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breakout the component types into a scoped enum (#1002)
* breakout the component types into a scoped enum tested that things are the same as they were before * fix missed rename * fix brick-by-brick name to be crafting because that's what it is
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@@ -4,6 +4,7 @@
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#include "BitStream.h"
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#include "DestroyableComponent.h"
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#include "Entity.h"
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#include "eReplicaComponentType.h"
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class DestroyableTest : public GameDependenciesTest {
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protected:
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@@ -15,7 +16,7 @@ protected:
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SetUpDependencies();
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baseEntity = new Entity(15, GameDependenciesTest::info);
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destroyableComponent = new DestroyableComponent(baseEntity);
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baseEntity->AddComponent(COMPONENT_TYPE_DESTROYABLE, destroyableComponent);
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baseEntity->AddComponent(eReplicaComponentType::DESTROYABLE, destroyableComponent);
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// Initialize some values to be not default
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destroyableComponent->SetMaxHealth(12345.0f);
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destroyableComponent->SetHealth(23);
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@@ -317,7 +318,7 @@ TEST_F(DestroyableTest, DestroyableComponentFactionTest) {
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TEST_F(DestroyableTest, DestroyableComponentValiditiyTest) {
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auto* enemyEntity = new Entity(19, info);
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auto* enemyDestroyableComponent = new DestroyableComponent(enemyEntity);
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enemyEntity->AddComponent(COMPONENT_TYPE_DESTROYABLE, enemyDestroyableComponent);
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enemyEntity->AddComponent(eReplicaComponentType::DESTROYABLE, enemyDestroyableComponent);
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enemyDestroyableComponent->AddFactionNoLookup(16);
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destroyableComponent->AddEnemyFaction(16);
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EXPECT_TRUE(destroyableComponent->IsEnemy(enemyEntity));
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