Files
dota_factory/src/test/CMakeLists.txt
Malte Langkabel ad1e5ed487 Implement unified tunnel build mode (REQ-BLD-TUNNEL-MODE)
Collapse the two tunnel buttons into a single Tunnel button whose ghost
resolves between Tunnel Entry and Tunnel Exit based on the hovered
position, with a green connection preview.

- Add pure core helper TunnelCompletion (firstTunnelFacing +
  resolveTunnelCompletion): the entry/exit completion scans and the
  sub-tile cursor tie-break, unit-tested in TunnelCompletionTest.
- Dedup BeltSystem::reevaluateTunnelPairing onto firstTunnelFacing so the
  pairing scan rule lives in one place.
- GameWorldView: resolve the ghost type on hover/rotate (matching built
  tunnels and construction sites), place the resolved type (drop the old
  auto-switch), and draw the matched partner + between-tiles in green.
  Hotkey 3 = Tunnel, 4 unused.
- BuildButtonGrid: one "Tunnel" button; tunnel_exit stays player-placeable
  so blueprints and cost totals still account for exits.
- Add the green tunnel_preview overlay color (VisualsConfig/Loader/toml).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y7N59FsLA5e2kuVdqe4Uhc
2026-07-21 19:04:15 +02:00

34 lines
710 B
CMake

add_files(
TEST_FILES
test.cpp
FormulaTest.cpp
ConfigLoaderTest.cpp
SimulationTest.cpp
BeltSystemTest.cpp
SurfaceMaskTest.cpp
BeltDragPathTest.cpp
TunnelCompletionTest.cpp
BuildingTest.cpp
BuildingConfigTest.cpp
ShipTest.cpp
ScrapTest.cpp
BehaviorSystemTest.cpp
WaveSystemTest.cpp
CombatSystemTest.cpp
ShipyardTest.cpp
BlueprintTest.cpp
BlueprintSerializerTest.cpp
ModuleConfigTest.cpp
ShipModuleTest.cpp
ThreatCostCalculatorTest.cpp
RecipeSchematicTest.cpp
UnlockPrereqTest.cpp
ArtifactWinConditionTest.cpp
DeterminismTest.cpp
CommandTest.cpp
ReplayRecorderTest.cpp
ReplayPlaybackTest.cpp
)