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https://github.com/nolen777/eagle0.git
synced 2026-07-29 10:55:42 +00:00
Compare commits
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22b762748e |
@@ -66,7 +66,7 @@ protected:
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net::eagle0::shardok::storage::fb::DrawType_UNKNOWN_DRAW_TYPE);
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endGameCondition.mutate_victory_details(
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net::eagle0::shardok::storage::fb::VictoryCondition_UNKNOWN_VICTORY_CONDITION);
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std::vector<PlayerId> winningIdsVec{-1, -1, -1, -1, -1, -1, -1, -1, -1, -1};
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auto winningIdsVec = std::vector<PlayerId>{-1, -1, -1, -1, -1, -1, -1, -1, -1, -1};
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auto winningIdsOff = fbb.CreateVector(winningIdsVec);
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auto statusB = net::eagle0::shardok::storage::fb::GameStatusBuilder(fbb);
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statusB.add_state(net::eagle0::shardok::storage::fb::GameStatus_::State_GAME_RUNNING);
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@@ -75,7 +75,7 @@ protected:
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net::eagle0::shardok::storage::fb::GameStatus_::State_GAME_RUNNING);
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const auto mapOffset = AddHexMap(fbb, hexMap);
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const vector<int8_t> attackerVC{
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const auto attackerVC = vector<int8_t>{
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net::eagle0::shardok::storage::fb::
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VictoryCondition_VICTORY_CONDITION_LAST_PLAYER_STANDING,
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net::eagle0::shardok::storage::fb::
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@@ -87,7 +87,7 @@ protected:
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1000,
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&attackerVC);
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const vector<int8_t> defenderVC{
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const auto defenderVC = vector<int8_t>{
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net::eagle0::shardok::storage::fb::
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VictoryCondition_VICTORY_CONDITION_WIN_AFTER_MAX_ROUNDS,
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net::eagle0::shardok::storage::fb::
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@@ -33,7 +33,7 @@ protected:
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defenderPlayer};
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const auto playersOffset = fbb.CreateVectorOfSortedTables(&playersVec);
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std::vector<Unit> units{
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auto units = std::vector<Unit>{
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AddGenericUnit(0, 0, attackerLocation),
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AddGenericUnit(1, 1, defenderLocation)};
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if (secondAttacker) { units.push_back(AddGenericUnit(0, 2, attacker2Location)); }
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+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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