Wrap long lines to fit within 80 columns across the codebase
Pure whitespace/line-break reformatting (braces, newlines, and line continuations matching this codebase's existing wrap conventions) - no logic, string content, or identifiers changed anywhere. Confirmed via diff against the pre-change tree and by rebuilding + re-running the affected test suites, which produce identical pass/fail results. Co-Authored-By: Claude Sonnet 5 <[email protected]>
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@@ -17,7 +17,8 @@ static const cutsceneitem_t CUTSCENE_TEST_SCRATCH_ITEMS[] = {
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// reach PRE_ROUND on its own to satisfy the wait.
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CUTSCENE_BATTLE_WAIT_STATE(BATTLE_STATE_PRE_ROUND),
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CUTSCENE_SET_PAUSE(CUTSCENE_PAUSE_BATTLE),
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CUTSCENE_BATTLE_FORCE_ACTION(2, 0),// enemy (slot 2) forced onto allyA (slot 0)
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// enemy (slot 2) forced onto allyA (slot 0)
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CUTSCENE_BATTLE_FORCE_ACTION(2, 0),
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CUTSCENE_SET_PAUSE(CUTSCENE_PAUSE_NONE)
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};
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static const cutscene_t CUTSCENE_TEST_SCRATCH = {
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@@ -45,8 +46,12 @@ static void test_battleStartEntersOpeningThenPreRound(void **state) {
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battleInit();
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addFighter(BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER, 10, 0, 10, 20);
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addFighter(BATTLE_FIGHTER_TEAM_ENEMY, BATTLE_FIGHTER_CONTROLLER_AI, 10, 0, 5, 20);
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addFighter(
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BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER, 10, 0, 10, 20
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);
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addFighter(
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BATTLE_FIGHTER_TEAM_ENEMY, BATTLE_FIGHTER_CONTROLLER_AI, 10, 0, 5, 20
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);
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battleStart(BATTLE_ENCOUNTER_REGULAR, true);
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assert_int_equal(BATTLE.state, BATTLE_STATE_OPENING);
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@@ -231,8 +236,12 @@ static void test_battleFleeEndsInStateEndedImmediately(void **state) {
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battleInit();
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addFighter(BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER, 5, 0, 10, 20);
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addFighter(BATTLE_FIGHTER_TEAM_ENEMY, BATTLE_FIGHTER_CONTROLLER_AI, 5, 0, 5, 20);
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addFighter(
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BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER, 5, 0, 10, 20
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);
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addFighter(
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BATTLE_FIGHTER_TEAM_ENEMY, BATTLE_FIGHTER_CONTROLLER_AI, 5, 0, 5, 20
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);
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battleStart(BATTLE_ENCOUNTER_REGULAR, true);
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battleUpdate();// OPENING -> PRE_ROUND
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@@ -247,8 +256,12 @@ static void test_battleFleeUnavailableIsIgnored(void **state) {
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battleInit();
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addFighter(BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER, 5, 0, 10, 20);
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addFighter(BATTLE_FIGHTER_TEAM_ENEMY, BATTLE_FIGHTER_CONTROLLER_AI, 5, 0, 5, 20);
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addFighter(
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BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER, 5, 0, 10, 20
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);
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addFighter(
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BATTLE_FIGHTER_TEAM_ENEMY, BATTLE_FIGHTER_CONTROLLER_AI, 5, 0, 5, 20
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);
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battleStart(BATTLE_ENCOUNTER_REGULAR, false);
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battleUpdate();// OPENING -> PRE_ROUND
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@@ -279,7 +292,9 @@ static void test_battleOnStateChangedFiresAcrossFullRound(void **state) {
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stateChangedCount = 0;
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BATTLE.onStateChanged = recordStateChanged;
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addFighter(BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER, 1, 0, 10, 100);
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addFighter(
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BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER, 1, 0, 10, 100
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);
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battlefighter_t *enemy = addFighter(
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BATTLE_FIGHTER_TEAM_ENEMY, BATTLE_FIGHTER_CONTROLLER_AI, 1, 0, 5, 100
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);
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@@ -410,10 +425,13 @@ static void test_battleCutsceneForceActionOverridesTarget(void **state) {
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battlePlayerAttack(enemy->id);// allyA -> AI_SELECTION would be next...
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assert_ptr_equal(battleGetCurrentFighter(), allyB);
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battlePlayerAttack(enemy->id);// ...but AI_SELECTION must skip the enemy,
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assert_int_equal(BATTLE.state, BATTLE_STATE_AI_SELECTION);// since it's decided
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// since it's decided
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assert_int_equal(BATTLE.state, BATTLE_STATE_AI_SELECTION);
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battleUpdate();// AI_SELECTION: enemy already decided, skipped -> MOVES_EXECUTING
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assert_int_equal(BATTLE.actions[enemy->id].targetIndex, allyA->id);// untouched
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// AI_SELECTION: enemy already decided, skipped -> MOVES_EXECUTING
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battleUpdate();
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// untouched
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assert_int_equal(BATTLE.actions[enemy->id].targetIndex, allyA->id);
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battleUpdate();// allyA attacks enemy
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battleUpdate();// allyB attacks enemy
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@@ -435,7 +453,9 @@ int main(int argc, char** argv) {
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cmocka_unit_test(test_battleFleeEndsInStateEndedImmediately),
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cmocka_unit_test(test_battleFleeUnavailableIsIgnored),
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cmocka_unit_test(test_battleOnStateChangedFiresAcrossFullRound),
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cmocka_unit_test(test_battleOnActionDecidedFiresPerFighterRegardlessOfSource),
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cmocka_unit_test(
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test_battleOnActionDecidedFiresPerFighterRegardlessOfSource
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),
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cmocka_unit_test(test_battleCutsceneForceActionOverridesTarget),
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};
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