Renamed Target class to CreatureIndex
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@@ -10,7 +10,7 @@ using namespace CreatureLib::Battling;
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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, nullptr, Target(0, 0));
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auto choice2 = new AttackTurnChoice(nullptr, nullptr, CreatureIndex(0, 0));
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auto vec = std::vector<BaseTurnChoice*>{choice1, choice2};
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auto rand = Core::Random();
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TurnOrdering::OrderChoices(vec, rand);
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@@ -29,8 +29,8 @@ TEST_CASE("Turn ordering: High priority goes before no priority", "[Battling]")
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auto l = GetLibrary()->GetAttackLibrary();
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auto a1 = new LearnedAttack(l->GetAttack("standard"), AttackLearnMethod::Unknown);
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auto a2 = new LearnedAttack(l->GetAttack("highPriority"), AttackLearnMethod::Unknown);
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auto choice1 = new AttackTurnChoice(nullptr, a1, Target(0, 0));
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auto choice2 = new AttackTurnChoice(nullptr, a2, Target(0, 0));
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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 = Core::Random();
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TurnOrdering::OrderChoices(vec, rand);
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@@ -51,8 +51,8 @@ TEST_CASE("Turn ordering: Higher priority goes before high priority", "[Battling
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auto l = GetLibrary()->GetAttackLibrary();
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auto a1 = new LearnedAttack(l->GetAttack("highPriority"), AttackLearnMethod::Unknown);
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auto a2 = new LearnedAttack(l->GetAttack("higherPriority"), AttackLearnMethod::Unknown);
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auto choice1 = new AttackTurnChoice(nullptr, a1, Target(0, 0));
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auto choice2 = new AttackTurnChoice(nullptr, a2, Target(0, 0));
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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 = Core::Random();
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TurnOrdering::OrderChoices(vec, rand);
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@@ -73,8 +73,8 @@ TEST_CASE("Turn ordering: High priority goes before low priority", "[Battling]")
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auto l = GetLibrary()->GetAttackLibrary();
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auto a1 = new LearnedAttack(l->GetAttack("lowPriority"), AttackLearnMethod::Unknown);
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auto a2 = new LearnedAttack(l->GetAttack("higherPriority"), AttackLearnMethod::Unknown);
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auto choice1 = new AttackTurnChoice(nullptr, a1, Target(0, 0));
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auto choice2 = new AttackTurnChoice(nullptr, a2, Target(0, 0));
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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 = Core::Random();
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TurnOrdering::OrderChoices(vec, rand);
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@@ -95,8 +95,8 @@ TEST_CASE("Turn ordering: No priority goes before low priority", "[Battling]") {
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auto l = GetLibrary()->GetAttackLibrary();
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auto a1 = new LearnedAttack(l->GetAttack("lowPriority"), AttackLearnMethod::Unknown);
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auto a2 = new LearnedAttack(l->GetAttack("standard"), AttackLearnMethod::Unknown);
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auto choice1 = new AttackTurnChoice(nullptr, a1, Target(0, 0));
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auto choice2 = new AttackTurnChoice(nullptr, a2, Target(0, 0));
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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 = Core::Random();
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TurnOrdering::OrderChoices(vec, rand);
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