share one loadTestConfig() helper across the tests
This commit is contained in:
@@ -29,11 +29,7 @@
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#include "ShipSystem.h"
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#include "Tick.h"
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#include "WeaponComponent.h"
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static GameConfig loadConfig()
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{
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return ConfigLoader::loadFromDirectory(CONFIG_DIR);
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}
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#include "TestConfig.h"
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// ---------------------------------------------------------------------------
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// Helpers
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@@ -91,7 +87,7 @@ TEST_CASE("ShipSystem: interceptor spawn has weapon child and attack behavior, n
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"[ship]")
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{
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EntityAdmin admin;
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const GameConfig cfg = loadConfig();
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const GameConfig cfg = loadTestConfig();
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ShipSystem ss(cfg, admin);
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const entt::entity e = ss.spawn("interceptor", QVector2D(0.0f, 0.0f));
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@@ -115,7 +111,7 @@ TEST_CASE("ShipSystem: interceptor spawn has weapon child and attack behavior, n
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TEST_CASE("ShipSystem: enemy combat ship has no rally or retreat behavior", "[ship]")
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{
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EntityAdmin admin;
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const GameConfig cfg = loadConfig();
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const GameConfig cfg = loadTestConfig();
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ShipSystem ss(cfg, admin);
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const entt::entity e = ss.spawn("interceptor", QVector2D(0.0f, 0.0f), /*isEnemy=*/true);
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@@ -129,7 +125,7 @@ TEST_CASE("ShipSystem: enemy combat ship has no rally or retreat behavior", "[sh
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TEST_CASE("ShipSystem: setRetreatEnabled(false) suppresses player retreat behavior", "[ship]")
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{
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EntityAdmin admin;
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const GameConfig cfg = loadConfig();
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const GameConfig cfg = loadTestConfig();
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ShipSystem ss(cfg, admin);
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ss.setRetreatEnabled(false);
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@@ -144,7 +140,7 @@ TEST_CASE("ShipSystem: setRetreatEnabled(false) suppresses player retreat behavi
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TEST_CASE("ShipSystem: interceptor level 1 stats match config formulas", "[ship]")
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{
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EntityAdmin admin;
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const GameConfig cfg = loadConfig();
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const GameConfig cfg = loadTestConfig();
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ShipSystem ss(cfg, admin);
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const entt::entity e = ss.spawn("interceptor", QVector2D(0.0f, 0.0f));
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@@ -166,7 +162,7 @@ TEST_CASE("ShipSystem: interceptor level 1 stats match config formulas", "[ship]
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TEST_CASE("ShipSystem: interceptor hp matches config value", "[ship]")
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{
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EntityAdmin admin;
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const GameConfig cfg = loadConfig();
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const GameConfig cfg = loadTestConfig();
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ShipSystem ss(cfg, admin);
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const entt::entity e = ss.spawn("interceptor", QVector2D(0.0f, 0.0f));
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@@ -178,7 +174,7 @@ TEST_CASE("ShipSystem: interceptor hp matches config value", "[ship]")
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TEST_CASE("ShipSystem: interceptor maxSpeed_tpt matches config value / tileSize / kTickRateHz", "[ship]")
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{
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EntityAdmin admin;
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const GameConfig cfg = loadConfig();
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const GameConfig cfg = loadTestConfig();
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ShipSystem ss(cfg, admin);
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const entt::entity e = ss.spawn("interceptor", QVector2D(0.0f, 0.0f));
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@@ -196,7 +192,7 @@ TEST_CASE("ShipSystem: salvage_ship spawn with salvage module has cargo child an
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"[ship]")
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{
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EntityAdmin admin;
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const GameConfig cfg = loadConfig();
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const GameConfig cfg = loadTestConfig();
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ShipSystem ss(cfg, admin);
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const ShipLayoutConfig layout = makeSingleModuleLayout("salvager");
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@@ -212,7 +208,7 @@ TEST_CASE("ShipSystem: salvage_ship spawn with salvage module has cargo child an
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TEST_CASE("ShipSystem: salvage_ship cargo capacity matches config", "[ship]")
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{
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EntityAdmin admin;
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const GameConfig cfg = loadConfig();
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const GameConfig cfg = loadTestConfig();
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ShipSystem ss(cfg, admin);
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const ShipLayoutConfig layout = makeSingleModuleLayout("salvager");
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@@ -237,7 +233,7 @@ TEST_CASE("ShipSystem: repair_ship spawn with repair module has repair child and
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"[ship]")
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{
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EntityAdmin admin;
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const GameConfig cfg = loadConfig();
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const GameConfig cfg = loadTestConfig();
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ShipSystem ss(cfg, admin);
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const ShipLayoutConfig layout = makeSingleModuleLayout("repair_tool");
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@@ -252,7 +248,7 @@ TEST_CASE("ShipSystem: repair_ship spawn with repair module has repair child and
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TEST_CASE("ShipSystem: repair_ship level 1 repair stats match config formulas", "[ship]")
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{
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EntityAdmin admin;
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const GameConfig cfg = loadConfig();
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const GameConfig cfg = loadTestConfig();
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ShipSystem ss(cfg, admin);
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const ShipLayoutConfig layout = makeSingleModuleLayout("repair_tool");
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@@ -277,7 +273,7 @@ TEST_CASE("ShipSystem: repair_ship level 1 repair stats match config formulas",
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TEST_CASE("ShipSystem: spawned ships are valid entities", "[ship]")
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{
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EntityAdmin admin;
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const GameConfig cfg = loadConfig();
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const GameConfig cfg = loadTestConfig();
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ShipSystem ss(cfg, admin);
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const entt::entity e1 = ss.spawn("interceptor", QVector2D(0.0f, 0.0f));
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@@ -292,7 +288,7 @@ TEST_CASE("ShipSystem: spawned ships are valid entities", "[ship]")
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TEST_CASE("ShipSystem: despawn removes the ship and its weapon children", "[ship]")
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{
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EntityAdmin admin;
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const GameConfig cfg = loadConfig();
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const GameConfig cfg = loadTestConfig();
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ShipSystem ss(cfg, admin);
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const entt::entity e = ss.spawn("interceptor", QVector2D(0.0f, 0.0f));
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