make tests run again

This commit is contained in:
2026-04-24 20:30:20 +02:00
parent eba8caac31
commit fff5d43352
4 changed files with 39 additions and 65 deletions

View File

@@ -73,12 +73,11 @@ static void fillMaterials(Simulation& sim, EntityId yardId, const ShipDef& def)
TEST_CASE("Shipyard: spawns a player ship after production cycle completes",
"[shipyard]")
{
const GameConfig cfg = loadConfig();
Simulation sim(cfg, 42);
Simulation sim(loadConfig(), 42);
const ShipDef* def = findAvailableBlueprint(cfg);
const ShipDef* def = findAvailableBlueprint(sim.config());
REQUIRE(def != nullptr);
const BuildingDef* yardDef = findShipyardDef(cfg);
const BuildingDef* yardDef = findShipyardDef(sim.config());
REQUIRE(yardDef != nullptr);
const int shipsBefore = static_cast<int>(sim.ships().allShips().size());
@@ -119,10 +118,9 @@ TEST_CASE("Shipyard: spawns a player ship after production cycle completes",
TEST_CASE("Shipyard: does not spawn without a blueprint set", "[shipyard]")
{
const GameConfig cfg = loadConfig();
Simulation sim(cfg, 42);
Simulation sim(loadConfig(), 42);
const BuildingDef* yardDef = findShipyardDef(cfg);
const BuildingDef* yardDef = findShipyardDef(sim.config());
REQUIRE(yardDef != nullptr);
const int shipsBefore = static_cast<int>(sim.ships().allShips().size());
@@ -136,12 +134,11 @@ TEST_CASE("Shipyard: does not spawn without a blueprint set", "[shipyard]")
TEST_CASE("Shipyard: does not spawn with insufficient materials", "[shipyard]")
{
const GameConfig cfg = loadConfig();
Simulation sim(cfg, 42);
Simulation sim(loadConfig(), 42);
const ShipDef* def = findAvailableBlueprint(cfg);
const ShipDef* def = findAvailableBlueprint(sim.config());
REQUIRE(def != nullptr);
const BuildingDef* yardDef = findShipyardDef(cfg);
const BuildingDef* yardDef = findShipyardDef(sim.config());
REQUIRE(yardDef != nullptr);
const int shipsBefore = static_cast<int>(sim.ships().allShips().size());
@@ -161,12 +158,11 @@ TEST_CASE("Shipyard: does not spawn with insufficient materials", "[shipyard]")
TEST_CASE("Shipyard: spawns a second ship after materials replenished", "[shipyard]")
{
const GameConfig cfg = loadConfig();
Simulation sim(cfg, 42);
Simulation sim(loadConfig(), 42);
const ShipDef* def = findAvailableBlueprint(cfg);
const ShipDef* def = findAvailableBlueprint(sim.config());
REQUIRE(def != nullptr);
const BuildingDef* yardDef = findShipyardDef(cfg);
const BuildingDef* yardDef = findShipyardDef(sim.config());
REQUIRE(yardDef != nullptr);
const EntityId yardId = placeShipyard(sim, *yardDef);