[test] remove train flipping due to changed default direction on assignment

Dieser Commit ist enthalten in:
Reinder Feenstra 2026-01-29 23:34:17 +01:00
Ursprung 75520517f2
Commit fe5f697f50

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@ -123,12 +123,10 @@ TEST_CASE("Board: Bridge path resevation using NX", "[board][board-path]")
// Assign train 1 to block 1: // Assign train 1 to block 1:
block1.lock()->assignTrain(train1.lock()); block1.lock()->assignTrain(train1.lock());
REQUIRE(block1.lock()->state == BlockState::Reserved); REQUIRE(block1.lock()->state == BlockState::Reserved);
block1.lock()->flipTrain();
// Assign train 2 to block 3: // Assign train 2 to block 3:
block3.lock()->assignTrain(train2.lock()); block3.lock()->assignTrain(train2.lock());
REQUIRE(block3.lock()->state == BlockState::Reserved); REQUIRE(block3.lock()->state == BlockState::Reserved);
block3.lock()->flipTrain();
// Set world in RUN state (required for selecting paths using NX buttons): // Set world in RUN state (required for selecting paths using NX buttons):
world->run(); world->run();
@ -243,12 +241,10 @@ TEST_CASE("Board: Cross path resevation using NX", "[board][board-path]")
// Assign train 1 to block 1: // Assign train 1 to block 1:
block1.lock()->assignTrain(train1.lock()); block1.lock()->assignTrain(train1.lock());
REQUIRE(block1.lock()->state == BlockState::Reserved); REQUIRE(block1.lock()->state == BlockState::Reserved);
block1.lock()->flipTrain();
// Assign train 2 to block 3: // Assign train 2 to block 3:
block3.lock()->assignTrain(train2.lock()); block3.lock()->assignTrain(train2.lock());
REQUIRE(block3.lock()->state == BlockState::Reserved); REQUIRE(block3.lock()->state == BlockState::Reserved);
block3.lock()->flipTrain();
// Set world in RUN state (required for selecting paths using NX buttons): // Set world in RUN state (required for selecting paths using NX buttons):
world->run(); world->run();
@ -354,12 +350,10 @@ TEST_CASE("Board: Crossover path resevation using NX", "[board][board-path]")
// Assign train 1 to block 1: // Assign train 1 to block 1:
block1.lock()->assignTrain(train1.lock()); block1.lock()->assignTrain(train1.lock());
REQUIRE(block1.lock()->state == BlockState::Reserved); REQUIRE(block1.lock()->state == BlockState::Reserved);
block1.lock()->flipTrain();
// Assign train 2 to block 3: // Assign train 2 to block 3:
block3.lock()->assignTrain(train2.lock()); block3.lock()->assignTrain(train2.lock());
REQUIRE(block3.lock()->state == BlockState::Reserved); REQUIRE(block3.lock()->state == BlockState::Reserved);
block3.lock()->flipTrain();
// Set world in RUN state (required for selecting paths using NX buttons): // Set world in RUN state (required for selecting paths using NX buttons):
world->run(); world->run();
@ -452,7 +446,6 @@ TEST_CASE("Board: Direction path reservation using NX and change direction state
// Assign train to block 1: // Assign train to block 1:
block1.lock()->assignTrain(train.lock()); block1.lock()->assignTrain(train.lock());
REQUIRE(block1.lock()->state == BlockState::Reserved); REQUIRE(block1.lock()->state == BlockState::Reserved);
block1.lock()->flipTrain();
// Set world in RUN state (required for selecting paths using NX buttons): // Set world in RUN state (required for selecting paths using NX buttons):
world->run(); world->run();