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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"
- #if SCRIPTING_ENABLED
- #include "../../mock/mock_scripting_Pool.h"
- #endif
- #include "../../mock/BattleFake.h"
- #include "../../mock/mock_ServerCallback.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;
- #if SCRIPTING_ENABLED
- using namespace ::scripting;
- #endif
- 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;
- #if SCRIPTING_ENABLED
- std::shared_ptr<PoolMock> pool;
- #endif
- 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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