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synced 2026-07-29 04:05:44 +00:00
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d5d0730c28 |
+2
-2
@@ -28,11 +28,11 @@ class ActionPointDistancesTest : public ::testing::Test {
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// P P P M P P
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// const_cast is safe because we own the mutable buffer (map)
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for (int i = 6; i < 12; ++i) {
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for (int i = 6; i < 12; i++) {
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const_cast<Terrain*>(map->mutable_terrain()->GetMutableObject(i))
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->mutate_type(net::eagle0::shardok::storage::fb::Terrain_::Type_FOREST);
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}
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for (int i = 18; i < 24; ++i) {
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for (int i = 18; i < 24; i++) {
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const_cast<Terrain*>(map->mutable_terrain()->GetMutableObject(i))
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->mutate_type(net::eagle0::shardok::storage::fb::Terrain_::Type_RIVER);
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}
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+1
-1
@@ -49,7 +49,7 @@ class ArcheryCommandFactoryTest : public ::testing::Test {
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auto def1Offset = AddGenericUnit(1, 1, def1pos);
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auto def2Offset = AddGenericUnit(1, 2, def2pos);
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auto vec = vector<Unit>{attackerUnit, def1Offset, def2Offset};
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vector<Unit> vec{attackerUnit, def1Offset, def2Offset};
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auto u = fbb.CreateVectorOfSortedStructs(&vec);
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fbb.Finish(u);
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+1
-1
@@ -22,7 +22,7 @@ class MeleeCommandFactoryTests : public ::testing::Test {
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auto actorOff = AddGenericUnit(5, 0, position);
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auto defenderOff = AddGenericUnit(3, 1, defenderPosition);
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auto unitsVec = std::vector<Unit>{actorOff, defenderOff};
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std::vector<Unit> unitsVec{actorOff, defenderOff};
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auto unitsOff = fbb.CreateVectorOfSortedStructs(&unitsVec);
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auto mapOff = AddBasicMap(fbb);
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