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https://github.com/nolen777/eagle0.git
synced 2026-07-29 06:15:41 +00:00
Compare commits
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11547dac4e |
@@ -34,7 +34,7 @@ TEST_F(FallIntoWaterActionTests, takesDamage) {
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Coords c{2, 2};
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auto fallerOffset = AddGenericUnit(1, 0, c);
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std::vector<Unit> unitsVec{fallerOffset};
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auto unitsVec = std::vector<Unit>{fallerOffset};
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auto unitsOffset = fbb.CreateVectorOfSortedStructs(&unitsVec);
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net::eagle0::shardok::storage::fb::Weather weather;
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@@ -77,7 +77,7 @@ TEST_F(FallIntoWaterActionTests, highRoll_sweptAway) {
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Coords c{2, 2};
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auto fallerOffset = AddGenericUnit(1, 0, c);
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std::vector<Unit> unitsVec{fallerOffset};
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auto unitsVec = std::vector<Unit>{fallerOffset};
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auto unitsOffset = fbb.CreateVectorOfSortedStructs(&unitsVec);
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net::eagle0::shardok::storage::fb::Weather weather;
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@@ -121,7 +121,7 @@ TEST_F(FallIntoWaterActionTests, lowRoll_escapes) {
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Coords c{2, 2};
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auto fallerOffset = AddGenericUnit(1, 0, c);
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std::vector<Unit> unitsVec{fallerOffset};
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auto unitsVec = std::vector<Unit>{fallerOffset};
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auto unitsOffset = fbb.CreateVectorOfSortedStructs(&unitsVec);
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net::eagle0::shardok::storage::fb::Weather weather;
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@@ -170,7 +170,7 @@ TEST_F(FallIntoWaterActionTests, noHero_alwaysSweptAway) {
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unit.mutable_location() = c;
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unit.mutable_battalion().mutate_size(500);
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std::vector<Unit> unitsVec{unit};
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auto unitsVec = std::vector<Unit>{unit};
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auto unitsOffset = fbb.CreateVectorOfSortedStructs(&unitsVec);
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net::eagle0::shardok::storage::fb::Weather weather;
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@@ -53,7 +53,7 @@ class MeteorCastActionTests : public ::testing::Test {
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auto otherOffset = AddGenericUnit(1, 1, Coords(1, 1));
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std::vector<Unit> unitsVec{casterOffset, otherOffset};
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auto unitsVec = std::vector<Unit>{casterOffset, otherOffset};
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auto unitsOffset = fbb.CreateVectorOfSortedStructs(&unitsVec);
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auto hexMap = AddHexMap(fbb, BASIC_MAP_FB);
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@@ -104,7 +104,7 @@ auto MakeGameState() -> GameStateW {
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ub.mutable_location() = coords;
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ub.mutate_status(net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT);
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std::vector<Unit> unitsVec{ub};
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auto unitsVec = std::vector<Unit>{ub};
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auto unitsOffset = fbb.CreateVectorOfSortedStructs(&unitsVec);
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auto weather = net::eagle0::shardok::storage::fb::Weather(
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+1
-1
@@ -45,7 +45,7 @@ class PerformUndeadCommandsActionTest : public ::testing::Test {
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auto undeadOff = AddGenericUndead(UNCONTROLLED_PLAYER_ID, 1, undeadPosition);
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auto targetedOff = AddGenericUnit(4, 2, Coords(5, 5));
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std::vector<Unit> unitsVec{adjOff, undeadOff, targetedOff};
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auto unitsVec = std::vector<Unit>{adjOff, undeadOff, targetedOff};
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auto unitsOff = fbb.CreateVectorOfSortedStructs(&unitsVec);
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auto mapOff = AddBasicMap(fbb);
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@@ -22,7 +22,7 @@ class PlaceHiddenUnitCommandTest : public ::testing::Test {
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auto actorOff = AddGenericUnit(0, 0, Coords(-1, -1));
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std::vector<Unit> unitsVec{actorOff};
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auto unitsVec = std::vector<Unit>{actorOff};
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auto unitsOff = fbb.CreateVectorOfSortedStructs(&unitsVec);
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auto hexMapOffset = AddHexMap(fbb, BASIC_MAP_FB);
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@@ -21,7 +21,7 @@ class UndeadChangeAction_test : public ::testing::Test {
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auto firstUndeadOff = AddGenericUndead(1, 1, Coords(4, 4));
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auto secondUndeadOff = AddGenericUndead(2, 2, Coords(1, 1));
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vector<Unit> unitsVec{otherUnit, firstUndeadOff, secondUndeadOff};
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auto unitsVec = vector<Unit>{otherUnit, firstUndeadOff, secondUndeadOff};
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auto unitsOff = fbb.CreateVectorOfSortedStructs(&unitsVec);
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GameStateBuilder gsb(fbb);
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+1
-1
@@ -39,7 +39,7 @@ class UpdateOpponentKnowledgeActionTests : public ::testing::Test {
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auto attackerOff = AddGenericUnit(0, 0, attackerPosition);
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auto defenderOff = AddGenericUnit(1, 1, notAdjacentPosition);
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vector<Unit> unitsVec{attackerOff, defenderOff};
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auto unitsVec = vector<Unit>{attackerOff, defenderOff};
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auto unitsOffset = fbb.CreateVectorOfSortedStructs(&unitsVec);
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auto statusBuilder = net::eagle0::shardok::storage::fb::GameStatusBuilder(fbb);
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@@ -157,7 +157,7 @@ TEST_F(MeleeActionTests, Execute_givesDamageBasedOnBattalionTypeInfo) {
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PercentileRollOdds ambushOdds = MakeOdds(0);
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auto rolls = std::vector<double>{ambushRoll, attackerRoll, defenderRoll};
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std::vector<double> rolls{ambushRoll, attackerRoll, defenderRoll};
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auto generator = SequenceRandomGenerator::WithSequence(rolls);
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for (int size = 0; size <= 1000; size += 100) {
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@@ -205,7 +205,7 @@ TEST_F(MeleeActionTests, Execute_givesDamageBasedOnBattalionTypeInfo) {
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}
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TEST_F(MeleeActionTests, Execute_normalPlayers_increasesOpponentKnowledge) {
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const auto rolls = std::vector<double>{0, 50, 50};
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const std::vector<double> rolls{0, 50, 50};
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const auto generator = SequenceRandomGenerator::WithSequence(rolls);
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attacker->mutable_opponent_knowledge()->Mutate(1, 51);
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@@ -238,7 +238,7 @@ TEST_F(MeleeActionTests, Execute_normalPlayers_increasesOpponentKnowledge) {
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}
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TEST_F(MeleeActionTests, Execute_lledUnit_increasesOpponentKnowledge) {
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const auto rolls = std::vector<double>{0.0, 0.50, 0.50};
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const std::vector<double> rolls{0.0, 0.50, 0.50};
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const auto generator = SequenceRandomGenerator::WithSequence(rolls);
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attacker->mutable_opponent_knowledge()->Mutate(1, 51);
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@@ -272,7 +272,7 @@ TEST_F(MeleeActionTests, Execute_lledUnit_increasesOpponentKnowledge) {
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}
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TEST_F(MeleeActionTests, Execute_givesAttackerStrengthXp) {
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const auto rolls = std::vector<double>{0.0, 0.50, 0.50};
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const std::vector<double> rolls{0.0, 0.50, 0.50};
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const auto generator = SequenceRandomGenerator::WithSequence(rolls);
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attackerWithHero->mutable_attached_hero().mutate_strength_xp(57);
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@@ -297,7 +297,7 @@ TEST_F(MeleeActionTests, Execute_givesAttackerStrengthXp) {
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}
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TEST_F(MeleeActionTests, Execute_givesDefenderStrengthXp) {
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const auto rolls = std::vector<double>{0.0, 0.50, 0.50};
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const std::vector<double> rolls{0.0, 0.50, 0.50};
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const auto generator = SequenceRandomGenerator::WithSequence(rolls);
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defenderWithHero->mutable_attached_hero().mutate_strength_xp(12);
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@@ -322,7 +322,7 @@ TEST_F(MeleeActionTests, Execute_givesDefenderStrengthXp) {
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}
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TEST_F(MeleeActionTests, ExecuteWithOutAmbush_givesNoAttackerAgilityXp) {
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const auto rolls = std::vector<double>{0.0, 0.50, 0.50};
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const std::vector<double> rolls{0.0, 0.50, 0.50};
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const auto generator = SequenceRandomGenerator::WithSequence(rolls);
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attackerWithHero->mutable_attached_hero().mutate_agility_xp(88);
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@@ -347,7 +347,7 @@ TEST_F(MeleeActionTests, ExecuteWithOutAmbush_givesNoAttackerAgilityXp) {
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}
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TEST_F(MeleeActionTests, ExecuteWithAmbush_givesAttackerAgilityXp) {
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const auto rolls = std::vector<double>{0.0, 0.50, 0.50};
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const std::vector<double> rolls{0.0, 0.50, 0.50};
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const auto generator = SequenceRandomGenerator::WithSequence(rolls);
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attackerWithHero->mutate_hidden(true);
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@@ -373,7 +373,7 @@ TEST_F(MeleeActionTests, ExecuteWithAmbush_givesAttackerAgilityXp) {
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}
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TEST_F(MeleeActionTests, Execute_hiddenAttacker_unhides) {
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const auto rolls = std::vector<double>{0.0, 0.50, 0.50};
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const std::vector<double> rolls{0.0, 0.50, 0.50};
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const auto generator = SequenceRandomGenerator::WithSequence(rolls);
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attackerWithHero->mutate_hidden(true);
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@@ -398,7 +398,7 @@ TEST_F(MeleeActionTests, Execute_hiddenAttacker_unhides) {
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}
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TEST_F(MeleeActionTests, Execute_hiddenAttackerLowRoll_ambushes) {
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const auto rolls = std::vector<double>{0.25, 0.50, 0.50};
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const std::vector<double> rolls{0.25, 0.50, 0.50};
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const auto generator = SequenceRandomGenerator::WithSequence(rolls);
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attackerWithHero->mutate_hidden(true);
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@@ -419,7 +419,7 @@ TEST_F(MeleeActionTests, Execute_hiddenAttackerLowRoll_ambushes) {
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}
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TEST_F(MeleeActionTests, Execute_hiddenAttackerLowRoll_intoCastle_noAmbush) {
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const auto rolls = std::vector<double>{0.25, 0.50, 0.50};
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const std::vector<double> rolls{0.25, 0.50, 0.50};
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const auto generator = SequenceRandomGenerator::WithSequence(rolls);
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attacker->mutate_hidden(true);
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@@ -444,7 +444,7 @@ TEST_F(MeleeActionTests, Execute_hiddenAttackerLowRoll_intoCastle_noAmbush) {
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}
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TEST_F(MeleeActionTests, Execute_hiddenAttackerLowRoll_stunsDefender) {
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const auto rolls = std::vector<double>{0.25, 0.50, 0.50};
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const std::vector<double> rolls{0.25, 0.50, 0.50};
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const auto generator = SequenceRandomGenerator::WithSequence(rolls);
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attacker->mutate_hidden(true);
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@@ -467,7 +467,7 @@ TEST_F(MeleeActionTests, Execute_hiddenAttackerLowRoll_stunsDefender) {
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}
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TEST_F(MeleeActionTests, Execute_hiddenAttackerHighRoll_noAmbush) {
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const auto rolls = std::vector<double>{0.75, 0.50, 0.50};
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const std::vector<double> rolls{0.75, 0.50, 0.50};
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const auto generator = SequenceRandomGenerator::WithSequence(rolls);
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attacker->mutate_hidden(true);
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@@ -491,7 +491,7 @@ TEST_F(MeleeActionTests, Execute_hiddenAttackerHighRoll_noAmbush) {
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}
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TEST_F(MeleeActionTests, Execute_onStunnedDefender_doesMoreDamage) {
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auto rolls = std::vector<double>{0.75, 0.50, 0.50};
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std::vector<double> rolls{0.75, 0.50, 0.50};
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auto generator = SequenceRandomGenerator::WithSequence(rolls);
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GetGameSettingsSetter().SetDouble(kSettingsKeys.damageReceivedMultiplierFromStun, 1.25);
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@@ -533,7 +533,7 @@ TEST_F(MeleeActionTests, Execute_onStunnedDefender_doesMoreDamage) {
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}
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TEST_F(MeleeActionTests, Execute_onFortifiedDefender_doesLessDamage) {
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auto rolls = std::vector<double>{0.75, 0.50, 0.50};
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std::vector<double> rolls{0.75, 0.50, 0.50};
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auto generator = SequenceRandomGenerator::WithSequence(rolls);
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GetGameSettingsSetter().SetDouble(kSettingsKeys.fortifyDamageTakenMultiplier, 0.9);
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