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Author SHA1 Message Date
admin 4b2155e7fc Use direct vector declarations in status tests 2026-06-23 12:55:36 -07:00
4 changed files with 25 additions and 25 deletions
@@ -49,7 +49,7 @@ auto AddPlayerInfo(
-> flatbuffers::Offset<net::eagle0::shardok::storage::fb::PlayerInfo> {
const auto victoryConditionsOffset = fbb.CreateVector(victoryConditions);
std::vector<net::eagle0::shardok::storage::fb::AlliedPlayer> alliesVec;
auto alliesVec = std::vector<net::eagle0::shardok::storage::fb::AlliedPlayer>();
for (int pid : allyPids) { alliesVec.emplace_back(pid); }
const auto alliesOffset = fbb.CreateVectorOfStructs(alliesVec);
@@ -87,7 +87,7 @@ static auto GameWithUnitTs(
endGameCondition.mutate_victory_details(
net::eagle0::shardok::storage::fb::VictoryCondition_UNKNOWN_VICTORY_CONDITION);
std::vector<PlayerId> winningIdsVec{-1, -1, -1, -1, -1, -1, -1, -1, -1, -1};
auto winningIdsVec = std::vector<PlayerId>{-1, -1, -1, -1, -1, -1, -1, -1, -1, -1};
auto winningIdsOff = fbb.CreateVector(winningIdsVec);
auto statusB = net::eagle0::shardok::storage::fb::GameStatusBuilder(fbb);
statusB.add_state(
@@ -51,7 +51,7 @@ TEST_F(UpdateGameStatusActionTests, onePlayerLeft_addsGameOverResult) {
auto coords = net::eagle0::shardok::storage::fb::Coords(3, 3);
auto onlyUnit = AddGenericUnit(0, 0, coords);
auto unitsVec = vector<Unit>{onlyUnit};
vector<Unit> unitsVec{onlyUnit};
auto unitsOffset = fbb.CreateVectorOfSortedStructs(&unitsVec);
auto statusBuilder = net::eagle0::shardok::storage::fb::GameStatusBuilder(fbb);
@@ -96,7 +96,7 @@ TEST_F(UpdateGameStatusActionTests, twoPlayersLeft_noGameOverResult) {
auto coords2 = net::eagle0::shardok::storage::fb::Coords(2, 1);
auto attackerUnit = AddGenericUnit(0, 0, coords1);
auto defenderUnit = AddGenericUnit(1, 1, coords2);
auto unitsVec = vector<Unit>{attackerUnit, defenderUnit};
vector<Unit> unitsVec{attackerUnit, defenderUnit};
auto unitsOffset = fbb.CreateVectorOfSortedStructs(&unitsVec);
auto statusBuilder = net::eagle0::shardok::storage::fb::GameStatusBuilder(fbb);
@@ -137,7 +137,7 @@ TEST_F(UpdateGameStatusActionTests, onePlayerAllUnitsHidden_gameOverResult) {
auto coords2 = net::eagle0::shardok::storage::fb::Coords(2, 1);
auto attackerUnit = AddGenericUnit(0, 0, coords1);
auto defenderUnit = AddGenericUnit(1, 1, coords2);
auto unitsVec = vector<Unit>{attackerUnit, defenderUnit};
vector<Unit> unitsVec{attackerUnit, defenderUnit};
auto unitsOffset = fbb.CreateVectorOfSortedStructs(&unitsVec);
auto statusBuilder = net::eagle0::shardok::storage::fb::GameStatusBuilder(fbb);
@@ -183,7 +183,7 @@ TEST_F(UpdateGameStatusActionTests, remainingPlayerDoesNotHaveLastPlayerStanding
auto coords1 = net::eagle0::shardok::storage::fb::Coords(3, 3);
auto attackerUnit = AddGenericUnit(0, 0, coords1);
auto unitsVec = vector<Unit>{attackerUnit};
vector<Unit> unitsVec{attackerUnit};
auto unitsOffset = fbb.CreateVectorOfSortedStructs(&unitsVec);
auto statusBuilder = net::eagle0::shardok::storage::fb::GameStatusBuilder(fbb);
@@ -232,7 +232,7 @@ TEST_F(UpdateGameStatusActionTests, attackerHoldsAllCastles_gameOverResult) {
auto coords2 = net::eagle0::shardok::storage::fb::Coords(0, 3);
auto attackerUnit = AddGenericUnit(0, 0, coords1);
auto defenderUnit = AddGenericUnit(1, 1, coords2);
auto unitsVec = vector<Unit>{attackerUnit, defenderUnit};
vector<Unit> unitsVec{attackerUnit, defenderUnit};
auto unitsOffset = fbb.CreateVectorOfSortedStructs(&unitsVec);
auto statusBuilder = net::eagle0::shardok::storage::fb::GameStatusBuilder(fbb);
@@ -287,7 +287,7 @@ TEST_F(UpdateGameStatusActionTests, attackerHoldsAllCastles_hiddenDefenderFlees)
auto attackerUnit = AddGenericUnit(0, 0, coords1);
auto defenderUnit = AddGenericUnit(1, 1, coords2);
auto hiddenDefender = AddGenericUnit(1, 2, hiddenCoords);
auto unitsVec = vector<Unit>{attackerUnit, defenderUnit, hiddenDefender};
vector<Unit> unitsVec{attackerUnit, defenderUnit, hiddenDefender};
auto unitsOffset = fbb.CreateVectorOfSortedStructs(&unitsVec);
auto statusBuilder = net::eagle0::shardok::storage::fb::GameStatusBuilder(fbb);
@@ -349,7 +349,7 @@ TEST_F(UpdateGameStatusActionTests,
auto attackerUnit = AddGenericUnit(0, 0, coords1);
auto defenderUnit = AddGenericUnit(1, 1, coords2);
auto hiddenDefender = AddGenericUnit(1, 2, hiddenCoords);
auto unitsVec = vector<Unit>{attackerUnit, defenderUnit, hiddenDefender};
vector<Unit> unitsVec{attackerUnit, defenderUnit, hiddenDefender};
auto unitsOffset = fbb.CreateVectorOfSortedStructs(&unitsVec);
auto statusBuilder = net::eagle0::shardok::storage::fb::GameStatusBuilder(fbb);
@@ -406,7 +406,7 @@ TEST_F(UpdateGameStatusActionTests, attackerHoldsAllCastles_hiddenDefenderTooTir
auto attackerUnit = AddGenericUnit(0, 0, coords1);
auto defenderUnit = AddGenericUnit(1, 1, coords2);
auto hiddenDefender = AddGenericUnit(1, 2, hiddenCoords);
auto unitsVec = vector<Unit>{attackerUnit, defenderUnit, hiddenDefender};
vector<Unit> unitsVec{attackerUnit, defenderUnit, hiddenDefender};
auto unitsOffset = fbb.CreateVectorOfSortedStructs(&unitsVec);
auto statusBuilder = net::eagle0::shardok::storage::fb::GameStatusBuilder(fbb);
@@ -467,7 +467,7 @@ TEST_F(UpdateGameStatusActionTests, attackerHoldsAllCastles_notHiddenDefender_do
auto attackerUnit = AddGenericUnit(0, 0, coords1);
auto defenderUnit = AddGenericUnit(1, 1, coords2);
auto notHiddenDefender = AddGenericUnit(1, 2, hiddenCoords);
auto unitsVec = vector<Unit>{attackerUnit, defenderUnit, notHiddenDefender};
vector<Unit> unitsVec{attackerUnit, defenderUnit, notHiddenDefender};
auto unitsOffset = fbb.CreateVectorOfSortedStructs(&unitsVec);
auto statusBuilder = net::eagle0::shardok::storage::fb::GameStatusBuilder(fbb);
@@ -522,7 +522,7 @@ TEST_F(UpdateGameStatusActionTests, attackerHoldsAllCastles_notEndOfRound_noGame
auto coords2 = net::eagle0::shardok::storage::fb::Coords(0, 3);
auto attackerUnit = AddGenericUnit(0, 0, coords1);
auto defenderUnit = AddGenericUnit(1, 1, coords2);
auto unitsVec = vector<Unit>{attackerUnit, defenderUnit};
vector<Unit> unitsVec{attackerUnit, defenderUnit};
auto unitsOffset = fbb.CreateVectorOfSortedStructs(&unitsVec);
auto statusBuilder = net::eagle0::shardok::storage::fb::GameStatusBuilder(fbb);
@@ -575,7 +575,7 @@ TEST_F(UpdateGameStatusActionTests,
auto coords2 = net::eagle0::shardok::storage::fb::Coords(0, 3);
auto attackerUnit = AddGenericUnit(0, 0, coords1);
auto defenderUnit = AddGenericUnit(1, 1, coords2);
auto unitsVec = vector<Unit>{attackerUnit, defenderUnit};
vector<Unit> unitsVec{attackerUnit, defenderUnit};
auto unitsOffset = fbb.CreateVectorOfSortedStructs(&unitsVec);
auto statusBuilder = net::eagle0::shardok::storage::fb::GameStatusBuilder(fbb);
@@ -633,7 +633,7 @@ TEST_F(UpdateGameStatusActionTests, allianceVictory_alliesHaveConditionSet_retur
auto coords2 = net::eagle0::shardok::storage::fb::Coords(0, 3);
auto attackerUnit = AddGenericUnit(0, 0, coords1);
auto defenderUnit = AddGenericUnit(1, 1, coords2);
auto unitsVec = vector<Unit>{attackerUnit, defenderUnit};
vector<Unit> unitsVec{attackerUnit, defenderUnit};
auto unitsOffset = fbb.CreateVectorOfSortedStructs(&unitsVec);
auto statusBuilder = net::eagle0::shardok::storage::fb::GameStatusBuilder(fbb);
@@ -695,7 +695,7 @@ TEST_F(UpdateGameStatusActionTests, allianceVictory_notAllAlliesHaveConditionSet
auto coords2 = net::eagle0::shardok::storage::fb::Coords(0, 3);
auto attackerUnit = AddGenericUnit(0, 0, coords1);
auto defenderUnit = AddGenericUnit(1, 1, coords2);
auto unitsVec = vector<Unit>{attackerUnit, defenderUnit};
vector<Unit> unitsVec{attackerUnit, defenderUnit};
auto unitsOffset = fbb.CreateVectorOfSortedStructs(&unitsVec);
auto statusBuilder = net::eagle0::shardok::storage::fb::GameStatusBuilder(fbb);
@@ -758,7 +758,7 @@ TEST_F(UpdateGameStatusActionTests,
auto unit1 = AddGenericUnit(0, 0, castle1Coords);
auto unit2 = AddGenericUnit(1, 1, castle2Coords);
auto defenderUnit = AddGenericUnit(2, 2, defenderCoords);
auto unitsVec = vector<Unit>{unit1, unit2, defenderUnit};
vector<Unit> unitsVec{unit1, unit2, defenderUnit};
auto unitsOffset = fbb.CreateVectorOfSortedStructs(&unitsVec);
auto statusBuilder = net::eagle0::shardok::storage::fb::GameStatusBuilder(fbb);
@@ -827,7 +827,7 @@ TEST_F(UpdateGameStatusActionTests, alliedCastleVictory_notMutuallyAllied_return
auto unit1 = AddGenericUnit(0, 0, castle1Coords);
auto unit2 = AddGenericUnit(1, 1, castle2Coords);
auto defenderUnit = AddGenericUnit(2, 2, defenderCoords);
auto unitsVec = vector<Unit>{unit1, unit2, defenderUnit};
vector<Unit> unitsVec{unit1, unit2, defenderUnit};
auto unitsOffset = fbb.CreateVectorOfSortedStructs(&unitsVec);
auto statusBuilder = net::eagle0::shardok::storage::fb::GameStatusBuilder(fbb);
@@ -891,7 +891,7 @@ TEST_F(UpdateGameStatusActionTests, alliedCastleVictory_missingVictoryCondition_
auto unit1 = AddGenericUnit(0, 0, castle1Coords);
auto unit2 = AddGenericUnit(1, 1, castle2Coords);
auto defenderUnit = AddGenericUnit(2, 2, defenderCoords);
auto unitsVec = vector<Unit>{unit1, unit2, defenderUnit};
vector<Unit> unitsVec{unit1, unit2, defenderUnit};
auto unitsOffset = fbb.CreateVectorOfSortedStructs(&unitsVec);
auto statusBuilder = net::eagle0::shardok::storage::fb::GameStatusBuilder(fbb);
@@ -953,7 +953,7 @@ TEST_F(UpdateGameStatusActionTests, alliedCastleVictory_emptyTile_returnsNoActio
auto defenderCoords = net::eagle0::shardok::storage::fb::Coords(2, 1);
auto unit1 = AddGenericUnit(0, 0, castle1Coords);
auto defenderUnit = AddGenericUnit(2, 2, defenderCoords);
auto unitsVec = vector<Unit>{unit1, defenderUnit};
vector<Unit> unitsVec{unit1, defenderUnit};
auto unitsOffset = fbb.CreateVectorOfSortedStructs(&unitsVec);
auto statusBuilder = net::eagle0::shardok::storage::fb::GameStatusBuilder(fbb);
@@ -1012,7 +1012,7 @@ TEST_F(UpdateGameStatusActionTests, allianceVictory_notAllAllied_returnsNoAction
auto coords2 = net::eagle0::shardok::storage::fb::Coords(0, 3);
auto attackerUnit = AddGenericUnit(0, 0, coords1);
auto defenderUnit = AddGenericUnit(1, 1, coords2);
auto unitsVec = vector<Unit>{attackerUnit, defenderUnit};
vector<Unit> unitsVec{attackerUnit, defenderUnit};
auto unitsOffset = fbb.CreateVectorOfSortedStructs(&unitsVec);
auto statusBuilder = net::eagle0::shardok::storage::fb::GameStatusBuilder(fbb);
@@ -1054,7 +1054,7 @@ TEST_F(UpdateGameStatusActionTests,
auto coords2 = net::eagle0::shardok::storage::fb::Coords(2, 1);
auto attackerUnit = AddGenericUnit(0, 0, coords1);
auto defenderUnit = AddGenericUnit(1, 1, coords2);
auto unitsVec = vector<Unit>{attackerUnit, defenderUnit};
vector<Unit> unitsVec{attackerUnit, defenderUnit};
auto unitsOffset = fbb.CreateVectorOfSortedStructs(&unitsVec);
auto statusBuilder = net::eagle0::shardok::storage::fb::GameStatusBuilder(fbb);
@@ -1109,7 +1109,7 @@ TEST_F(UpdateGameStatusActionTests, maxRoundsExceeded_noWinAfterMaxRounds_throws
auto coords2 = net::eagle0::shardok::storage::fb::Coords(2, 1);
auto attackerUnit = AddGenericUnit(0, 0, coords1);
auto defenderUnit = AddGenericUnit(1, 1, coords2);
auto unitsVec = vector<Unit>{attackerUnit, defenderUnit};
vector<Unit> unitsVec{attackerUnit, defenderUnit};
auto unitsOffset = fbb.CreateVectorOfSortedStructs(&unitsVec);
auto statusBuilder = net::eagle0::shardok::storage::fb::GameStatusBuilder(fbb);
@@ -1172,7 +1172,7 @@ TEST_F(UpdateGameStatusActionTests, attackerHoldsAllCastles_mutuallyAlliedCoAtta
auto unit1 = AddGenericUnit(0, 0, castleCoords);
auto unit2 = AddGenericUnit(1, 1, allyCoords);
auto defenderUnit = AddGenericUnit(2, 2, defenderCoords);
auto unitsVec = vector<Unit>{unit1, unit2, defenderUnit};
vector<Unit> unitsVec{unit1, unit2, defenderUnit};
auto unitsOffset = fbb.CreateVectorOfSortedStructs(&unitsVec);
auto statusBuilder = net::eagle0::shardok::storage::fb::GameStatusBuilder(fbb);
@@ -1241,7 +1241,7 @@ TEST_F(UpdateGameStatusActionTests, attackerHoldsAllCastles_nonAlliedCoAttacker_
auto unit1 = AddGenericUnit(0, 0, castleCoords);
auto unit2 = AddGenericUnit(1, 1, allyCoords);
auto defenderUnit = AddGenericUnit(2, 2, defenderCoords);
auto unitsVec = vector<Unit>{unit1, unit2, defenderUnit};
vector<Unit> unitsVec{unit1, unit2, defenderUnit};
auto unitsOffset = fbb.CreateVectorOfSortedStructs(&unitsVec);
auto statusBuilder = net::eagle0::shardok::storage::fb::GameStatusBuilder(fbb);
@@ -32,7 +32,7 @@ class HexMapUtilsTest : public ::testing::Test {
auto enemyUnitOffset = AddGenericUnit(enemyPlayerId, 2, Coords(1, 1));
auto hiddenEnemyOffset = AddGenericUnit(enemyPlayerId, 3, Coords(1, 2));
std::vector<Unit> unitsVec{
auto unitsVec = std::vector<Unit>{
ownUnitOffset,
alliedUnitOffset,
enemyUnitOffset,