Update to newer Arbutils version.
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@@ -9,11 +9,11 @@ using namespace CreatureLib::Battling;
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class TestScript : public Script {
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private:
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ConstString _name;
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ArbUt::CaseInsensitiveConstString _name;
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public:
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explicit TestScript(std::string name) : _name(std::move(name)){};
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const ConstString& GetName() const noexcept override { return _name; }
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const ArbUt::CaseInsensitiveConstString& GetName() const noexcept override { return _name; }
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void TestMethod(int& runCount) { runCount++; }
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};
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@@ -21,7 +21,7 @@ public:
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TEST_CASE("Script Aggregator properly iterates containing script.", "[Battling, Scripting]") {
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Script* script = new TestScript("test");
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auto ran = 0;
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auto vec = Arbutils::Collections::List<ScriptWrapper>{ScriptWrapper::FromScript(&script)};
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auto vec = ArbUt::List<ScriptWrapper>{ScriptWrapper::FromScript(&script)};
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auto aggr = ScriptAggregator(vec);
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while (aggr.HasNext()) {
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auto next = aggr.GetNext();
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@@ -37,8 +37,8 @@ TEST_CASE("Script Aggregator properly iterates multiple scripts.", "[Battling, S
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Script* script2 = new TestScript("test2");
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Script* script3 = new TestScript("test3");
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auto ran = 0;
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auto vec = Arbutils::Collections::List<ScriptWrapper>{
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ScriptWrapper::FromScript(&script), ScriptWrapper::FromScript(&script2), ScriptWrapper::FromScript(&script3)};
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auto vec = ArbUt::List<ScriptWrapper>{ScriptWrapper::FromScript(&script), ScriptWrapper::FromScript(&script2),
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ScriptWrapper::FromScript(&script3)};
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auto aggr = ScriptAggregator(vec);
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while (aggr.HasNext()) {
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auto next = aggr.GetNext();
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@@ -60,7 +60,7 @@ TEST_CASE("Script Aggregator properly iterates Script Set.", "[Battling, Scripti
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set.Add(script);
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set.Add(script2);
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set.Add(script3);
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auto vec = Arbutils::Collections::List<ScriptWrapper>{ScriptWrapper::FromSet(&set)};
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auto vec = ArbUt::List<ScriptWrapper>{ScriptWrapper::FromSet(&set)};
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auto aggr = ScriptAggregator(vec);
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while (aggr.HasNext()) {
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auto next = aggr.GetNextNotNull();
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@@ -78,8 +78,7 @@ TEST_CASE("Script Aggregator properly iterates data of Script Set and Script.",
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auto set = ScriptSet();
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set.Add(script2);
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set.Add(script3);
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auto vec =
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Arbutils::Collections::List<ScriptWrapper>{ScriptWrapper::FromSet(&set), ScriptWrapper::FromScript(&script)};
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auto vec = ArbUt::List<ScriptWrapper>{ScriptWrapper::FromSet(&set), ScriptWrapper::FromScript(&script)};
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auto aggr = ScriptAggregator(vec);
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while (aggr.HasNext()) {
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auto next = aggr.GetNextNotNull();
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@@ -98,8 +97,7 @@ TEST_CASE("Script Aggregator properly iterates data of Script and Script Set.",
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auto set = ScriptSet();
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set.Add(script2);
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set.Add(script3);
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auto vec =
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Arbutils::Collections::List<ScriptWrapper>{ScriptWrapper::FromScript(&script), ScriptWrapper::FromSet(&set)};
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auto vec = ArbUt::List<ScriptWrapper>{ScriptWrapper::FromScript(&script), ScriptWrapper::FromSet(&set)};
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auto aggr = ScriptAggregator(vec);
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while (aggr.HasNext()) {
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auto next = aggr.GetNextNotNull();
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@@ -119,8 +117,8 @@ TEST_CASE("Script Aggregator properly iterates data of Script, Script Set and Sc
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auto set = ScriptSet();
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set.Add(script2);
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set.Add(script3);
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auto vec = Arbutils::Collections::List<ScriptWrapper>{
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ScriptWrapper::FromScript(&script), ScriptWrapper::FromSet(&set), ScriptWrapper::FromScript(&script4)};
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auto vec = ArbUt::List<ScriptWrapper>{ScriptWrapper::FromScript(&script), ScriptWrapper::FromSet(&set),
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ScriptWrapper::FromScript(&script4)};
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auto aggr = ScriptAggregator(vec);
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while (aggr.HasNext()) {
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auto next = aggr.GetNextNotNull();
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@@ -134,7 +132,7 @@ TEST_CASE("Script Aggregator properly iterates data of Script, Script Set and Sc
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TEST_CASE("Script Aggregator properly iterates when empty.", "[Battling, Scripting]") {
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auto ran = 0;
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auto vec = Arbutils::Collections::List<ScriptWrapper>{};
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auto vec = ArbUt::List<ScriptWrapper>{};
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auto aggr = ScriptAggregator(vec);
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while (aggr.HasNext()) {
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throw CreatureException("Aggregator returned a script, but should have been empty.");
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@@ -145,7 +143,7 @@ TEST_CASE("Script Aggregator properly iterates when empty.", "[Battling, Scripti
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TEST_CASE("Script Aggregator properly iterates empty Script Set.", "[Battling, Scripting]") {
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auto ran = 0;
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auto set = ScriptSet();
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auto vec = Arbutils::Collections::List<ScriptWrapper>{ScriptWrapper::FromSet(&set)};
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auto vec = ArbUt::List<ScriptWrapper>{ScriptWrapper::FromSet(&set)};
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auto aggr = ScriptAggregator(vec);
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while (aggr.HasNext()) {
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auto next = aggr.GetNext();
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@@ -9,11 +9,11 @@ using namespace CreatureLib::Battling;
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class TestScript : public Script {
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private:
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ConstString _name;
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ArbUt::CaseInsensitiveConstString _name;
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public:
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explicit TestScript(std::string name) : _name(std::move(name)){};
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const ConstString& GetName() const noexcept override { return _name; }
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const ArbUt::CaseInsensitiveConstString& GetName() const noexcept override { return _name; }
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};
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TEST_CASE("Empty script set count == 0", "[Battling, Scripting]") {
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@@ -10,11 +10,11 @@ using namespace CreatureLib::Battling;
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class TestScript : public Script {
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private:
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ConstString _name;
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ArbUt::CaseInsensitiveConstString _name;
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public:
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explicit TestScript(std::string name) : _name(std::move(name)){};
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const ConstString& GetName() const noexcept override { return _name; }
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const ArbUt::CaseInsensitiveConstString& GetName() const noexcept override { return _name; }
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void TestMethod(int& runCount) { runCount++; }
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};
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@@ -25,7 +25,7 @@ public:
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protected:
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size_t ScriptCount() const override { return 1; }
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void GetActiveScripts(Arbutils::Collections::List<ScriptWrapper>& scripts) override {
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void GetActiveScripts(ArbUt::List<ScriptWrapper>& scripts) override {
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scripts.Append(ScriptWrapper::FromScript(&ScriptPtr));
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}
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};
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@@ -36,7 +36,7 @@ public:
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protected:
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size_t ScriptCount() const override { return 1; }
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void GetActiveScripts(Arbutils::Collections::List<ScriptWrapper>& scripts) override {
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void GetActiveScripts(ArbUt::List<ScriptWrapper>& scripts) override {
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scripts.Append(ScriptWrapper::FromSet(&Set));
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}
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};
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@@ -16,7 +16,7 @@ TEST_CASE("Turn ordering: Attack before pass", "[Battling]") {
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auto choice1 = new PassTurnChoice(nullptr);
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auto choice2 = new AttackTurnChoice(nullptr, &learnedAttack, CreatureIndex(0, 0));
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auto vec = std::vector<BaseTurnChoice*>{choice1, choice2};
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auto rand = Arbutils::Random();
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auto rand = ArbUt::Random();
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TurnOrdering::OrderChoices(vec, rand);
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CHECK(vec[0] == choice2);
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CHECK(vec[1] == choice1);
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@@ -36,7 +36,7 @@ TEST_CASE("Turn ordering: High priority goes before no priority", "[Battling]")
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auto choice1 = new AttackTurnChoice(nullptr, a1, CreatureIndex(0, 0));
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auto choice2 = new AttackTurnChoice(nullptr, a2, CreatureIndex(0, 0));
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auto vec = std::vector<BaseTurnChoice*>{choice1, choice2};
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auto rand = Arbutils::Random();
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auto rand = ArbUt::Random();
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TurnOrdering::OrderChoices(vec, rand);
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CHECK(vec[0] == choice2);
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CHECK(vec[1] == choice1);
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@@ -58,7 +58,7 @@ TEST_CASE("Turn ordering: Higher priority goes before high priority", "[Battling
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auto choice1 = new AttackTurnChoice(nullptr, a1, CreatureIndex(0, 0));
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auto choice2 = new AttackTurnChoice(nullptr, a2, CreatureIndex(0, 0));
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auto vec = std::vector<BaseTurnChoice*>{choice1, choice2};
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auto rand = Arbutils::Random();
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auto rand = ArbUt::Random();
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TurnOrdering::OrderChoices(vec, rand);
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CHECK(vec[0] == choice2);
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CHECK(vec[1] == choice1);
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@@ -80,7 +80,7 @@ TEST_CASE("Turn ordering: High priority goes before low priority", "[Battling]")
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auto choice1 = new AttackTurnChoice(nullptr, a1, CreatureIndex(0, 0));
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auto choice2 = new AttackTurnChoice(nullptr, a2, CreatureIndex(0, 0));
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auto vec = std::vector<BaseTurnChoice*>{choice1, choice2};
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auto rand = Arbutils::Random();
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auto rand = ArbUt::Random();
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TurnOrdering::OrderChoices(vec, rand);
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CHECK(vec[0] == choice2);
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CHECK(vec[1] == choice1);
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@@ -102,7 +102,7 @@ TEST_CASE("Turn ordering: No priority goes before low priority", "[Battling]") {
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auto choice1 = new AttackTurnChoice(nullptr, a1, CreatureIndex(0, 0));
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auto choice2 = new AttackTurnChoice(nullptr, a2, CreatureIndex(0, 0));
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auto vec = std::vector<BaseTurnChoice*>{choice1, choice2};
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auto rand = Arbutils::Random();
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auto rand = ArbUt::Random();
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TurnOrdering::OrderChoices(vec, rand);
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CHECK(vec[0] == choice2);
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CHECK(vec[1] == choice1);
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