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vcmi/test/mock/mock_IGameCallback.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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/*
* {file}.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/IGameCallback.h"
//TODO: move/rename PacketSender to better place
#include "../../lib/int3.h"
#include "../../lib/spells/Magic.h"
class GameCallbackMock : public IGameCallback
{
public:
using UpperCallback = ::spells::PacketSender;
GameCallbackMock(const 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 changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells) override {};
bool removeObject(const CGObjectInstance * obj) override {return false;};
void setBlockVis(ObjectInstanceID objid, bool bv) override {};
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, Res::ERes 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!
void giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos) override {};
void giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos) override {}; //pos==-1 - first free slot in backpack=0; pos==-2 - default if available or backpack
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 synchronizeArtifactHandlerLists() override {};
void showCompInfo(ShowInInfobox * comp) override {};
void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {};
void stopHeroVisitCastle(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
void setAmount(ObjectInstanceID objid, ui32 val) override {};
bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL) 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, ui8 flags) 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 commitPackage(CPackForClient * pack) override;
void sendAndApply(CPackForClient * info) override;
private:
const UpperCallback * upperCallback;
};