implement ship modules
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@@ -52,7 +52,7 @@ TEST_CASE("CombatSystem: ship fires when cooldown=0 and target in range", "[comb
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BuildingSystem buildings(cfg, belts,
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[&nextBldId]() { return nextBldId++; },
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[](int){},
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[](const std::string&, QVector2D) {},
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[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
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rng);
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// Spawn an enemy combat ship close to the player side.
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@@ -114,7 +114,7 @@ TEST_CASE("CombatSystem: cooldown prevents firing before it expires", "[combat]"
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BuildingSystem buildings(cfg, belts,
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[&nextBldId]() { return nextBldId++; },
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[](int){},
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[](const std::string&, QVector2D) {},
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[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
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rng);
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const EntityId enemyId = ships.spawn(combatDef->id, 1, QVector2D(5.0f, 5.0f), true);
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@@ -163,7 +163,7 @@ TEST_CASE("CombatSystem: no fire when target is out of range", "[combat]")
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BuildingSystem buildings(cfg, belts,
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[&nextBldId]() { return nextBldId++; },
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[](int){},
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[](const std::string&, QVector2D) {},
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[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
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rng);
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const EntityId enemyId = ships.spawn(combatDef->id, 1, QVector2D(0.0f, 0.0f), true);
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@@ -344,7 +344,7 @@ TEST_CASE("CombatSystem: damage not applied before impact tick", "[combat]")
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BuildingSystem buildings(cfg, belts,
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[&nextBldId]() { return nextBldId++; },
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[](int){},
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[](const std::string&, QVector2D) {},
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[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
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rng);
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const EntityId enemyId = ships.spawn(combatDef->id, 1, QVector2D(5.0f, 5.0f), true);
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@@ -401,7 +401,7 @@ TEST_CASE("CombatSystem: damage applied exactly at impact tick", "[combat]")
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BuildingSystem buildings(cfg, belts,
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[&nextBldId]() { return nextBldId++; },
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[](int){},
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[](const std::string&, QVector2D) {},
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[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
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rng);
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const EntityId enemyId = ships.spawn(combatDef->id, 1, QVector2D(5.0f, 5.0f), true);
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@@ -455,7 +455,7 @@ TEST_CASE("CombatSystem: damage silently dropped if target already dead", "[comb
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BuildingSystem buildings(cfg, belts,
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[&nextBldId]() { return nextBldId++; },
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[](int){},
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[](const std::string&, QVector2D) {},
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[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
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rng);
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const EntityId enemyId = ships.spawn(combatDef->id, 1, QVector2D(5.0f, 5.0f), true);
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@@ -502,7 +502,7 @@ TEST_CASE("CombatSystem: damage still applied if shooter already dead", "[combat
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BuildingSystem buildings(cfg, belts,
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[&nextBldId]() { return nextBldId++; },
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[](int){},
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[](const std::string&, QVector2D) {},
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[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
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rng);
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const EntityId enemyId = ships.spawn(combatDef->id, 1, QVector2D(5.0f, 5.0f), true);
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