Removed unused variable
continuous-integration/drone/push Build is passing Details

Signed-off-by: Deukhoofd <Deukhoofd@gmail.com>
This commit is contained in:
Deukhoofd 2020-08-30 13:21:40 +02:00
parent 3233daf9ab
commit a0ae9e8523
Signed by: Deukhoofd
GPG Key ID: F63E044490819F6F
1 changed files with 0 additions and 5 deletions

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@ -16,7 +16,6 @@ TEST_CASE("Turn ordering: Attack before pass", "[Battling]") {
auto choice1 = std::make_shared<PassTurnChoice>(nullptr);
auto choice2 = std::make_shared<AttackTurnChoice>(nullptr, &learnedAttack, CreatureIndex(0, 0));
auto vec = std::vector<std::shared_ptr<BaseTurnChoice>>{choice1, choice2};
auto rand = ArbUt::Random();
TurnOrdering::OrderChoices(vec);
CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
@ -33,7 +32,6 @@ TEST_CASE("Turn ordering: High priority goes before no priority", "[Battling]")
auto choice1 = std::make_shared<AttackTurnChoice>(nullptr, a1, CreatureIndex(0, 0));
auto choice2 = std::make_shared<AttackTurnChoice>(nullptr, a2, CreatureIndex(0, 0));
auto vec = std::vector<std::shared_ptr<BaseTurnChoice>>{choice1, choice2};
auto rand = ArbUt::Random();
TurnOrdering::OrderChoices(vec);
CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
@ -53,7 +51,6 @@ TEST_CASE("Turn ordering: Higher priority goes before high priority", "[Battling
auto choice1 = std::make_shared<AttackTurnChoice>(nullptr, a1, CreatureIndex(0, 0));
auto choice2 = std::make_shared<AttackTurnChoice>(nullptr, a2, CreatureIndex(0, 0));
auto vec = std::vector<std::shared_ptr<BaseTurnChoice>>{choice1, choice2};
auto rand = ArbUt::Random();
TurnOrdering::OrderChoices(vec);
CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
@ -72,7 +69,6 @@ TEST_CASE("Turn ordering: High priority goes before low priority", "[Battling]")
auto choice1 = std::make_shared<AttackTurnChoice>(nullptr, a1, CreatureIndex(0, 0));
auto choice2 = std::make_shared<AttackTurnChoice>(nullptr, a2, CreatureIndex(0, 0));
auto vec = std::vector<std::shared_ptr<BaseTurnChoice>>{choice1, choice2};
auto rand = ArbUt::Random();
TurnOrdering::OrderChoices(vec);
CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
@ -92,7 +88,6 @@ TEST_CASE("Turn ordering: No priority goes before low priority", "[Battling]") {
auto choice1 = std::make_shared<AttackTurnChoice>(nullptr, a1, CreatureIndex(0, 0));
auto choice2 = std::make_shared<AttackTurnChoice>(nullptr, a2, CreatureIndex(0, 0));
auto vec = std::vector<std::shared_ptr<BaseTurnChoice>>{choice1, choice2};
auto rand = ArbUt::Random();
TurnOrdering::OrderChoices(vec);
CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);