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fix(ai): release horn when human driver takes over from AI
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81
tests/unit/engine_stubs.cpp
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81
tests/unit/engine_stubs.cpp
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// stand-ins for the parts of the engine which the core library (eu07_core) links against, but which the
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// unit tests don't exercise. when a change makes the library use something new from the engine and the
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// test build fails to link, either move the real source into the library (CORE_SOURCES in the main
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// CMakeLists.txt, if it stands on its own) or add a stub here.
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#include "stdafx.h"
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#include "utilities/Globals.h"
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#include "utilities/Logs.h"
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#include "scene/scenenodegroups.h"
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#include "scene/scenelayers.h"
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#include <cstdlib>
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#include <iostream>
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// settings ---------------------------------------------------------------------------------------
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global_settings &GetGlobalSettings() {
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// defaults, as before reading eu07.ini
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static global_settings settings;
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return settings;
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}
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// logs: quiet, unless EU07_UNIT_TESTS_LOG is set --------------------------------------------------
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namespace {
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bool log_enabled() {
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static bool const enabled{std::getenv("EU07_UNIT_TESTS_LOG") != nullptr};
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return enabled;
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}
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} // namespace
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void WriteLog(const char *str, logtype const, bool const isError) {
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if (log_enabled() && str != nullptr) {
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(isError ? std::cerr : std::cout) << str << "\n";
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}
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}
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void WriteLog(const std::string &str, logtype const Type) {
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WriteLog(str.c_str(), Type, false);
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}
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void ErrorLog(const std::string &str, logtype const Type) {
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WriteLog(str.c_str(), Type, true);
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}
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// scenery structure, which the parser reports include directives to --------------------------------
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// the declarations come from the engine's headers, the stubs can't change them (hence the NOSONARs)
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namespace scene {
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node_groups Groups; // NOSONAR the engine's extern global, scene/scenenodegroups.h
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node_layers Layers; // NOSONAR the engine's extern global, scene/scenelayers.h
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group_handle node_groups::create(bool const) { // NOSONAR signature from scene/scenenodegroups.h
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return null_handle;
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}
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group_handle node_groups::close() { // NOSONAR signature from scene/scenenodegroups.h
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return null_handle;
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}
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layer_handle node_layers::open(std::string const &, include_site) { // NOSONAR signature from scene/scenelayers.h
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return null_handle;
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}
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layer_handle node_layers::close() { // NOSONAR signature from scene/scenelayers.h
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return null_handle;
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}
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void node_layers::instance_begin(std::string const &, source_span const &) { // NOSONAR signature from scene/scenelayers.h
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// no layers in the tests, so nothing to keep track of
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}
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// basic_node has no key function for the Itanium C++ ABI (tooltip() is declared plain but defined inline), so
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// GCC and Clang emit its vtable wherever scenenode.h is used, here too, and the vtable wants radius_().
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// the same as the game's, in scene/scenenode.cpp
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float basic_node::radius_() {
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return 0.f;
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}
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} // namespace scene
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