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]>
This commit is contained in:
2026-09-05 13:13:10 -05:00
co-authored by Claude Sonnet 5
parent de53bebeb8
commit cebd3d81e7
70 changed files with 1025 additions and 425 deletions
+32 -12
View File
@@ -17,7 +17,8 @@ static const cutsceneitem_t CUTSCENE_TEST_SCRATCH_ITEMS[] = {
// reach PRE_ROUND on its own to satisfy the wait.
CUTSCENE_BATTLE_WAIT_STATE(BATTLE_STATE_PRE_ROUND),
CUTSCENE_SET_PAUSE(CUTSCENE_PAUSE_BATTLE),
CUTSCENE_BATTLE_FORCE_ACTION(2, 0),// enemy (slot 2) forced onto allyA (slot 0)
// enemy (slot 2) forced onto allyA (slot 0)
CUTSCENE_BATTLE_FORCE_ACTION(2, 0),
CUTSCENE_SET_PAUSE(CUTSCENE_PAUSE_NONE)
};
static const cutscene_t CUTSCENE_TEST_SCRATCH = {
@@ -45,8 +46,12 @@ static void test_battleStartEntersOpeningThenPreRound(void **state) {
battleInit();
addFighter(BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER, 10, 0, 10, 20);
addFighter(BATTLE_FIGHTER_TEAM_ENEMY, BATTLE_FIGHTER_CONTROLLER_AI, 10, 0, 5, 20);
addFighter(
BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER, 10, 0, 10, 20
);
addFighter(
BATTLE_FIGHTER_TEAM_ENEMY, BATTLE_FIGHTER_CONTROLLER_AI, 10, 0, 5, 20
);
battleStart(BATTLE_ENCOUNTER_REGULAR, true);
assert_int_equal(BATTLE.state, BATTLE_STATE_OPENING);
@@ -231,8 +236,12 @@ static void test_battleFleeEndsInStateEndedImmediately(void **state) {
battleInit();
addFighter(BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER, 5, 0, 10, 20);
addFighter(BATTLE_FIGHTER_TEAM_ENEMY, BATTLE_FIGHTER_CONTROLLER_AI, 5, 0, 5, 20);
addFighter(
BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER, 5, 0, 10, 20
);
addFighter(
BATTLE_FIGHTER_TEAM_ENEMY, BATTLE_FIGHTER_CONTROLLER_AI, 5, 0, 5, 20
);
battleStart(BATTLE_ENCOUNTER_REGULAR, true);
battleUpdate();// OPENING -> PRE_ROUND
@@ -247,8 +256,12 @@ static void test_battleFleeUnavailableIsIgnored(void **state) {
battleInit();
addFighter(BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER, 5, 0, 10, 20);
addFighter(BATTLE_FIGHTER_TEAM_ENEMY, BATTLE_FIGHTER_CONTROLLER_AI, 5, 0, 5, 20);
addFighter(
BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER, 5, 0, 10, 20
);
addFighter(
BATTLE_FIGHTER_TEAM_ENEMY, BATTLE_FIGHTER_CONTROLLER_AI, 5, 0, 5, 20
);
battleStart(BATTLE_ENCOUNTER_REGULAR, false);
battleUpdate();// OPENING -> PRE_ROUND
@@ -279,7 +292,9 @@ static void test_battleOnStateChangedFiresAcrossFullRound(void **state) {
stateChangedCount = 0;
BATTLE.onStateChanged = recordStateChanged;
addFighter(BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER, 1, 0, 10, 100);
addFighter(
BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER, 1, 0, 10, 100
);
battlefighter_t *enemy = addFighter(
BATTLE_FIGHTER_TEAM_ENEMY, BATTLE_FIGHTER_CONTROLLER_AI, 1, 0, 5, 100
);
@@ -410,10 +425,13 @@ static void test_battleCutsceneForceActionOverridesTarget(void **state) {
battlePlayerAttack(enemy->id);// allyA -> AI_SELECTION would be next...
assert_ptr_equal(battleGetCurrentFighter(), allyB);
battlePlayerAttack(enemy->id);// ...but AI_SELECTION must skip the enemy,
assert_int_equal(BATTLE.state, BATTLE_STATE_AI_SELECTION);// since it's decided
// since it's decided
assert_int_equal(BATTLE.state, BATTLE_STATE_AI_SELECTION);
battleUpdate();// AI_SELECTION: enemy already decided, skipped -> MOVES_EXECUTING
assert_int_equal(BATTLE.actions[enemy->id].targetIndex, allyA->id);// untouched
// AI_SELECTION: enemy already decided, skipped -> MOVES_EXECUTING
battleUpdate();
// untouched
assert_int_equal(BATTLE.actions[enemy->id].targetIndex, allyA->id);
battleUpdate();// allyA attacks enemy
battleUpdate();// allyB attacks enemy
@@ -435,7 +453,9 @@ int main(int argc, char** argv) {
cmocka_unit_test(test_battleFleeEndsInStateEndedImmediately),
cmocka_unit_test(test_battleFleeUnavailableIsIgnored),
cmocka_unit_test(test_battleOnStateChangedFiresAcrossFullRound),
cmocka_unit_test(test_battleOnActionDecidedFiresPerFighterRegardlessOfSource),
cmocka_unit_test(
test_battleOnActionDecidedFiresPerFighterRegardlessOfSource
),
cmocka_unit_test(test_battleCutsceneForceActionOverridesTarget),
};