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https://github.com/nolen777/eagle0.git
synced 2026-07-29 10:55:42 +00:00
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c69912c948 |
@@ -46,7 +46,7 @@ class HolyWaveCommandTest : public ::testing::Test {
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auto actorOff = AddGenericUnit(2, 0, Coords(2, 2));
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auto actorOff = AddGenericUnit(2, 0, Coords(2, 2));
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auto otherOff1 = AddGenericUnit(2, 1, Coords(2, 3));
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auto otherOff1 = AddGenericUnit(2, 1, Coords(2, 3));
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auto otherOff2 = AddGenericUnit(2, 2, Coords(2, 1));
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auto otherOff2 = AddGenericUnit(2, 2, Coords(2, 1));
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auto units = vector<Unit>{actorOff, otherOff1, otherOff2};
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vector<Unit> units{actorOff, otherOff1, otherOff2};
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auto unitsOff = fbb.CreateVectorOfSortedStructs(&units);
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auto unitsOff = fbb.CreateVectorOfSortedStructs(&units);
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auto chargeesOff = fbb.CreateVector(vector<UnitId>(6));
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auto chargeesOff = fbb.CreateVector(vector<UnitId>(6));
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@@ -44,7 +44,7 @@ class LightningBoltCommandTests : public ::testing::Test {
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auto mageOff = AddGenericUnit(1, 0, Coords(2, 2));
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auto mageOff = AddGenericUnit(1, 0, Coords(2, 2));
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auto defenderOff = AddGenericUnit(2, 1, Coords(2, 4));
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auto defenderOff = AddGenericUnit(2, 1, Coords(2, 4));
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auto unitsVec = vector<Unit>{mageOff, defenderOff};
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vector<Unit> unitsVec{mageOff, defenderOff};
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auto unitsOff = fbb.CreateVectorOfSortedStructs(&unitsVec);
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auto unitsOff = fbb.CreateVectorOfSortedStructs(&unitsVec);
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GameStateBuilder gsb(fbb);
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GameStateBuilder gsb(fbb);
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@@ -26,7 +26,7 @@ class MoveCommandTest : public ::testing::Test {
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fbb.ForceDefaults(true);
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fbb.ForceDefaults(true);
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Unit movingUnitOff = AddGenericUnit(1, movingUnitId, startLocation);
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Unit movingUnitOff = AddGenericUnit(1, movingUnitId, startLocation);
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auto vec = vector<Unit>{movingUnitOff};
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vector<Unit> vec{movingUnitOff};
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auto u = fbb.CreateVectorOfSortedStructs(&vec);
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auto u = fbb.CreateVectorOfSortedStructs(&vec);
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// Copy the hex_map to the FlatBuffer
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// Copy the hex_map to the FlatBuffer
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@@ -53,7 +53,7 @@ class MoveCommandTest : public ::testing::Test {
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net::eagle0::shardok::storage::fb::Profession_RANGER,
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net::eagle0::shardok::storage::fb::Profession_RANGER,
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[](net::eagle0::shardok::storage::fb::Unit& /*builder*/) { return; });
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[](net::eagle0::shardok::storage::fb::Unit& /*builder*/) { return; });
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auto vec2 = vector<Unit>{movingUnitOff2, enemyRangerOff2};
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vector<Unit> vec2{movingUnitOff2, enemyRangerOff2};
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auto u2 = fbbWithRanger.CreateVectorOfSortedStructs(&vec2);
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auto u2 = fbbWithRanger.CreateVectorOfSortedStructs(&vec2);
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// Initialize possible_chargee_ids with 6 elements set to -1
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// Initialize possible_chargee_ids with 6 elements set to -1
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@@ -99,7 +99,7 @@ class MoveCommandTest : public ::testing::Test {
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Unit otherUnit = AddGenericUnit(2, hiddenRangerId, Coords(5, 5));
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Unit otherUnit = AddGenericUnit(2, hiddenRangerId, Coords(5, 5));
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auto vec3 = vector<Unit>{undeadUnit, otherUnit};
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vector<Unit> vec3{undeadUnit, otherUnit};
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auto u3 = fbbUndead.CreateVectorOfSortedStructs(&vec3);
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auto u3 = fbbUndead.CreateVectorOfSortedStructs(&vec3);
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// Copy the hex_map to the new FlatBuffer
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// Copy the hex_map to the new FlatBuffer
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@@ -28,7 +28,7 @@ class RaiseDeadCommandTest : public ::testing::Test {
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auto actorOff = AddGenericUnit(5, 0, position);
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auto actorOff = AddGenericUnit(5, 0, position);
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auto otherOff = AddGenericUnit(6, 1, Coords(5, 5));
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auto otherOff = AddGenericUnit(6, 1, Coords(5, 5));
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auto unitsVec = vector<Unit>{actorOff, otherOff};
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vector<Unit> unitsVec{actorOff, otherOff};
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auto unitsOff = fbb.CreateVectorOfSortedStructs(&unitsVec);
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auto unitsOff = fbb.CreateVectorOfSortedStructs(&unitsVec);
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auto mapOff = AddBasicMap(fbb);
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auto mapOff = AddBasicMap(fbb);
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@@ -28,7 +28,7 @@ class ScoutCommandTest : public ::testing::Test {
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auto rangerOff = AddGenericUnit(5, 2, Coords(0, 0));
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auto rangerOff = AddGenericUnit(5, 2, Coords(0, 0));
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auto unitsVec = vector<Unit>{opp1, opp2, rangerOff};
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vector<Unit> unitsVec{opp1, opp2, rangerOff};
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auto unitsOff = fbb.CreateVectorOfSortedStructs(&unitsVec);
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auto unitsOff = fbb.CreateVectorOfSortedStructs(&unitsVec);
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auto mapOff = AddBasicMap(fbb);
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auto mapOff = AddBasicMap(fbb);
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