2024-03-01 02:29:23 +00:00
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#include "cutest-1.5/CuTest.h"
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#include "combat.h"
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#include "game.h"
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#include "movement.h"
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#include "const.h"
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#include "powerup.h"
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int processEnemyKillStates(struct EnemyPosition[]);
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void TestProcessEmenyKillStates(CuTest *tc) {
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struct EnemyPosition enemyPosition[ENEMY_MAX_COUNT];
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int i, result;
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for (i = 0; i < ENEMY_MAX_COUNT; ++i) {
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enemyPosition[i].wasKilled = 0;
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}
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enemyPosition[0].wasKilled = 1;
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enemyPosition[ENEMY_MAX_COUNT - 1].wasKilled = 1;
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result = processEnemyKillStates(enemyPosition);
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CuAssertIntEquals(tc, 2, result);
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}
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void TestFireCurrentWeaponOnce_NoRoundsRemaining(CuTest *tc) {
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struct RabbitWeaponry rabbitWeaponry;
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rabbitWeaponry.currentWeaponRemainingRounds = 0;
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rabbitWeaponry.currentWeapon = 99;
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fireCurrentWeaponOnce(&rabbitWeaponry);
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CuAssertIntEquals(tc, 99, rabbitWeaponry.currentWeapon);
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CuAssertIntEquals(tc, 0, rabbitWeaponry.currentWeaponRemainingRounds);
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}
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void TestFireCurrentWeaponOnce_OneRoundRemaining(CuTest *tc) {
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struct RabbitWeaponry rabbitWeaponry;
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rabbitWeaponry.currentWeaponRemainingRounds = 1;
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rabbitWeaponry.currentWeapon = 99;
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fireCurrentWeaponOnce(&rabbitWeaponry);
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CuAssertIntEquals(tc, WEAPON_TYPE_SINGLE_SHOT_GUN, rabbitWeaponry.currentWeapon);
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CuAssertIntEquals(tc, 0, rabbitWeaponry.currentWeaponRemainingRounds);
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}
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void TestFireCurrentWeaponOnce_TwoRoundsRemaining(CuTest *tc) {
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struct RabbitWeaponry rabbitWeaponry;
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rabbitWeaponry.currentWeaponRemainingRounds = 2;
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rabbitWeaponry.currentWeapon = 99;
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fireCurrentWeaponOnce(&rabbitWeaponry);
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CuAssertIntEquals(tc, 99, rabbitWeaponry.currentWeapon);
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CuAssertIntEquals(tc, 1, rabbitWeaponry.currentWeaponRemainingRounds);
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}
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2024-03-02 01:40:51 +00:00
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void TestMaybeFireShotCount_NotOK(CuTest *tc) {
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struct BulletPosition rabbitBulletPosition[RABBIT_BULLET_LIMIT];
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int availableBullets[1] = { -1 };
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int i, result;
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for (i = 0; i < RABBIT_BULLET_LIMIT; ++i) {
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rabbitBulletPosition[i].isActive = 1;
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}
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result = maybeFireShotCount(
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rabbitBulletPosition,
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availableBullets,
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1
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);
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CuAssertIntEquals(tc, 0, result);
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CuAssertIntEquals(tc, availableBullets[0], -1);
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}
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void TestMaybeFireShotCount_OK(CuTest *tc) {
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struct BulletPosition rabbitBulletPosition[RABBIT_BULLET_LIMIT];
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int availableBullets[1] = { -1 };
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int i, result;
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for (i = 0; i < RABBIT_BULLET_LIMIT; ++i) {
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rabbitBulletPosition[i].isActive = 1;
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}
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rabbitBulletPosition[4].isActive = 0;
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result = maybeFireShotCount(
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rabbitBulletPosition,
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availableBullets,
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1
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);
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CuAssertIntEquals(tc, 1, result);
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CuAssertIntEquals(tc, availableBullets[0], 4);
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}
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void TestMaybeFireShotCount_NotEnoughAvailable(CuTest *tc) {
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struct BulletPosition rabbitBulletPosition[RABBIT_BULLET_LIMIT];
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int availableBullets[2] = { -1, -1 };
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int i, result;
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for (i = 0; i < RABBIT_BULLET_LIMIT; ++i) {
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rabbitBulletPosition[i].isActive = 1;
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}
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rabbitBulletPosition[4].isActive = 0;
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result = maybeFireShotCount(
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rabbitBulletPosition,
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availableBullets,
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2
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);
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CuAssertIntEquals(tc, 0, result);
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CuAssertIntEquals(tc, 4, availableBullets[0]);
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CuAssertIntEquals(tc, -1, availableBullets[1]);
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}
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void TestMaybeFireShotCount_EnoughAvailable(CuTest *tc) {
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struct BulletPosition rabbitBulletPosition[RABBIT_BULLET_LIMIT];
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int availableBullets[2] = { -1, -1 };
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int i, result;
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for (i = 0; i < RABBIT_BULLET_LIMIT; ++i) {
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rabbitBulletPosition[i].isActive = 1;
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}
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rabbitBulletPosition[4].isActive = 0;
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rabbitBulletPosition[6].isActive = 0;
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result = maybeFireShotCount(
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rabbitBulletPosition,
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availableBullets,
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2
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);
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CuAssertIntEquals(tc, 1, result);
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CuAssertIntEquals(tc, 4, availableBullets[0]);
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CuAssertIntEquals(tc, 6, availableBullets[1]);
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}
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2024-03-01 02:29:23 +00:00
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CuSuite *CombatGetSuite() {
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CuSuite *suite = CuSuiteNew();
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SUITE_ADD_TEST(suite, TestProcessEmenyKillStates);
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SUITE_ADD_TEST(suite, TestFireCurrentWeaponOnce_NoRoundsRemaining);
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SUITE_ADD_TEST(suite, TestFireCurrentWeaponOnce_OneRoundRemaining);
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SUITE_ADD_TEST(suite, TestFireCurrentWeaponOnce_TwoRoundsRemaining);
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2024-03-02 01:40:51 +00:00
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SUITE_ADD_TEST(suite, TestMaybeFireShotCount_NotOK);
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SUITE_ADD_TEST(suite, TestMaybeFireShotCount_OK);
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SUITE_ADD_TEST(suite, TestMaybeFireShotCount_NotEnoughAvailable);
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SUITE_ADD_TEST(suite, TestMaybeFireShotCount_EnoughAvailable);
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2024-03-01 02:29:23 +00:00
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return suite;
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}
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