Correct case for all CUnit methods
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5 changed files with 96 additions and 96 deletions
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@ -8,8 +8,8 @@ const char* tests()
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// Test if we can properly set a unit's visual
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{
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CUnit unit;
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unit.setFromVisual('v');
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if( unit.getVisual() != 'v' )
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unit.SetFromVisual('v');
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if(unit.GetVisual() != 'v' )
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return "failed to properly create V unit";
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}
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@ -17,7 +17,7 @@ const char* tests()
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{
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CUnit unit;
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CUnit unit2;
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if( unit.getID() == unit2.getID() )
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if(unit.GetID() == unit2.GetID() )
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return "Unit IDs the same";
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}
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@ -35,9 +35,9 @@ const char* tests()
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// Test custom unit conversion
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{
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CUnit unit1;
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unit1.setFromVisual('v');
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unit1.setTeam(Team::Green);
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unit1.setPos( uvector2(5,10) );
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unit1.SetFromVisual('v');
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unit1.SetTeam(Team::Green);
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unit1.SetPos(uvector2(5, 10));
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std::string unit1Desc = CUnit::GetStringFromUnit(unit1);
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CUnit unit2 = CUnit::GetUnitFromString(unit1Desc);
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@ -49,7 +49,7 @@ const char* tests()
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// Test if we can successfully create a unit from a visual
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{
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CUnit unit = CUnit::GetUnitFromVis('v');
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if( unit.getVisual() != 'v' )
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if(unit.GetVisual() != 'v' )
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return "failed to properly create V unit with factory";
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}
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@ -81,16 +81,16 @@ const char* tests()
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{
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CUnit unit = CUnit::GetUnitFromVis('^');
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unit.setPos( {2,2} );
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unit.setTeam(Team::Red);
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unit.SetPos({2, 2});
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unit.SetTeam(Team::Red);
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game.AddUnit(std::move(unit));
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}
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{
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CUnit unit = CUnit::GetUnitFromVis('^');
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unit.setPos( {2,2} );
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unit.setTeam(Team::Red);
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unit.SetPos({2, 2});
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unit.SetTeam(Team::Red);
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if( !game.AddUnit(std::move(unit)) )
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return "Game should have rejected unit placed on the same spot";
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@ -105,11 +105,11 @@ const char* tests()
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CTTRTSGame game( 5, 5 );
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CUnit unit = CUnit::GetUnitFromVis('>');
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const unit_id_t id = unit.getID();
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const unit_id_t id = unit.GetID();
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SOrder order;
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unit.setPos( {2,2} );
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unit.setTeam(Team::Red);
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unit.SetPos({2, 2});
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unit.SetTeam(Team::Red);
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if ( game.AddUnit(std::move(unit)) )
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return "Game failed to add valid unit";
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@ -123,7 +123,7 @@ const char* tests()
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if (game.SimulateToNextTurn() )
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return "Game failed to simulate valid turn";
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if( game.GetUnitByIDConst(id).getPos() != uvector2{3,2} )
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if(game.GetUnitByIDConst(id).GetPos() != uvector2{3,2} )
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return "Simple movement order failed";
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}
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@ -136,11 +136,11 @@ const char* tests()
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unit_id_t id;
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{
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CUnit unit = CUnit::GetUnitFromVis('>');
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id = unit.getID();
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id = unit.GetID();
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SOrder order;
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unit.setPos( {0,0} );
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unit.setTeam(Team::Blue);
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unit.SetPos({0, 0});
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unit.SetTeam(Team::Blue);
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if ( game.AddUnit(std::move(unit)) )
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return "Game failed to add valid unit";
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@ -154,8 +154,8 @@ const char* tests()
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{
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CUnit unit = CUnit::GetUnitFromVis('<');
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unit.setPos( {1,0} );
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unit.setTeam(Team::Red);
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unit.SetPos({1, 0});
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unit.SetTeam(Team::Red);
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if ( game.AddUnit(std::move(unit)) )
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return "Game failed to add valid unit";
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@ -166,10 +166,10 @@ const char* tests()
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if ( game.GetNumUnits() != 1 )
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return "Game failed to kill a unit when it logically should have";
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if ( game.GetUnitByIndex(0).getDir() != dir_t::E )
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if (game.GetUnitByIndex(0).GetDir() != dir_t::E )
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return "Game killed the wrong unit";
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if ( game.GetUnitByIndex(0).getID() != id )
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if (game.GetUnitByIndex(0).GetID() != id )
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return "Game killed the wrong unit";
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if ( game.CheckForWin() != Team::Blue )
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