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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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