Prefix all getters with "get"
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@@ -56,7 +56,7 @@ static BuildingId placeShipyard(Simulation& sim, const BuildingDef& yardDef)
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static int countShips(Simulation& sim)
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{
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int n = 0;
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sim.admin().forEach<ShipIdentityComponent>(
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sim.getAdmin().forEach<ShipIdentityComponent>(
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[&n](entt::entity /*e*/, const ShipIdentityComponent& /*si*/) { ++n; });
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return n;
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}
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@@ -85,9 +85,9 @@ TEST_CASE("Shipyard: spawns a player ship after production cycle completes",
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{
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Simulation sim(loadConfig(), 42);
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const ShipDef* def = findAvailableSchematic(sim.config());
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const ShipDef* def = findAvailableSchematic(sim.getConfig());
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REQUIRE(def != nullptr);
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const BuildingDef* yardDef = findShipyardDef(sim.config());
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const BuildingDef* yardDef = findShipyardDef(sim.getConfig());
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REQUIRE(yardDef != nullptr);
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const int shipsBefore = countShips(sim);
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@@ -115,7 +115,7 @@ TEST_CASE("Shipyard: spawns a player ship after production cycle completes",
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REQUIRE(countShips(sim) == shipsBefore + 1);
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bool foundPlayerShip = false;
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sim.admin().forEach<ShipIdentityComponent, FactionComponent>(
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sim.getAdmin().forEach<ShipIdentityComponent, FactionComponent>(
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[&](entt::entity /*e*/, const ShipIdentityComponent& si, const FactionComponent& f)
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{
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if (!f.isEnemy && si.schematicId == def->id)
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@@ -130,7 +130,7 @@ TEST_CASE("Shipyard: does not spawn without a schematic set", "[shipyard]")
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{
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Simulation sim(loadConfig(), 42);
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const BuildingDef* yardDef = findShipyardDef(sim.config());
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const BuildingDef* yardDef = findShipyardDef(sim.getConfig());
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REQUIRE(yardDef != nullptr);
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const int shipsBefore = countShips(sim);
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@@ -146,9 +146,9 @@ TEST_CASE("Shipyard: does not spawn with insufficient materials", "[shipyard]")
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{
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Simulation sim(loadConfig(), 42);
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const ShipDef* def = findAvailableSchematic(sim.config());
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const ShipDef* def = findAvailableSchematic(sim.getConfig());
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REQUIRE(def != nullptr);
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const BuildingDef* yardDef = findShipyardDef(sim.config());
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const BuildingDef* yardDef = findShipyardDef(sim.getConfig());
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REQUIRE(yardDef != nullptr);
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const int shipsBefore = countShips(sim);
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@@ -170,9 +170,9 @@ TEST_CASE("Shipyard: spawns a second ship after materials replenished", "[shipya
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{
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Simulation sim(loadConfig(), 42);
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const ShipDef* def = findAvailableSchematic(sim.config());
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const ShipDef* def = findAvailableSchematic(sim.getConfig());
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REQUIRE(def != nullptr);
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const BuildingDef* yardDef = findShipyardDef(sim.config());
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const BuildingDef* yardDef = findShipyardDef(sim.getConfig());
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REQUIRE(yardDef != nullptr);
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const BuildingId yardId = placeShipyard(sim, *yardDef);
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@@ -203,7 +203,7 @@ TEST_CASE("Shipyard: spawns a second ship after materials replenished", "[shipya
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// Verify the shipyard production field cleared (i.e. the cycle completed
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// and is not still running).
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bool productionCleared = false;
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for (const Building& b : sim.buildings().allBuildings())
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for (const Building& b : sim.getBuildings().getAllBuildings())
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{
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if (b.id == yardId)
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{
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