drop CombatSystem's unused BuildingSystem parameter

This commit is contained in:
2026-08-05 06:45:16 +02:00
parent 0408336cf9
commit 0b7e94b4e4
5 changed files with 11 additions and 15 deletions

View File

@@ -112,7 +112,7 @@ TEST_CASE("CombatSystem: ship fires when cooldown=0 and target in range", "[comb
const float hpBefore = f.admin.get<HealthComponent>(player).hp;
std::vector<BeamFiredEvent> events;
f.combat.tick(0, f.admin, f.buildings, events);
f.combat.tick(0, f.admin, events);
f.combat.applyPendingDamage(5, f.admin);
REQUIRE(f.admin.get<HealthComponent>(player).hp < hpBefore);
@@ -145,13 +145,13 @@ TEST_CASE("CombatSystem: cooldown prevents firing before it expires", "[combat]"
};
std::vector<BeamFiredEvent> events;
f.combat.tick(0, f.admin, f.buildings, events);
f.combat.tick(0, f.admin, events);
REQUIRE_FALSE(enemyFiredIn(events));
f.combat.tick(1, f.admin, f.buildings, events);
f.combat.tick(1, f.admin, events);
REQUIRE_FALSE(enemyFiredIn(events));
f.combat.tick(2, f.admin, f.buildings, events);
f.combat.tick(2, f.admin, events);
REQUIRE(enemyFiredIn(events));
}
@@ -166,7 +166,7 @@ TEST_CASE("CombatSystem: no fire when target is out of range", "[combat]")
f.wireEnemyTarget(enemy, player);
std::vector<BeamFiredEvent> events;
f.combat.tick(0, f.admin, f.buildings, events);
f.combat.tick(0, f.admin, events);
REQUIRE(events.empty());
}
@@ -309,7 +309,7 @@ TEST_CASE("CombatSystem: damage not applied before impact tick", "[combat]")
const float hpBefore = f.admin.get<HealthComponent>(player).hp;
std::vector<BeamFiredEvent> events;
f.combat.tick(0, f.admin, f.buildings, events);
f.combat.tick(0, f.admin, events);
for (Tick t = 1; t < 5; ++t)
{
@@ -331,7 +331,7 @@ TEST_CASE("CombatSystem: damage applied exactly at impact tick", "[combat]")
const float hpBefore = f.admin.get<HealthComponent>(player).hp;
std::vector<BeamFiredEvent> events;
f.combat.tick(0, f.admin, f.buildings, events);
f.combat.tick(0, f.admin, events);
f.combat.applyPendingDamage(5, f.admin);
REQUIRE(f.admin.get<HealthComponent>(player).hp < hpBefore);
@@ -348,7 +348,7 @@ TEST_CASE("CombatSystem: damage silently dropped if target already dead", "[comb
f.wireEnemyTarget(enemy, player);
std::vector<BeamFiredEvent> events;
f.combat.tick(0, f.admin, f.buildings, events);
f.combat.tick(0, f.admin, events);
f.ships.despawn(player);
@@ -371,7 +371,7 @@ TEST_CASE("CombatSystem: damage still applied if shooter already dead", "[combat
const float hpBefore = f.admin.get<HealthComponent>(player).hp;
std::vector<BeamFiredEvent> events;
f.combat.tick(0, f.admin, f.buildings, events);
f.combat.tick(0, f.admin, events);
f.ships.despawn(enemy);