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https://github.com/vcmi/vcmi.git
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ecaa9f5d0b
* Made most Handlers derived from CHandlerBase and moved service API there. * Declared existing Entity APIs. * Added basic script context caching * Started Lua script module * Started Lua spell effect API * Started script state persistence * Started battle info callback binding * CommitPackage removed * Extracted spells::Caster to own header; Expanded Spell API. * implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C * !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented * Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key) * Re-enabled VERM macros. * !?GM0 added * !?TM implemented * Added !!MF:N * Started !?OB, !!BM, !!HE, !!OW, !!UN * Added basic support of w-variables * Added support for ERM indirect variables * Made !?FU regular trigger * !!re (ERA loop receiver) implemented * Fixed ERM receivers with zero args.
106 lines
2.2 KiB
C++
106 lines
2.2 KiB
C++
/*
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* BattleFake.cpp, 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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#include "StdInc.h"
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#include "BattleFake.h"
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namespace test
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{
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namespace battle
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{
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void UnitFake::addNewBonus(const std::shared_ptr<Bonus> & b)
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{
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bonusFake.addNewBonus(b);
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}
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void UnitFake::makeAlive()
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{
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EXPECT_CALL(*this, alive()).Times(AtLeast(1)).WillRepeatedly(Return(true));
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}
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void UnitFake::makeDead()
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{
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EXPECT_CALL(*this, alive()).Times(AtLeast(1)).WillRepeatedly(Return(false));
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EXPECT_CALL(*this, isGhost()).Times(AtLeast(1)).WillRepeatedly(Return(false));
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}
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void UnitFake::redirectBonusesToFake()
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{
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ON_CALL(*this, getAllBonuses(_, _, _, _)).WillByDefault(Invoke(&bonusFake, &BonusBearerMock::getAllBonuses));
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ON_CALL(*this, getTreeVersion()).WillByDefault(Invoke(&bonusFake, &BonusBearerMock::getTreeVersion));
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}
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void UnitFake::expectAnyBonusSystemCall()
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{
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EXPECT_CALL(*this, getAllBonuses(_, _, _, _)).Times(AtLeast(0));
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EXPECT_CALL(*this, getTreeVersion()).Times(AtLeast(0));
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}
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UnitFake & UnitsFake::add(ui8 side)
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{
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UnitFake * unit = new UnitFake();
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ON_CALL(*unit, unitSide()).WillByDefault(Return(side));
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unit->redirectBonusesToFake();
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allUnits.emplace_back(unit);
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return *allUnits.back().get();
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}
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Units UnitsFake::getUnitsIf(UnitFilter predicate) const
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{
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Units ret;
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for(auto & unit : allUnits)
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{
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if(predicate(unit.get()))
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ret.push_back(unit.get());
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}
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return ret;
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}
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void UnitsFake::setDefaultBonusExpectations()
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{
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for(auto & unit : allUnits)
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{
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unit->expectAnyBonusSystemCall();
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}
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}
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BattleFake::~BattleFake() = default;
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BattleFake::BattleFake(std::shared_ptr<scripting::PoolMock> pool_)
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: CBattleInfoCallback(),
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BattleStateMock(),
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pool(pool_)
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{
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}
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void BattleFake::setUp()
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{
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CBattleInfoCallback::setBattle(this);
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}
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void BattleFake::setupEmptyBattlefield()
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{
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EXPECT_CALL(*this, getDefendedTown()).WillRepeatedly(Return(nullptr));
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EXPECT_CALL(*this, getAllObstacles()).WillRepeatedly(Return(IBattleInfo::ObstacleCList()));
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EXPECT_CALL(*this, getBattlefieldType()).WillRepeatedly(Return(BFieldType::NONE2));
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}
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scripting::Pool * BattleFake::getContextPool() const
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{
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return pool.get();
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}
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}
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}
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