diff --git a/tests/npc_behavior_rules_test.cpp b/tests/npc_behavior_rules_test.cpp index c836e7929bea5..7cf7864ffd4a6 100644 --- a/tests/npc_behavior_rules_test.cpp +++ b/tests/npc_behavior_rules_test.cpp @@ -46,11 +46,12 @@ static const update_mapgen_id update_mapgen_debug_npc_rules_test_close_doors( "debug_npc_rules_test_close_doors" ); static const furn_str_id furn_f_chair( "f_chair" ); + static const ter_str_id ter_t_door_c( "t_door_c" ); static const ter_str_id ter_t_door_locked( "t_door_locked" ); static const ter_str_id ter_t_door_o( "t_door_o" ); -static const vproto_id veh_locked_as_hell_car( "locked_as_hell_car" ); +static const vproto_id vehicle_prototype_locked_as_hell_car( "locked_as_hell_car" ); static shared_ptr_fast setup_generic_rules_test( ally_rule rule_to_test, update_mapgen_id update_mapgen_id_to_apply ) @@ -76,7 +77,7 @@ static shared_ptr_fast setup_generic_rules_test( ally_rule rule_to_test, return guy; } -TEST_CASE( "NPC rules (avoid doors)", "[npc_rules]" ) +TEST_CASE( "NPC-rules-avoid-doors)", "[npc_rules]" ) { /* Avoid doors rule * Allows: Door frame, Open doors(??? pre-existing behavior) @@ -112,7 +113,7 @@ TEST_CASE( "NPC rules (avoid doors)", "[npc_rules]" ) } } -TEST_CASE( "NPC rules (close doors)", "[npc_rules]" ) +TEST_CASE( "NPC-rules-close-doors)", "[npc_rules]" ) { /* Close doors rule * Target is a chair in a room fully enclosed by concrete walls @@ -176,7 +177,7 @@ TEST_CASE( "NPC rules (close doors)", "[npc_rules]" ) } -TEST_CASE( "NPC rules (avoid locks)", "[npc_rules]" ) +TEST_CASE( "NPC-rules-avoid-locks)", "[npc_rules]" ) { /* Avoid locked doors rule * Target is a the north side of a locked door (otherwise inaccessible room) @@ -225,7 +226,7 @@ TEST_CASE( "NPC rules (avoid locks)", "[npc_rules]" ) // all sides of the vehicle are locked doors - vehicle *test_vehicle = here.add_vehicle( veh_locked_as_hell_car, + vehicle *test_vehicle = here.add_vehicle( vehicle_prototype_locked_as_hell_car, car_center_pos, 0_degrees, 0, 0 ); // vehicle is a 5x5 grid, car_door_pos is the only door/exit