Move several classes from Core to Arbutils.
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This commit is contained in:
2020-02-26 13:51:16 +01:00
parent 428b318baf
commit 5e6572aca5
24 changed files with 51 additions and 384 deletions

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@@ -13,7 +13,7 @@ TEST_CASE("Turn ordering: Attack before pass", "[Battling]") {
auto choice1 = new PassTurnChoice(nullptr);
auto choice2 = new AttackTurnChoice(nullptr, nullptr, CreatureIndex(0, 0));
auto vec = std::vector<BaseTurnChoice*>{choice1, choice2};
auto rand = Core::Random();
auto rand = Arbutils::Random();
TurnOrdering::OrderChoices(vec, rand);
CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
@@ -33,7 +33,7 @@ TEST_CASE("Turn ordering: High priority goes before no priority", "[Battling]")
auto choice1 = new AttackTurnChoice(nullptr, a1, CreatureIndex(0, 0));
auto choice2 = new AttackTurnChoice(nullptr, a2, CreatureIndex(0, 0));
auto vec = std::vector<BaseTurnChoice*>{choice1, choice2};
auto rand = Core::Random();
auto rand = Arbutils::Random();
TurnOrdering::OrderChoices(vec, rand);
CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
@@ -55,7 +55,7 @@ TEST_CASE("Turn ordering: Higher priority goes before high priority", "[Battling
auto choice1 = new AttackTurnChoice(nullptr, a1, CreatureIndex(0, 0));
auto choice2 = new AttackTurnChoice(nullptr, a2, CreatureIndex(0, 0));
auto vec = std::vector<BaseTurnChoice*>{choice1, choice2};
auto rand = Core::Random();
auto rand = Arbutils::Random();
TurnOrdering::OrderChoices(vec, rand);
CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
@@ -77,7 +77,7 @@ TEST_CASE("Turn ordering: High priority goes before low priority", "[Battling]")
auto choice1 = new AttackTurnChoice(nullptr, a1, CreatureIndex(0, 0));
auto choice2 = new AttackTurnChoice(nullptr, a2, CreatureIndex(0, 0));
auto vec = std::vector<BaseTurnChoice*>{choice1, choice2};
auto rand = Core::Random();
auto rand = Arbutils::Random();
TurnOrdering::OrderChoices(vec, rand);
CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
@@ -99,7 +99,7 @@ TEST_CASE("Turn ordering: No priority goes before low priority", "[Battling]") {
auto choice1 = new AttackTurnChoice(nullptr, a1, CreatureIndex(0, 0));
auto choice2 = new AttackTurnChoice(nullptr, a2, CreatureIndex(0, 0));
auto vec = std::vector<BaseTurnChoice*>{choice1, choice2};
auto rand = Core::Random();
auto rand = Arbutils::Random();
TurnOrdering::OrderChoices(vec, rand);
CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);