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https://github.com/nolen777/eagle0.git
synced 2026-07-29 11:15:48 +00:00
Compare commits
| Author | SHA1 | Date | |
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d1e96a47c6 |
@@ -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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auto winningIdsVec = std::vector<PlayerId>{-1, -1, -1, -1, -1, -1, -1, -1, -1, -1};
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std::vector<PlayerId> winningIdsVec{-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 auto attackerVC = vector<int8_t>{
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const vector<int8_t> attackerVC{
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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 auto defenderVC = vector<int8_t>{
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const vector<int8_t> defenderVC{
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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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auto units = std::vector<Unit>{
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std::vector<Unit> units{
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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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+1
-1
@@ -23,7 +23,7 @@ class EvacuatePrisonersCommandFactoryTest : public ::testing::Test {
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auto actorOff = AddGenericUnit(0, 0, position);
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auto enemyCaptiveOff = AddGenericUnit(1, 1, Coords(4, 4));
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auto alliedCaptiveOff = AddGenericUnit(2, 2, Coords(5, 5));
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std::vector<Unit> unitsVec{actorOff, enemyCaptiveOff, alliedCaptiveOff};
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auto unitsVec = std::vector<Unit>{actorOff, enemyCaptiveOff, alliedCaptiveOff};
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auto unitsOff = fbb.CreateVectorOfSortedStructs(&unitsVec);
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GameStateBuilder gsb(fbb);
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+1
-1
@@ -16,7 +16,7 @@ class MoveCommandFactoryTest : public ::testing::Test {
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auto actorOff = AddGenericUnit(1, 3, position);
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auto enemyOff = AddGenericUnit(0, 2, Coords(3, 2));
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vector<Unit> vec{actorOff, enemyOff};
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auto vec = vector<Unit>{actorOff, enemyOff};
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auto u = fbb.CreateVectorOfSortedStructs(&vec);
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fbb.Finish(u);
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+1
-1
@@ -44,7 +44,7 @@ class ReinforceCommandFactoryTest : public ::testing::Test {
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auto defenderOffset = AddGenericUnit(1, 2, Coords(2, 5));
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auto anotherReserveOffset = AddGenericUnit(2, 3, Coords(-1, -1));
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std::vector<Unit> unitsVec{
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auto unitsVec = std::vector<Unit>{
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attacker1Offset,
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reserveAttackerOffset,
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defenderOffset,
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+1
-1
@@ -29,7 +29,7 @@ class ScoutCommandFactoryTests : public ::testing::Test {
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fbb.ForceDefaults(true);
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auto rangerOff = AddGenericUnit(5, 0, position);
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std::vector<Unit> unitsVec{rangerOff};
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auto unitsVec = std::vector<Unit>{rangerOff};
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auto unitsOff = fbb.CreateVectorOfSortedStructs(&unitsVec);
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auto mapOff = AddBasicMap(fbb);
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+1
-1
@@ -34,7 +34,7 @@ class StartFireCommandFactoryTest : public ::testing::Test {
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auto friendlyOffset = AddGenericUnit(0, 1, Coords(5, 5));
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auto defenderOffset = AddGenericUnit(1, 2, Coords(2, 0));
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vector<Unit> unitsVec{attackerOffset, friendlyOffset, defenderOffset};
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auto unitsVec = vector<Unit>{attackerOffset, friendlyOffset, defenderOffset};
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auto unitsOffset = fbb.CreateVectorOfSortedStructs(&unitsVec);
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weather = WeatherFb();
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