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https://github.com/vcmi/vcmi.git
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8724181a0f
Now instead of XXX_IMMUNITY bonuses we have 2 bonuses with spellSchool subtype: SPELL_SCHOOL_IMMUNITY and NEGATIVE_EFFECT_IMMUNITY. All previous bonuses of subtype 0 is covered by SPELL_SCHOOL_IMMUNITY, and all previous bonuses of subtype 1 is covered by NEGATIVE_EFFECT_IMMUNITY. Unit tests are updated accordingly.
47 lines
1.1 KiB
C++
47 lines
1.1 KiB
C++
/*
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* TargetConditionItemFixture.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 <vstd/RNG.h>
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#include "../../../lib/NetPacksBase.h"
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#include "../../../lib/spells/TargetCondition.h"
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#include "mock/mock_spells_Mechanics.h"
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#include "mock/mock_spells_Spell.h"
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#include "mock/mock_BonusBearer.h"
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#include "mock/mock_battle_Unit.h"
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namespace test
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{
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class TargetConditionItemTest : public ::testing::Test
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{
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public:
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std::shared_ptr<spells::TargetConditionItem> subject;
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::testing::StrictMock<spells::MechanicsMock> mechanicsMock;
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::testing::StrictMock<UnitMock> unitMock;
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::testing::StrictMock<spells::SpellMock> spellMock;
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BonusBearerMock unitBonuses;
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protected:
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void SetUp() override
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{
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using namespace ::testing;
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ON_CALL(unitMock, getAllBonuses(_, _, _, _)).WillByDefault(Invoke(&unitBonuses, &BonusBearerMock::getAllBonuses));
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ON_CALL(unitMock, getTreeVersion()).WillByDefault(Invoke(&unitBonuses, &BonusBearerMock::getTreeVersion));
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}
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};
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}
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