Apply strict linting to release builds #75
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@ -83,7 +83,6 @@ mod test {
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let db =
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let db =
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Database::open_path(PathBuf::from("fixtures/five_games/")).expect("database to open");
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Database::open_path(PathBuf::from("fixtures/five_games/")).expect("database to open");
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assert_eq!(db.all_games().count(), 5);
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assert_eq!(db.all_games().count(), 5);
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for game in db.all_games() {}
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assert_matches!(db.all_games().find(|g| g.info.black_player == Some("Steve".to_owned())),
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assert_matches!(db.all_games().find(|g| g.info.black_player == Some("Steve".to_owned())),
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Some(game) => {
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Some(game) => {
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@ -185,7 +185,7 @@ mod test {
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#[test]
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#[test]
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fn current_player_changes_after_move() {
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fn current_player_changes_after_move() {
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let mut state = GameState::new();
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let mut state = GameState::default();
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assert_eq!(state.current_player, Color::Black);
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assert_eq!(state.current_player, Color::Black);
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state.place_stone(Coordinate { column: 9, row: 9 }).unwrap();
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state.place_stone(Coordinate { column: 9, row: 9 }).unwrap();
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assert_eq!(state.current_player, Color::White);
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assert_eq!(state.current_player, Color::White);
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@ -193,7 +193,7 @@ mod test {
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#[test]
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#[test]
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fn current_player_remains_the_same_after_self_capture() {
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fn current_player_remains_the_same_after_self_capture() {
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let mut state = GameState::new();
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let mut state = GameState::default();
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state.board = Board::from_coordinates(
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state.board = Board::from_coordinates(
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vec![
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vec![
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(Coordinate { column: 17, row: 0 }, Color::White),
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(Coordinate { column: 17, row: 0 }, Color::White),
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@ -214,7 +214,7 @@ mod test {
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#[test]
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#[test]
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fn ko_rules_are_enforced() {
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fn ko_rules_are_enforced() {
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let mut state = GameState::new();
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let mut state = GameState::default();
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state.board = Board::from_coordinates(
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state.board = Board::from_coordinates(
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vec![
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vec![
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(Coordinate { column: 7, row: 9 }, Color::White),
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(Coordinate { column: 7, row: 9 }, Color::White),
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