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mirror of https://github.com/vcmi/vcmi.git synced 2025-06-23 00:28:08 +02:00

Map objects now use shared_ptr (game)

This commit is contained in:
Ivan Savenko
2025-03-13 19:42:18 +00:00
parent 2ca1748e96
commit 0ada2a5ebd
49 changed files with 487 additions and 613 deletions

View File

@ -226,8 +226,8 @@ TEST_F(CGameStateTest, DISABLED_issue2765)
{
startTestGame();
CGHeroInstance * attacker = map->heroesOnMap[0];
CGHeroInstance * defender = map->heroesOnMap[1];
auto attacker = map->heroesOnMap[0];
auto defender = map->heroesOnMap[1];
ASSERT_NE(attacker->tempOwner, defender->tempOwner);
@ -239,7 +239,7 @@ TEST_F(CGameStateTest, DISABLED_issue2765)
gameCallback->sendAndApply(na);
}
startTestBattle(attacker, defender);
startTestBattle(attacker.get(), defender.get());
{
battle::UnitInfo info;
@ -270,11 +270,11 @@ TEST_F(CGameStateTest, DISABLED_issue2765)
ASSERT_NE(def, nullptr);
ASSERT_NE(att, def);
EXPECT_NE(att->getMyHero(), defender);
EXPECT_NE(def->getMyHero(), attacker);
EXPECT_NE(att->getMyHero(), defender.get());
EXPECT_NE(def->getMyHero(), attacker.get());
EXPECT_EQ(att->getMyHero(), attacker) << att->nodeName();
EXPECT_EQ(def->getMyHero(), defender) << def->nodeName();
EXPECT_EQ(att->getMyHero(), attacker.get()) << att->nodeName();
EXPECT_EQ(def->getMyHero(), defender.get()) << def->nodeName();
{
using namespace ::testing;
@ -308,8 +308,8 @@ TEST_F(CGameStateTest, DISABLED_battleResurrection)
{
startTestGame();
CGHeroInstance * attacker = map->heroesOnMap[0];
CGHeroInstance * defender = map->heroesOnMap[1];
auto attacker = map->heroesOnMap[0];
auto defender = map->heroesOnMap[1];
ASSERT_NE(attacker->tempOwner, defender->tempOwner);
@ -327,7 +327,7 @@ TEST_F(CGameStateTest, DISABLED_battleResurrection)
gameCallback->sendAndApply(na);
}
startTestBattle(attacker, defender);
startTestBattle(attacker.get(), defender.get());
uint32_t unitId = gameState->currentBattles.front()->battleNextUnitId();
@ -380,7 +380,7 @@ TEST_F(CGameStateTest, DISABLED_battleResurrection)
const CSpell * spell = SpellID(SpellID::RESURRECTION).toSpell();
ASSERT_NE(spell, nullptr);
spells::BattleCast cast(gameState->currentBattles.front().get(), attacker, spells::Mode::HERO, spell);
spells::BattleCast cast(gameState->currentBattles.front().get(), attacker.get(), spells::Mode::HERO, spell);
spells::Target target;
target.emplace_back(unit);