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+/*
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+ * GameStateTest.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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+
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+#include "StdInc.h"
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+
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+#include "../mock/mock_Services.h"
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+#include "../mock/mock_MapService.h"
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+#include "../mock/mock_IGameEventCallback.h"
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+
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+#include "../../lib/gameState/CGameState.h"
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+#include "../../lib/mapping/CMap.h"
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+#include "../../lib/StartInfo.h"
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+#include "../../lib/CRandomGenerator.h"
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+#include "../../lib/callback/GameRandomizer.h"
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+#include "../../lib/filesystem/ResourcePath.h"
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+
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+/**
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+ * Base test fixture for game state tests that need a fully initialized game.
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+ *
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+ * This class provides:
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+ * - Game state initialization with a test map
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+ * - Server callback implementation for applying netpacks
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+ * - Mock services and event callbacks
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+ * - Helper methods for common game state operations
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+ *
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+ * Inherit from this class to test netpacks and other game state operations.
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+ */
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+class GameStateTest : public ::testing::Test, public ServerCallback, public MapListener
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+{
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+public:
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+ GameStateTest()
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+ : gameEventCallback(std::make_shared<GameEventCallbackMock>(this)),
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+ mapService("test/MiniTest/", this),
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+ map(nullptr)
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+ {
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+ }
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+
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+ void SetUp() override
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+ {
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+ gameState = std::make_shared<CGameState>();
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+ gameState->preInit(&services);
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+ }
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+
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+ void TearDown() override
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+ {
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+ gameState.reset();
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+ }
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+
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+ bool describeChanges() const override
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+ {
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+ return true;
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+ }
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+
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+ void apply(CPackForClient & pack) override
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+ {
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+ gameState->apply(pack);
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+ }
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+
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+ void complain(const std::string & problem) override
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+ {
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+ FAIL() << "Server-side assertion: " << problem;
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+ }
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+
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+ vstd::RNG * getRNG() override
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+ {
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+ return &randomGenerator;
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+ }
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+
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+ // Unused battle-specific overrides - implement as needed in derived classes
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+ void apply(BattleLogMessage &) override {}
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+ void apply(BattleStackMoved &) override {}
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+ void apply(BattleUnitsChanged &) override {}
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+ void apply(SetStackEffect &) override {}
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+ void apply(StacksInjured &) override {}
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+ void apply(BattleObstaclesChanged &) override {}
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+ void apply(CatapultAttack &) override {}
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+
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+ void mapLoaded(CMap * map) override
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+ {
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+ EXPECT_EQ(this->map, nullptr);
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+ this->map = map;
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+ }
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+
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+ /**
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+ * Initialize a test game with the specified map.
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+ *
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+ * This method:
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+ * - Loads the map header
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+ * - Configures player settings
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+ * - Initializes the game state
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+ * - Makes the game ready for testing
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+ *
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+ * @param mapName Name of the test map to load (default: "anything")
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+ */
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+ void startTestGame(const std::string & mapName = "anything")
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+ {
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+ StartInfo si;
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+ si.mapname = mapName;
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+ si.difficulty = 0;
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+ si.mode = EStartMode::NEW_GAME;
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+
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+ std::unique_ptr<CMapHeader> header = mapService.loadMapHeader(ResourcePath(si.mapname));
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+ ASSERT_NE(header.get(), nullptr) << "Failed to load map header for: " << mapName;
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+
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+ // Setup player info
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+ for(int i = 0; i < header->players.size(); i++)
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+ {
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+ const PlayerInfo & pinfo = header->players[i];
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+
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+ if (!(pinfo.canHumanPlay || pinfo.canComputerPlay))
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+ continue;
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+
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+ PlayerSettings & pset = si.playerInfos[PlayerColor(i)];
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+ pset.color = PlayerColor(i);
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+ pset.connectedPlayerIDs.insert(static_cast<PlayerConnectionID>(i));
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+ pset.name = "Player";
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+ pset.castle = pinfo.defaultCastle();
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+ pset.hero = pinfo.defaultHero();
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+
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+ if(pset.hero != HeroTypeID::RANDOM && pinfo.hasCustomMainHero())
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+ {
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+ pset.hero = pinfo.mainCustomHeroId;
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+ pset.heroNameTextId = pinfo.mainCustomHeroNameTextId;
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+ pset.heroPortrait = HeroTypeID(pinfo.mainCustomHeroPortrait);
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+ }
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+ }
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+
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+ GameRandomizer randomizer(*gameState);
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+ Load::ProgressAccumulator progressTracker;
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+ gameState->init(&mapService, &si, randomizer, progressTracker, false);
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+
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+ ASSERT_NE(map, nullptr) << "Game state initialization failed - map is null";
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+ }
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+
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+protected:
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+ std::shared_ptr<CGameState> gameState;
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+ std::shared_ptr<GameEventCallbackMock> gameEventCallback;
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+ MapServiceMock mapService;
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+ ServicesMock services;
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+ CMap * map;
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+ CRandomGenerator randomGenerator;
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+};
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