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/*
* BattleFake.cpp, 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
*
*/
#include "StdInc.h"
#include "BattleFake.h"
namespace test
{
namespace battle
{
void UnitFake::addNewBonus(const std::shared_ptr<Bonus> & b)
{
bonusFake.addNewBonus(b);
}
void UnitFake::makeAlive()
{
EXPECT_CALL(*this, alive()).Times(AtLeast(1)).WillRepeatedly(Return(true));
}
void UnitFake::makeDead()
{
EXPECT_CALL(*this, alive()).Times(AtLeast(1)).WillRepeatedly(Return(false));
EXPECT_CALL(*this, isGhost()).Times(AtLeast(1)).WillRepeatedly(Return(false));
}
void UnitFake::redirectBonusesToFake()
{
ON_CALL(*this, getAllBonuses(_, _, _)).WillByDefault(Invoke(&bonusFake, &BonusBearerMock::getAllBonuses));
ON_CALL(*this, getTreeVersion()).WillByDefault(Invoke(&bonusFake, &BonusBearerMock::getTreeVersion));
}
void UnitFake::expectAnyBonusSystemCall()
{
EXPECT_CALL(*this, getAllBonuses(_, _, _)).Times(AtLeast(0));
EXPECT_CALL(*this, getTreeVersion()).Times(AtLeast(0));
}
UnitFake & UnitsFake::add(BattleSide side)
{
auto * unit = new UnitFake();
ON_CALL(*unit, unitSide()).WillByDefault(Return(side));
unit->redirectBonusesToFake();
allUnits.emplace_back(unit);
return *allUnits.back().get();
}
Units UnitsFake::getUnitsIf(UnitFilter predicate) const
{
Units ret;
for(auto & unit : allUnits)
{
if(predicate(unit.get()))
ret.push_back(unit.get());
}
return ret;
}
void UnitsFake::setDefaultBonusExpectations()
{
for(auto & unit : allUnits)
{
unit->expectAnyBonusSystemCall();
}
}
BattleFake::~BattleFake() = default;
#if SCRIPTING_ENABLED
BattleFake::BattleFake(std::shared_ptr<scripting::PoolMock> pool_):
pool(pool_)
{
}
#else
BattleFake::BattleFake() = default;
#endif
void BattleFake::setUp()
{
}
void BattleFake::setupEmptyBattlefield()
{
EXPECT_CALL(*this, getDefendedTown()).WillRepeatedly(Return(nullptr));
EXPECT_CALL(*this, getAllObstacles()).WillRepeatedly(Return(IBattleInfo::ObstacleCList()));
EXPECT_CALL(*this, getBattlefieldType()).WillRepeatedly(Return(BattleField(0)));
}
#if SCRIPTING_ENABLED
scripting::Pool * BattleFake::getContextPool() const
{
return pool.get();
}
#endif
}
}
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