Prefix all getters with "get"
This commit is contained in:
@@ -49,7 +49,7 @@ TEST_CASE("WaveSystem: threat accumulates at boss wave counter rate", "[wave]")
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ws.tickThreatAccumulation();
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}
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REQUIRE(ws.threatLevel() == Approx(1.0));
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REQUIRE(ws.getThreatLevel() == Approx(1.0));
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}
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TEST_CASE("WaveSystem: threatAccumulationRate matches the rate formula outside quiet windows",
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@@ -60,7 +60,7 @@ TEST_CASE("WaveSystem: threatAccumulationRate matches the rate formula outside q
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WaveSystem ws(cfg, rng);
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// threat_rate_formula = "x", boss wave counter starts at 1 → rate = 1 threat/s.
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REQUIRE(ws.threatAccumulationRate() == Approx(1.0));
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REQUIRE(ws.getThreatAccumulationRate() == Approx(1.0));
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}
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TEST_CASE("WaveSystem: threatAccumulationRate is 0 during a quiet window", "[wave]")
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@@ -71,14 +71,14 @@ TEST_CASE("WaveSystem: threatAccumulationRate is 0 during a quiet window", "[wav
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std::mt19937 rng(42);
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WaveSystem ws(cfg, rng);
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REQUIRE(ws.threatAccumulationRate() == Approx(0.0));
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REQUIRE(ws.getThreatAccumulationRate() == Approx(0.0));
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const double before = ws.threatLevel();
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const double before = ws.getThreatLevel();
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for (int i = 0; i < static_cast<int>(secondsToTicks(1.0)); ++i)
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{
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ws.tickThreatAccumulation();
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}
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REQUIRE(ws.threatLevel() == Approx(before));
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REQUIRE(ws.getThreatLevel() == Approx(before));
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}
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TEST_CASE("WaveSystem: generation starts at 0 and increments on station destruction", "[wave]")
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@@ -87,11 +87,11 @@ TEST_CASE("WaveSystem: generation starts at 0 and increments on station destruct
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std::mt19937 rng(42);
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WaveSystem ws(cfg, rng);
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REQUIRE(ws.generation() == 0);
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REQUIRE(ws.getGeneration() == 0);
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ws.onEnemyStationsDestroyed();
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REQUIRE(ws.generation() == 1);
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REQUIRE(ws.getGeneration() == 1);
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ws.onEnemyStationsDestroyed();
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REQUIRE(ws.generation() == 2);
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REQUIRE(ws.getGeneration() == 2);
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}
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// ---------------------------------------------------------------------------
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@@ -104,7 +104,7 @@ TEST_CASE("WaveSystem: Simulation pre-places HQ + 2 player + 2 enemy stations",
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// HQ is still a Building (for belt integration).
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int hqCount = 0;
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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.type == BuildingType::Hq) { ++hqCount; }
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}
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@@ -112,7 +112,7 @@ TEST_CASE("WaveSystem: Simulation pre-places HQ + 2 player + 2 enemy stations",
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// Stations are ECS entities.
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int playerCount = 0;
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int enemyCount = 0;
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sim.admin().forEach<StationBodyComponent, FactionComponent>(
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sim.getAdmin().forEach<StationBodyComponent, FactionComponent>(
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[&](entt::entity /*e*/, const StationBodyComponent& /*sb*/, const FactionComponent& f)
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{
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if (f.isEnemy) { ++enemyCount; }
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@@ -129,10 +129,10 @@ TEST_CASE("WaveSystem: HQ has correct initial HP from config", "[wave]")
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const Simulation sim(loadConfig(), 42);
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const float expectedHp =
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static_cast<float>(sim.config().stations.hq.hpFormula.evaluate(0.0));
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static_cast<float>(sim.getConfig().stations.hq.hpFormula.evaluate(0.0));
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bool found = false;
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float actualHp = 0.0f;
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sim.admin().forEach<HqProxyComponent, HealthComponent>(
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sim.getAdmin().forEach<HqProxyComponent, HealthComponent>(
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[&](entt::entity /*e*/, const HqProxyComponent& /*hq*/, const HealthComponent& h)
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{
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found = true;
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@@ -147,7 +147,7 @@ TEST_CASE("WaveSystem: HQ anchor is at asteroid right edge", "[wave]")
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{
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const Simulation sim(loadConfig(), 42);
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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.type != BuildingType::Hq) { continue; }
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// Rightmost body cell must be at x = -1 (asteroid right edge).
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@@ -165,11 +165,11 @@ TEST_CASE("WaveSystem: player stations have weapon set", "[wave]")
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Simulation sim(loadConfig(), 42);
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int armedPlayerStations = 0;
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sim.admin().forEach<WeaponComponent, ModuleOwnerComponent>(
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sim.getAdmin().forEach<WeaponComponent, ModuleOwnerComponent>(
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[&](entt::entity /*e*/, const WeaponComponent& w, const ModuleOwnerComponent& mo)
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{
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if (!sim.admin().hasAll<StationBodyComponent>(mo.owner)) { return; }
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const FactionComponent& f = sim.admin().get<FactionComponent>(mo.owner);
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if (!sim.getAdmin().hasAll<StationBodyComponent>(mo.owner)) { return; }
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const FactionComponent& f = sim.getAdmin().get<FactionComponent>(mo.owner);
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if (!f.isEnemy)
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{
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++armedPlayerStations;
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@@ -186,11 +186,11 @@ TEST_CASE("WaveSystem: enemy stations have weapon set", "[wave]")
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Simulation sim(loadConfig(), 42);
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int armedEnemyStations = 0;
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sim.admin().forEach<WeaponComponent, ModuleOwnerComponent>(
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sim.getAdmin().forEach<WeaponComponent, ModuleOwnerComponent>(
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[&](entt::entity /*e*/, const WeaponComponent& w, const ModuleOwnerComponent& mo)
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{
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if (!sim.admin().hasAll<StationBodyComponent>(mo.owner)) { return; }
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const FactionComponent& f = sim.admin().get<FactionComponent>(mo.owner);
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if (!sim.getAdmin().hasAll<StationBodyComponent>(mo.owner)) { return; }
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const FactionComponent& f = sim.getAdmin().get<FactionComponent>(mo.owner);
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if (f.isEnemy)
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{
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++armedEnemyStations;
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@@ -221,7 +221,7 @@ TEST_CASE("WaveSystem: enemy ships spawn after the initial gap elapses", "[wave]
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sim.tick();
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if (!foundEnemyShip)
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{
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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*/,
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const FactionComponent& f)
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{
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@@ -253,7 +253,7 @@ TEST_CASE("WaveSystem: destroying both enemy stations triggers a push", "[wave]"
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Simulation sim(loadConfig(), 42);
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// Damage both enemy stations to 0.
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sim.admin().forEach<StationBodyComponent, FactionComponent, HealthComponent>(
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sim.getAdmin().forEach<StationBodyComponent, FactionComponent, HealthComponent>(
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[](entt::entity /*e*/, const StationBodyComponent& /*sb*/, const FactionComponent& f, HealthComponent& h)
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{
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if (f.isEnemy) { h.hp = -1.0f; }
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@@ -263,7 +263,7 @@ TEST_CASE("WaveSystem: destroying both enemy stations triggers a push", "[wave]"
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// After push: should have 2 new enemy stations.
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int enemyCount = 0;
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sim.admin().forEach<StationBodyComponent, FactionComponent>(
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sim.getAdmin().forEach<StationBodyComponent, FactionComponent>(
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[&](entt::entity /*e*/, const StationBodyComponent& /*sb*/, const FactionComponent& f)
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{
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if (f.isEnemy) { ++enemyCount; }
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@@ -275,7 +275,7 @@ TEST_CASE("WaveSystem: push generates pending schematic choices", "[wave]")
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{
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Simulation sim(loadConfig(), 42);
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sim.admin().forEach<StationBodyComponent, FactionComponent, HealthComponent>(
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sim.getAdmin().forEach<StationBodyComponent, FactionComponent, HealthComponent>(
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[](entt::entity /*e*/, const StationBodyComponent& /*sb*/, const FactionComponent& f, HealthComponent& h)
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{
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if (f.isEnemy) { h.hp = -1.0f; }
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@@ -293,7 +293,7 @@ TEST_CASE("WaveSystem: push schematic choices have valid ids", "[wave]")
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{
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Simulation sim(loadConfig(), 42);
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sim.admin().forEach<StationBodyComponent, FactionComponent, HealthComponent>(
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sim.getAdmin().forEach<StationBodyComponent, FactionComponent, HealthComponent>(
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[](entt::entity /*e*/, const StationBodyComponent& /*sb*/, const FactionComponent& f, HealthComponent& h)
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{
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if (f.isEnemy) { h.hp = -1.0f; }
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@@ -306,20 +306,20 @@ TEST_CASE("WaveSystem: push schematic choices have valid ids", "[wave]")
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for (const SchematicChoiceOption& opt : choices)
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{
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bool validId = false;
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for (const ShipDef& def : sim.config().ships.ships)
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for (const ShipDef& def : sim.getConfig().ships.ships)
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{
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if (def.id == opt.schematicId) { validId = true; break; }
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}
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if (!validId)
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{
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for (const ModuleDef& def : sim.config().modules.modules)
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for (const ModuleDef& def : sim.getConfig().modules.modules)
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{
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if (def.id == opt.schematicId) { validId = true; break; }
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}
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}
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if (!validId)
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{
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for (const RecipeDef& def : sim.config().recipes.recipes)
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for (const RecipeDef& def : sim.getConfig().recipes.recipes)
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{
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if (def.id == opt.schematicId) { validId = true; break; }
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}
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@@ -332,7 +332,7 @@ TEST_CASE("WaveSystem: schematic choices have no duplicates", "[wave]")
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{
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Simulation sim(loadConfig(), 42);
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sim.admin().forEach<StationBodyComponent, FactionComponent, HealthComponent>(
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sim.getAdmin().forEach<StationBodyComponent, FactionComponent, HealthComponent>(
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[](entt::entity /*e*/, const StationBodyComponent& /*sb*/, const FactionComponent& f, HealthComponent& h)
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{
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if (f.isEnemy) { h.hp = -1.0f; }
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@@ -352,7 +352,7 @@ TEST_CASE("WaveSystem: applySchematicChoice clears pending and applies", "[wave]
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{
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Simulation sim(loadConfig(), 42);
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sim.admin().forEach<StationBodyComponent, FactionComponent, HealthComponent>(
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sim.getAdmin().forEach<StationBodyComponent, FactionComponent, HealthComponent>(
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[](entt::entity /*e*/, const StationBodyComponent& /*sb*/, const FactionComponent& f, HealthComponent& h)
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{
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if (f.isEnemy) { h.hp = -1.0f; }
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@@ -370,7 +370,7 @@ TEST_CASE("WaveSystem: push places new enemy stations further right", "[wave]")
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// Record the X position of the initial enemy stations.
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int initialX = std::numeric_limits<int>::min();
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sim.admin().forEach<StationBodyComponent, FactionComponent>(
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sim.getAdmin().forEach<StationBodyComponent, FactionComponent>(
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[&](entt::entity /*e*/, const StationBodyComponent& sb, const FactionComponent& f)
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{
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if (f.isEnemy && sb.anchor.x() > initialX)
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@@ -379,7 +379,7 @@ TEST_CASE("WaveSystem: push places new enemy stations further right", "[wave]")
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}
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});
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sim.admin().forEach<StationBodyComponent, FactionComponent, HealthComponent>(
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sim.getAdmin().forEach<StationBodyComponent, FactionComponent, HealthComponent>(
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[](entt::entity /*e*/, const StationBodyComponent& /*sb*/, const FactionComponent& f, HealthComponent& h)
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{
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if (f.isEnemy) { h.hp = -1.0f; }
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@@ -387,7 +387,7 @@ TEST_CASE("WaveSystem: push places new enemy stations further right", "[wave]")
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sim.tick();
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int newX = std::numeric_limits<int>::min();
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sim.admin().forEach<StationBodyComponent, FactionComponent>(
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sim.getAdmin().forEach<StationBodyComponent, FactionComponent>(
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[&](entt::entity /*e*/, const StationBodyComponent& sb, const FactionComponent& f)
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{
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if (f.isEnemy && sb.anchor.x() > newX)
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