Implement basic library class that other libraries inherit from for performance.
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@@ -28,8 +28,8 @@ TEST_CASE("Turn ordering: Attack before pass", "[Battling]") {
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TEST_CASE("Turn ordering: High priority goes before no priority", "[Battling]") {
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auto l = TestLibrary::Get()->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 a1 = new LearnedAttack(l->Get("standard"), AttackLearnMethod::Unknown);
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auto a2 = new LearnedAttack(l->Get("highPriority"), AttackLearnMethod::Unknown);
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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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@@ -50,8 +50,8 @@ TEST_CASE("Turn ordering: High priority goes before no priority", "[Battling]")
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TEST_CASE("Turn ordering: Higher priority goes before high priority", "[Battling]") {
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auto l = TestLibrary::Get()->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 a1 = new LearnedAttack(l->Get("highPriority"), AttackLearnMethod::Unknown);
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auto a2 = new LearnedAttack(l->Get("higherPriority"), AttackLearnMethod::Unknown);
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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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@@ -72,8 +72,8 @@ TEST_CASE("Turn ordering: Higher priority goes before high priority", "[Battling
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TEST_CASE("Turn ordering: High priority goes before low priority", "[Battling]") {
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auto l = TestLibrary::Get()->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 a1 = new LearnedAttack(l->Get("lowPriority"), AttackLearnMethod::Unknown);
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auto a2 = new LearnedAttack(l->Get("higherPriority"), AttackLearnMethod::Unknown);
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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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@@ -94,8 +94,8 @@ TEST_CASE("Turn ordering: High priority goes before low priority", "[Battling]")
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TEST_CASE("Turn ordering: No priority goes before low priority", "[Battling]") {
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auto l = TestLibrary::Get()->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 a1 = new LearnedAttack(l->Get("lowPriority"), AttackLearnMethod::Unknown);
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auto a2 = new LearnedAttack(l->Get("standard"), AttackLearnMethod::Unknown);
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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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