs.vcmi.eu/view.php?id=2847
* Any unit effect can be now chained (not only damage like Chain Lightning)
** only damage effect for now actually uses "chainFactor"
* Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2018-02-08 11:37:21 +03:00

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/*
* mock_spells_Mechanics.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/ISpellMechanics.h"
namespace spells
{
class MechanicsMock : public Mechanics
{
public:
MOCK_CONST_METHOD2(adaptProblem, bool(ESpellCastProblem::ESpellCastProblem, Problem &));
MOCK_CONST_METHOD1(adaptGenericProblem, bool(Problem &));
MOCK_CONST_METHOD2(rangeInHexes, std::vector<BattleHex>(BattleHex, bool *));
MOCK_CONST_METHOD1(getAffectedStacks, std::vector<const CStack *>(const Target &));
MOCK_CONST_METHOD1(canBeCast, bool(Problem &));
MOCK_CONST_METHOD1(canBeCastAt, bool(const Target & target));
MOCK_CONST_METHOD5(applyEffects, void(BattleStateProxy *, vstd::RNG &, const Target &, bool, bool));
MOCK_METHOD3(cast, void(const PacketSender * , vstd::RNG &, const Target &));
MOCK_METHOD3(cast, void(IBattleState *, vstd::RNG &, const Target &));
MOCK_CONST_METHOD1(isReceptive, bool(const battle::Unit * ));
MOCK_CONST_METHOD0(getTargetTypes, std::vector<AimType>());
MOCK_CONST_METHOD3(getPossibleDestinations, std::vector<Destination>(size_t, AimType, const Target &));
MOCK_CONST_METHOD0(getEffectLevel, IBattleCast::Value());
MOCK_CONST_METHOD0(getRangeLevel, IBattleCast::Value());
MOCK_CONST_METHOD0(getEffectPower, IBattleCast::Value());
MOCK_CONST_METHOD0(getEffectDuration, IBattleCast::Value());
MOCK_CONST_METHOD0(getEffectValue, IBattleCast::Value64());
MOCK_CONST_METHOD0(getCasterColor, PlayerColor());
MOCK_CONST_METHOD0(getSpellIndex, int32_t());
MOCK_CONST_METHOD0(getSpellId, SpellID());
MOCK_CONST_METHOD0(getSpellName, std::string());
MOCK_CONST_METHOD0(getSpellLevel, int32_t());
MOCK_CONST_METHOD0(isSmart, bool());
MOCK_CONST_METHOD0(isMassive, bool());
MOCK_CONST_METHOD0(alwaysHitFirstTarget, bool());
MOCK_CONST_METHOD0(requiresClearTiles, bool());
MOCK_CONST_METHOD0(isNegativeSpell, bool());
MOCK_CONST_METHOD0(isPositiveSpell, bool());
MOCK_CONST_METHOD1(adjustEffectValue,int64_t(const battle::Unit *));
MOCK_CONST_METHOD2(applySpellBonus,int64_t(int64_t, const battle::Unit *));
MOCK_CONST_METHOD1(applySpecificSpellBonus,int64_t(int64_t));
MOCK_CONST_METHOD2(calculateRawEffectValue, int64_t(int32_t, int32_t));
MOCK_CONST_METHOD0(getElementalImmunity, std::vector<Bonus::BonusType>());
MOCK_CONST_METHOD1(ownerMatches, bool(const battle::Unit *));
MOCK_CONST_METHOD2(ownerMatches, bool(const battle::Unit *, const boost::logic::tribool));
};
}