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