manually coerce tests and remove uneeded or ones that will neeed much more work

This commit is contained in:
Aronwk
2025-09-01 21:37:32 -05:00
parent 889ee5bd14
commit e66f82ff07
24 changed files with 118 additions and 801 deletions

View File

@@ -6,7 +6,7 @@
#include "Entity.h"
#include "eReplicaComponentType.h"
class BaseCombatAITest : public GameDependenciesTest {
class BaseCombatAIComponentTest : public GameDependenciesTest {
protected:
Entity* baseEntity;
BaseCombatAIComponent* combatAIComponent;
@@ -27,7 +27,7 @@ protected:
/**
* Test serialization of BaseCombatAIComponent in initial update with default spawn state
*/
TEST_F(BaseCombatAITest, BaseCombatAIComponentSerializeInitialUpdateTest) {
TEST_F(BaseCombatAIComponentTest, SerializeInitialUpdateTest) {
bitStream.Reset();
// Component should be dirty by default and in spawn state
@@ -50,7 +50,7 @@ TEST_F(BaseCombatAITest, BaseCombatAIComponentSerializeInitialUpdateTest) {
/**
* Test serialization of BaseCombatAIComponent in regular update with clean state
*/
TEST_F(BaseCombatAITest, BaseCombatAIComponentSerializeRegularUpdateTest) {
TEST_F(BaseCombatAIComponentTest, SerializeRegularUpdateTest) {
bitStream.Reset();
// First serialize to clear dirty flag
@@ -68,7 +68,7 @@ TEST_F(BaseCombatAITest, BaseCombatAIComponentSerializeRegularUpdateTest) {
/**
* Test serialization when target changes during regular updates
*/
TEST_F(BaseCombatAITest, BaseCombatAIComponentSerializeTargetChangeTest) {
TEST_F(BaseCombatAIComponentTest, SerializeTargetChangeTest) {
bitStream.Reset();
// Initial state is spawn, serialize once to clear dirty flag
@@ -97,7 +97,7 @@ TEST_F(BaseCombatAITest, BaseCombatAIComponentSerializeTargetChangeTest) {
/**
* Test serialization with target management and getters/setters
*/
TEST_F(BaseCombatAITest, BaseCombatAIComponentSerializeWithTargetTest) {
TEST_F(BaseCombatAIComponentTest, SerializeWithTargetTest) {
bitStream.Reset();
// Set a target and change state manually
@@ -123,4 +123,4 @@ TEST_F(BaseCombatAITest, BaseCombatAIComponentSerializeWithTargetTest) {
// Verify component state
EXPECT_EQ(combatAIComponent->GetTarget(), testTarget);
EXPECT_EQ(combatAIComponent->GetState(), AiState::tether);
}
}