Use smart pointers for BattleSide.
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This commit is contained in:
2020-06-02 13:06:24 +02:00
parent 49e8ff055d
commit f898698f49
20 changed files with 86 additions and 107 deletions

View File

@@ -16,11 +16,11 @@ TEST_CASE("Move creature choice up next.", "[Battling]") {
auto c3 = CreateCreature(lib, "testSpecies1"_cnc, 1).Create();
auto c4 = CreateCreature(lib, "testSpecies1"_cnc, 1).Create();
std::vector<BaseTurnChoice*> choices = {
new PassTurnChoice(c1),
new PassTurnChoice(c2),
new PassTurnChoice(c3),
new PassTurnChoice(c4),
std::vector<std::shared_ptr<BaseTurnChoice>> choices = {
std::make_shared<PassTurnChoice>(c1),
std::make_shared<PassTurnChoice>(c2),
std::make_shared<PassTurnChoice>(c3),
std::make_shared<PassTurnChoice>(c4),
};
auto choiceQueue = ChoiceQueue(choices);

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@@ -14,7 +14,6 @@ TEST_CASE("Set Choice one-sized side", "[Battling]") {
side.SetCreature(c, 0);
auto choice = new PassTurnChoice(c);
side.SetChoice(choice);
delete choice;
delete c;
}
@@ -26,7 +25,6 @@ TEST_CASE("Set Choice one-sized side, validate all choices set", "[Battling]") {
REQUIRE_FALSE(side.AllChoicesSet());
side.SetChoice(choice);
REQUIRE(side.AllChoicesSet());
delete choice;
delete c;
}
@@ -40,8 +38,6 @@ TEST_CASE("Set Choice two-sized side", "[Battling]") {
auto choice2 = new PassTurnChoice(c2);
side.SetChoice(choice1);
side.SetChoice(choice2);
delete choice1;
delete choice2;
delete c1;
delete c2;
}
@@ -59,8 +55,6 @@ TEST_CASE("Set Choice two-sized side, validate all choices set", "[Battling]") {
REQUIRE_FALSE(side.AllChoicesSet());
side.SetChoice(choice2);
REQUIRE(side.AllChoicesSet());
delete choice1;
delete choice2;
delete c1;
delete c2;
}

View File

@@ -13,40 +13,35 @@ TEST_CASE("Turn ordering: Attack before pass", "[Battling]") {
auto lib = TestLibrary::Get();
auto learnedAttack =
LearnedAttack(lib->GetAttackLibrary()->Get("standard"_cnc.GetHash()), AttackLearnMethod::Unknown);
auto choice1 = new PassTurnChoice(nullptr);
auto choice2 = new AttackTurnChoice(nullptr, &learnedAttack, CreatureIndex(0, 0));
auto vec = std::vector<BaseTurnChoice*>{choice1, choice2};
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, rand);
CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
vec = std::vector<BaseTurnChoice*>{choice2, choice1};
vec = std::vector<std::shared_ptr<BaseTurnChoice>>{choice2, choice1};
TurnOrdering::OrderChoices(vec, rand);
CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
delete choice1;
delete choice2;
}
TEST_CASE("Turn ordering: High priority goes before no priority", "[Battling]") {
const auto& l = TestLibrary::Get()->GetAttackLibrary();
auto a1 = new LearnedAttack(l->Get("standard"_cnc.GetHash()), AttackLearnMethod::Unknown);
auto a2 = new LearnedAttack(l->Get("highPriority"_cnc.GetHash()), AttackLearnMethod::Unknown);
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 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, rand);
CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
vec = std::vector<BaseTurnChoice*>{choice2, choice1};
vec = std::vector<std::shared_ptr<BaseTurnChoice>>{choice2, choice1};
TurnOrdering::OrderChoices(vec, rand);
CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
delete choice1;
delete choice2;
delete a1;
delete a2;
}
@@ -55,20 +50,17 @@ TEST_CASE("Turn ordering: Higher priority goes before high priority", "[Battling
const auto& l = TestLibrary::Get()->GetAttackLibrary();
auto a1 = new LearnedAttack(l->Get("highPriority"_cnc.GetHash()), AttackLearnMethod::Unknown);
auto a2 = new LearnedAttack(l->Get("higherPriority"_cnc.GetHash()), AttackLearnMethod::Unknown);
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 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, rand);
CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
vec = std::vector<BaseTurnChoice*>{choice2, choice1};
vec = std::vector<std::shared_ptr<BaseTurnChoice>>{choice2, choice1};
TurnOrdering::OrderChoices(vec, rand);
CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
delete choice1;
delete choice2;
delete a1;
delete a2;
}
@@ -77,20 +69,18 @@ TEST_CASE("Turn ordering: High priority goes before low priority", "[Battling]")
const auto& l = TestLibrary::Get()->GetAttackLibrary();
auto a1 = new LearnedAttack(l->Get("lowPriority"_cnc.GetHash()), AttackLearnMethod::Unknown);
auto a2 = new LearnedAttack(l->Get("higherPriority"_cnc.GetHash()), AttackLearnMethod::Unknown);
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 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, rand);
CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
vec = std::vector<BaseTurnChoice*>{choice2, choice1};
vec = std::vector<std::shared_ptr<BaseTurnChoice>>{choice2, choice1};
TurnOrdering::OrderChoices(vec, rand);
CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
delete choice1;
delete choice2;
delete a1;
delete a2;
}
@@ -99,20 +89,18 @@ TEST_CASE("Turn ordering: No priority goes before low priority", "[Battling]") {
const auto& l = TestLibrary::Get()->GetAttackLibrary();
auto a1 = new LearnedAttack(l->Get("lowPriority"_cnc.GetHash()), AttackLearnMethod::Unknown);
auto a2 = new LearnedAttack(l->Get("standard"_cnc.GetHash()), AttackLearnMethod::Unknown);
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 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, rand);
CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
vec = std::vector<BaseTurnChoice*>{choice2, choice1};
vec = std::vector<std::shared_ptr<BaseTurnChoice>>{choice2, choice1};
TurnOrdering::OrderChoices(vec, rand);
CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
delete choice1;
delete choice2;
delete a1;
delete a2;
}