mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-09-06 15:28:39 +00:00
manually coerce tests and remove uneeded or ones that will neeed much more work
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@@ -6,7 +6,7 @@
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#include "Entity.h"
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#include "eReplicaComponentType.h"
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class BaseCombatAITest : public GameDependenciesTest {
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class BaseCombatAIComponentTest : public GameDependenciesTest {
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protected:
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Entity* baseEntity;
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BaseCombatAIComponent* combatAIComponent;
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@@ -27,7 +27,7 @@ protected:
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/**
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* Test serialization of BaseCombatAIComponent in initial update with default spawn state
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*/
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TEST_F(BaseCombatAITest, BaseCombatAIComponentSerializeInitialUpdateTest) {
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TEST_F(BaseCombatAIComponentTest, SerializeInitialUpdateTest) {
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bitStream.Reset();
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// Component should be dirty by default and in spawn state
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@@ -50,7 +50,7 @@ TEST_F(BaseCombatAITest, BaseCombatAIComponentSerializeInitialUpdateTest) {
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/**
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* Test serialization of BaseCombatAIComponent in regular update with clean state
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*/
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TEST_F(BaseCombatAITest, BaseCombatAIComponentSerializeRegularUpdateTest) {
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TEST_F(BaseCombatAIComponentTest, SerializeRegularUpdateTest) {
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bitStream.Reset();
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// First serialize to clear dirty flag
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@@ -68,7 +68,7 @@ TEST_F(BaseCombatAITest, BaseCombatAIComponentSerializeRegularUpdateTest) {
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/**
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* Test serialization when target changes during regular updates
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*/
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TEST_F(BaseCombatAITest, BaseCombatAIComponentSerializeTargetChangeTest) {
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TEST_F(BaseCombatAIComponentTest, SerializeTargetChangeTest) {
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bitStream.Reset();
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// Initial state is spawn, serialize once to clear dirty flag
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@@ -97,7 +97,7 @@ TEST_F(BaseCombatAITest, BaseCombatAIComponentSerializeTargetChangeTest) {
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/**
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* Test serialization with target management and getters/setters
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*/
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TEST_F(BaseCombatAITest, BaseCombatAIComponentSerializeWithTargetTest) {
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TEST_F(BaseCombatAIComponentTest, SerializeWithTargetTest) {
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bitStream.Reset();
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// Set a target and change state manually
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@@ -123,4 +123,4 @@ TEST_F(BaseCombatAITest, BaseCombatAIComponentSerializeWithTargetTest) {
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// Verify component state
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EXPECT_EQ(combatAIComponent->GetTarget(), testTarget);
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EXPECT_EQ(combatAIComponent->GetState(), AiState::tether);
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}
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}
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