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Author SHA1 Message Date
admin 8d8baf8175 Use pre-increment in hex map helper tests 2026-06-23 13:13:07 -07:00
4 changed files with 33 additions and 33 deletions
@@ -132,26 +132,26 @@ void EmplaceHexMap(GameStateW &gameState, const HexMap *hexMap) {
using Coords = net::eagle0::shardok::storage::fb::Coords;
using StartingPositionList = net::eagle0::shardok::storage::fb::StartingPositionList;
for (uint32_t i = 0; i < hexMap->terrain()->size(); i++) {
for (uint32_t i = 0; i < hexMap->terrain()->size(); ++i) {
*const_cast<Terrain *>(destMap->mutable_terrain()->GetMutableObject(i)) =
*hexMap->terrain()->Get(i);
}
for (uint32_t i = 0; i < hexMap->monthly_weather()->size(); i++) {
for (uint32_t i = 0; i < hexMap->monthly_weather()->size(); ++i) {
*const_cast<MonthlyWeather *>(destMap->mutable_monthly_weather()->GetMutableObject(i)) =
*hexMap->monthly_weather()->Get(i);
}
for (uint32_t i = 0; i < hexMap->defender_starting_positions()->positions()->size(); i++) {
for (uint32_t i = 0; i < hexMap->defender_starting_positions()->positions()->size(); ++i) {
*const_cast<Coords *>(destMap->mutable_defender_starting_positions()
->mutable_positions()
->GetMutableObject(i)) =
*hexMap->defender_starting_positions()->positions()->Get(i);
}
for (uint32_t i = 0; i < hexMap->attacker_starting_positions()->size(); i++) {
for (uint32_t i = 0; i < hexMap->attacker_starting_positions()->size(); ++i) {
const auto *asplOrigin = hexMap->attacker_starting_positions()->Get(i);
auto *asplDest = const_cast<StartingPositionList *>(
destMap->mutable_attacker_starting_positions()->GetMutableObject(i));
for (uint32_t j = 0; j < asplOrigin->positions()->size(); j++) {
for (uint32_t j = 0; j < asplOrigin->positions()->size(); ++j) {
*const_cast<Coords *>(asplDest->mutable_positions()->GetMutableObject(j)) =
*asplOrigin->positions()->Get(j);
}
@@ -201,7 +201,7 @@ auto MakeHexMapProto(
}
for (const auto &mw : monthlyWeathers) { *hmp.add_monthly_weather() = mw; }
for (int i = 0; i < 12; i++) {
for (int i = 0; i < 12; ++i) {
auto *mw = hmp.add_monthly_weather();
mw->set_sun_chance(100);
}
@@ -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);
vector<Unit> unitsVec{onlyUnit};
auto unitsVec = vector<Unit>{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);
vector<Unit> unitsVec{attackerUnit, defenderUnit};
auto unitsVec = vector<Unit>{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);
vector<Unit> unitsVec{attackerUnit, defenderUnit};
auto unitsVec = vector<Unit>{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);
vector<Unit> unitsVec{attackerUnit};
auto unitsVec = vector<Unit>{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);
vector<Unit> unitsVec{attackerUnit, defenderUnit};
auto unitsVec = vector<Unit>{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);
vector<Unit> unitsVec{attackerUnit, defenderUnit, hiddenDefender};
auto unitsVec = vector<Unit>{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);
vector<Unit> unitsVec{attackerUnit, defenderUnit, hiddenDefender};
auto unitsVec = vector<Unit>{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);
vector<Unit> unitsVec{attackerUnit, defenderUnit, hiddenDefender};
auto unitsVec = vector<Unit>{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);
vector<Unit> unitsVec{attackerUnit, defenderUnit, notHiddenDefender};
auto unitsVec = vector<Unit>{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);
vector<Unit> unitsVec{attackerUnit, defenderUnit};
auto unitsVec = vector<Unit>{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);
vector<Unit> unitsVec{attackerUnit, defenderUnit};
auto unitsVec = vector<Unit>{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);
vector<Unit> unitsVec{attackerUnit, defenderUnit};
auto unitsVec = vector<Unit>{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);
vector<Unit> unitsVec{attackerUnit, defenderUnit};
auto unitsVec = vector<Unit>{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);
vector<Unit> unitsVec{unit1, unit2, defenderUnit};
auto unitsVec = vector<Unit>{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);
vector<Unit> unitsVec{unit1, unit2, defenderUnit};
auto unitsVec = vector<Unit>{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);
vector<Unit> unitsVec{unit1, unit2, defenderUnit};
auto unitsVec = vector<Unit>{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);
vector<Unit> unitsVec{unit1, defenderUnit};
auto unitsVec = vector<Unit>{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);
vector<Unit> unitsVec{attackerUnit, defenderUnit};
auto unitsVec = vector<Unit>{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);
vector<Unit> unitsVec{attackerUnit, defenderUnit};
auto unitsVec = vector<Unit>{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);
vector<Unit> unitsVec{attackerUnit, defenderUnit};
auto unitsVec = vector<Unit>{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);
vector<Unit> unitsVec{unit1, unit2, defenderUnit};
auto unitsVec = vector<Unit>{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);
vector<Unit> unitsVec{unit1, unit2, defenderUnit};
auto unitsVec = vector<Unit>{unit1, unit2, defenderUnit};
auto unitsOffset = fbb.CreateVectorOfSortedStructs(&unitsVec);
auto statusBuilder = net::eagle0::shardok::storage::fb::GameStatusBuilder(fbb);
@@ -100,7 +100,7 @@ TEST_F(GameStateHelpersTests, newBufferFromCopy_setsFields) {
EXPECT_GE(newGs->units()->size(), 6);
// Find our unit with ID 19 (it might not be at index 0 due to reserved slots)
bool foundUnit = false;
for (size_t i = 0; i < newGs->units()->size(); i++) {
for (size_t i = 0; i < newGs->units()->size(); ++i) {
if (newGs->units()->Get(static_cast<unsigned int>(i))->unit_id() == 19) {
foundUnit = true;
EXPECT_EQ(5, newGs->units()->Get(static_cast<unsigned int>(i))->eagle_player_id());
@@ -32,8 +32,8 @@ TEST_F(HexMapHelpersTests, convertProto_setsFields) {
EXPECT_EQ(map.row_count(), fbMapPointer->row_count());
EXPECT_EQ(map.column_count(), fbMapPointer->column_count());
for (int i = 0; i < map.row_count(); i++) {
for (int j = 0; j < map.column_count(); j++) {
for (int i = 0; i < map.row_count(); ++i) {
for (int j = 0; j < map.column_count(); ++j) {
const auto index = i * map.column_count() + j;
EXPECT_EQ(map.terrain(index).type(), fbMapPointer->terrain()->Get(index)->type());
@@ -60,8 +60,8 @@ TEST_F(HexMapHelpersTests, setUpInitialHexMap_freezesWaterInWinter) {
EXPECT_EQ(map.row_count(), fbMapPointer->row_count());
EXPECT_EQ(map.column_count(), fbMapPointer->column_count());
for (int i = 0; i < map.row_count(); i++) {
for (int j = 0; j < map.column_count(); j++) {
for (int i = 0; i < map.row_count(); ++i) {
for (int j = 0; j < map.column_count(); ++j) {
const auto index = i * map.column_count() + j;
EXPECT_EQ(map.terrain(index).type(), fbMapPointer->terrain()->Get(index)->type());