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0b70baa95e
* 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
71 lines
2.6 KiB
C++
71 lines
2.6 KiB
C++
/*
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* mock_spells_Mechanics.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "../../lib/spells/ISpellMechanics.h"
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namespace spells
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{
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class MechanicsMock : public Mechanics
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{
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public:
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MOCK_CONST_METHOD2(adaptProblem, bool(ESpellCastProblem::ESpellCastProblem, Problem &));
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MOCK_CONST_METHOD1(adaptGenericProblem, bool(Problem &));
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MOCK_CONST_METHOD2(rangeInHexes, std::vector<BattleHex>(BattleHex, bool *));
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MOCK_CONST_METHOD1(getAffectedStacks, std::vector<const CStack *>(const Target &));
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MOCK_CONST_METHOD1(canBeCast, bool(Problem &));
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MOCK_CONST_METHOD1(canBeCastAt, bool(const Target & target));
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MOCK_CONST_METHOD5(applyEffects, void(BattleStateProxy *, vstd::RNG &, const Target &, bool, bool));
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MOCK_METHOD3(cast, void(const PacketSender * , vstd::RNG &, const Target &));
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MOCK_METHOD3(cast, void(IBattleState *, vstd::RNG &, const Target &));
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MOCK_CONST_METHOD1(isReceptive, bool(const battle::Unit * ));
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MOCK_CONST_METHOD0(getTargetTypes, std::vector<AimType>());
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MOCK_CONST_METHOD3(getPossibleDestinations, std::vector<Destination>(size_t, AimType, const Target &));
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MOCK_CONST_METHOD0(getEffectLevel, IBattleCast::Value());
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MOCK_CONST_METHOD0(getRangeLevel, IBattleCast::Value());
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MOCK_CONST_METHOD0(getEffectPower, IBattleCast::Value());
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MOCK_CONST_METHOD0(getEffectDuration, IBattleCast::Value());
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MOCK_CONST_METHOD0(getEffectValue, IBattleCast::Value64());
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MOCK_CONST_METHOD0(getCasterColor, PlayerColor());
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MOCK_CONST_METHOD0(getSpellIndex, int32_t());
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MOCK_CONST_METHOD0(getSpellId, SpellID());
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MOCK_CONST_METHOD0(getSpellName, std::string());
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MOCK_CONST_METHOD0(getSpellLevel, int32_t());
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MOCK_CONST_METHOD0(isSmart, bool());
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MOCK_CONST_METHOD0(isMassive, bool());
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MOCK_CONST_METHOD0(alwaysHitFirstTarget, bool());
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MOCK_CONST_METHOD0(requiresClearTiles, bool());
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MOCK_CONST_METHOD0(isNegativeSpell, bool());
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MOCK_CONST_METHOD0(isPositiveSpell, bool());
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MOCK_CONST_METHOD1(adjustEffectValue,int64_t(const battle::Unit *));
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MOCK_CONST_METHOD2(applySpellBonus,int64_t(int64_t, const battle::Unit *));
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MOCK_CONST_METHOD1(applySpecificSpellBonus,int64_t(int64_t));
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MOCK_CONST_METHOD2(calculateRawEffectValue, int64_t(int32_t, int32_t));
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MOCK_CONST_METHOD0(getElementalImmunity, std::vector<Bonus::BonusType>());
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MOCK_CONST_METHOD1(ownerMatches, bool(const battle::Unit *));
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MOCK_CONST_METHOD2(ownerMatches, bool(const battle::Unit *, const boost::logic::tribool));
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};
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}
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