make tests run again
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@@ -194,8 +194,7 @@ TEST_CASE("CombatSystem: no fire when target is out of range", "[combat]")
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TEST_CASE("CombatSystem: player station fires at enemy ship in range", "[combat]")
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{
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const GameConfig cfg = loadConfig();
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Simulation sim(cfg, 42);
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Simulation sim(loadConfig(), 42);
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// Find the player defence station.
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EntityId stationId = kInvalidEntityId;
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@@ -223,7 +222,7 @@ TEST_CASE("CombatSystem: player station fires at enemy ship in range", "[combat]
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}
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// Find a combat ship blueprint for the enemy.
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const ShipDef* combatDef = findCombatShip(cfg);
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const ShipDef* combatDef = findCombatShip(sim.config());
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REQUIRE(combatDef != nullptr);
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const EntityId enemyId = sim.ships().spawn(
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@@ -246,8 +245,7 @@ TEST_CASE("CombatSystem: player station fires at enemy ship in range", "[combat]
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TEST_CASE("CombatSystem: enemy station fires at player ship in range", "[combat]")
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{
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const GameConfig cfg = loadConfig();
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Simulation sim(cfg, 42);
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Simulation sim(loadConfig(), 42);
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// Find the enemy defence station.
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EntityId stationId = kInvalidEntityId;
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@@ -265,7 +263,7 @@ TEST_CASE("CombatSystem: enemy station fires at player ship in range", "[combat]
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}
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REQUIRE(stationId != kInvalidEntityId);
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const ShipDef* combatDef = findCombatShip(cfg);
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const ShipDef* combatDef = findCombatShip(sim.config());
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REQUIRE(combatDef != nullptr);
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// Spawn a player ship right next to the enemy station.
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@@ -291,10 +289,9 @@ TEST_CASE("CombatSystem: enemy station fires at player ship in range", "[combat]
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TEST_CASE("CombatSystem: dead ship is removed after tick step 9", "[combat]")
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{
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const GameConfig cfg = loadConfig();
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Simulation sim(cfg, 42);
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Simulation sim(loadConfig(), 42);
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const ShipDef* combatDef = findCombatShip(cfg);
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const ShipDef* combatDef = findCombatShip(sim.config());
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REQUIRE(combatDef != nullptr);
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const EntityId shipId = sim.ships().spawn(combatDef->id, 1,
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@@ -310,12 +307,11 @@ TEST_CASE("CombatSystem: dead ship is removed after tick step 9", "[combat]")
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TEST_CASE("CombatSystem: scrap is spawned on ship death", "[combat]")
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{
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const GameConfig cfg = loadConfig();
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Simulation sim(cfg, 42);
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Simulation sim(loadConfig(), 42);
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// Find a ship def that drops scrap.
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const ShipDef* droppingDef = nullptr;
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for (const ShipDef& def : cfg.ships.ships)
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for (const ShipDef& def : sim.config().ships.ships)
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{
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if (def.loot.scrapDrop > 0)
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{
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@@ -337,8 +333,7 @@ TEST_CASE("CombatSystem: scrap is spawned on ship death", "[combat]")
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TEST_CASE("CombatSystem: HQ death sets game over", "[combat]")
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{
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const GameConfig cfg = loadConfig();
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Simulation sim(cfg, 42);
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Simulation sim(loadConfig(), 42);
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sim.buildings().forEachBuilding([](Building& b)
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{
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