fix tests
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@@ -115,13 +115,24 @@ TEST_CASE("CombatSystem: cooldown prevents firing before it expires", "[combat]"
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f.wireEnemyTarget(enemy, player);
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f.admin.get<WeaponComponent>(enemy).cooldownTicks = 3.0f; // override to 3
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auto enemyFiredIn = [&enemy](const std::vector<FireEvent>& evts)
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{
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for (const FireEvent& evt : evts)
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{
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if (evt.shooter == enemy) { return true; }
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}
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return false;
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};
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std::vector<FireEvent> events;
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f.combat.tick(0, f.admin, f.buildings, events);
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REQUIRE_FALSE(enemyFiredIn(events));
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f.combat.tick(1, f.admin, f.buildings, events);
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REQUIRE(events.empty());
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REQUIRE_FALSE(enemyFiredIn(events));
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f.combat.tick(2, f.admin, f.buildings, events);
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REQUIRE(events.size() == 1);
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REQUIRE(enemyFiredIn(events));
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}
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TEST_CASE("CombatSystem: no fire when target is out of range", "[combat]")
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