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https://github.com/nolen777/eagle0.git
synced 2026-07-29 12:35:41 +00:00
Compare commits
| Author | SHA1 | Date | |
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22b762748e |
@@ -23,7 +23,7 @@ class AIAttackGroupsTest : public ::testing::Test {
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flatbuffers::FlatBufferBuilder fbb;
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fbb.ForceDefaults(true);
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std::vector<Unit> unitsVec{
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auto unitsVec = std::vector<Unit>{
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AddGenericUnit(0, 0, Coords(0, 0)),
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AddGenericUnit(0, 1, Coords(0, 1)),
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AddGenericUnit(0, 2, Coords(5, 0)),
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@@ -287,4 +287,4 @@ TEST_F(AIAttackGroupsTest, targetPriorities_assignHighestPowerFirst) {
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.target = Coords(0, 5),
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.attackLocations = upperRightAttackLocations}}),
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tpls[2].priorityOrder);
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}
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}
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@@ -20,7 +20,7 @@ class AIAttackerStrategySelectorTest : public ::testing::Test {
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flatbuffers::FlatBufferBuilder fbb;
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fbb.ForceDefaults(true);
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std::vector<Unit> unitsVec{
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auto unitsVec = std::vector<Unit>{
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AddGenericUnit(0, 0, Coords(5, 0)),
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AddGenericUnit(0, 1, Coords(4, 0)),
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AddGenericUnit(0, 2, Coords(5, 5)),
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@@ -21,7 +21,7 @@ class AIStrategySelectorTest : public ::testing::Test {
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flatbuffers::FlatBufferBuilder fbb;
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fbb.ForceDefaults(true);
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std::vector<Unit> unitsVec{
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auto unitsVec = std::vector<Unit>{
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AddGenericUnit(0, 0, Coords(5, 0)),
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AddGenericUnit(0, 1, Coords(4, 0)),
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AddGenericUnit(0, 2, Coords(5, 5)),
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@@ -291,4 +291,4 @@ TEST_F(AIStrategySelectorTest,
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return GetGameSettings()->GetGetter().GetBattalionType(typeId);
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})
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.strategyType);
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}
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}
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@@ -17,7 +17,7 @@ class AIScoreUtilitiesTest : public ::testing::Test {
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flatbuffers::FlatBufferBuilder fbb;
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fbb.ForceDefaults(true);
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std::vector<Unit> unitsVec{
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auto unitsVec = std::vector<Unit>{
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AddGenericUnit(0, 0, Coords(5, 0)),
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AddGenericUnit(0, 1, Coords(4, 0)),
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AddGenericUnit(0, 2, Coords(5, 5)),
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@@ -26,7 +26,7 @@ class AIWaterCrossingCalculatorTest : public ::testing::Test {
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flatbuffers::FlatBufferBuilder fbb;
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fbb.ForceDefaults(true);
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std::vector<Unit> unitsVec{
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auto unitsVec = std::vector<Unit>{
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AddGenericUnit(0, 0, Coords(5, 0)),
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AddGenericUnit(0, 1, Coords(4, 0))};
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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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