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/*
* EffectFixture.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/spells/effects/Effect.h"
#include "../../../lib/spells/effects/Registry.h"
#include "../../mock/mock_spells_Mechanics.h"
#include "../../mock/mock_spells_Problem.h"
#include "../../mock/mock_spells_Spell.h"
#include "../../mock/mock_spells_SpellService.h"
#include "../../mock/mock_IGameInfoCallback.h"
#include "../../mock/mock_Creature.h"
#include "../../mock/mock_CreatureService.h"
#include "../../mock/mock_BonusBearer.h"
#include "../../mock/mock_battle_IBattleState.h"
#include "../../mock/mock_battle_Unit.h"
#include "../../mock/mock_vstd_RNG.h"
#include "../../mock/mock_scripting_Pool.h"
#include "../../mock/BattleFake.h"
#include "../../mock/mock_ServerCallback.h"
#include "../../../lib/JsonNode.h"
#include "../../../lib/NetPacksBase.h"
#include "../../../lib/battle/CBattleInfoCallback.h"
namespace battle
{
bool operator== (const Destination & left, const Destination & right);
}
bool operator==(const Bonus & b1, const Bonus & b2);
namespace test
{
using namespace ::testing;
using namespace ::spells;
using namespace ::spells::effects;
using namespace ::scripting;
class EffectFixture
{
public:
std::shared_ptr<Effect> subject;
ProblemMock problemMock;
StrictMock<MechanicsMock> mechanicsMock;
StrictMock<CreatureServiceMock> creatureServiceMock;
StrictMock<CreatureMock> creatureStub;
StrictMock<SpellServiceMock> spellServiceMock;
StrictMock<SpellMock> spellStub;
StrictMock<IGameInfoCallbackMock> gameMock;
vstd::RNGMock rngMock;
battle::UnitsFake unitsFake;
std::shared_ptr<PoolMock> pool;
std::shared_ptr<battle::BattleFake> battleFake;
StrictMock<ServerCallbackMock> serverMock;
std::string effectName;
EffectFixture(std::string effectName_);
virtual ~EffectFixture();
void setupEffect(const JsonNode & effectConfig);
void setupEffect(Registry * registry, const JsonNode & effectConfig);
void setupDefaultRNG();
protected:
void setUp();
private:
};
}
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