/** * Copyright (c) 2026 Dominic Masters * * This software is released under the MIT License. * https://opensource.org/licenses/MIT */ #include "dusktest.h" #include "rpg/battle/battle.h" // TEMPORARY: hardcoded pending a real moves.jsonc-backed registry lookup. #define BATTLE_MOVE_ID_ATTACK ((battlemoveid_t)1) static battlefighter_t *addFighter( const battlefighterteam_t team, const battlefightercontroller_t controller, const uint16_t attack, const uint16_t defense, const uint16_t speed, const uint16_t healthMax ) { const battlefighterstats_t stats = { .attack = attack, .defense = defense, .speed = speed }; return battleAddFighter(team, controller, stats, healthMax, 0); } 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 ); battleStart(BATTLE_ENCOUNTER_REGULAR, true); assert_int_equal(BATTLE.state, BATTLE_STATE_OPENING); // OPENING only transitions to PRE_ROUND; it doesn't run PRE_ROUND's logic // in the same call. battleUpdate(); assert_int_equal(BATTLE.state, BATTLE_STATE_PRE_ROUND); assert_int_equal(BATTLE.executionCount, 0); // PRE_ROUND builds the execution order and moves on to selection. battleUpdate(); assert_int_equal(BATTLE.executionCount, 2); assert_true( BATTLE.state == BATTLE_STATE_PLAYER_SELECTION || BATTLE.state == BATTLE_STATE_AI_SELECTION ); } static void test_battlePlayerSelectionAdvancesAndSkipsDecidedFighters( void **state ) { battleInit(); battlefighter_t *ally1 = addFighter( BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER, 5, 0, 100, 20 ); battlefighter_t *ally2 = addFighter( BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER, 5, 0, 10, 20 ); battlefighter_t *enemy = addFighter( BATTLE_FIGHTER_TEAM_ENEMY, BATTLE_FIGHTER_CONTROLLER_AI, 5, 0, 50, 20 ); battleStart(BATTLE_ENCOUNTER_REGULAR, true); battleUpdate();// OPENING -> PRE_ROUND battleUpdate();// PRE_ROUND -> PLAYER_SELECTION, positions the cursor // ally1 is fastest, so it's first to decide. assert_int_equal(BATTLE.state, BATTLE_STATE_PLAYER_SELECTION); assert_ptr_equal(battleGetCurrentFighter(), ally1); // A forced move (as a scripted-battle cutscene item would push) marks // ally2 as already decided, so PLAYER_SELECTION must skip it. battleQueueMove(ally2->id, BATTLE_MOVE_ID_ATTACK, enemy->id); battlePlayerAttack(enemy->id); assert_int_equal(BATTLE.moves[ally1->id].move, BATTLE_MOVE_ID_ATTACK); assert_int_equal(BATTLE.moves[ally1->id].targets[0], enemy->id); // ally2 already had a decision queued, and enemy is AI-controlled, so // there's nothing left for PLAYER_SELECTION -- it should have moved on. assert_int_equal(BATTLE.state, BATTLE_STATE_AI_SELECTION); } static void test_battleAiSelectionAutoQueuesUndecidedAiFighters(void **state) { battleInit(); battlefighter_t *ally = addFighter( BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER, 5, 0, 10, 20 ); battlefighter_t *enemy = addFighter( BATTLE_FIGHTER_TEAM_ENEMY, BATTLE_FIGHTER_CONTROLLER_AI, 5, 0, 5, 20 ); battleStart(BATTLE_ENCOUNTER_REGULAR, true); battleUpdate();// OPENING -> PRE_ROUND battleUpdate();// PRE_ROUND -> PLAYER_SELECTION battlePlayerAttack(enemy->id);// ally decides, selection moves to AI assert_int_equal(BATTLE.state, BATTLE_STATE_AI_SELECTION); battleUpdate();// AI_SELECTION auto-decides for enemy assert_int_equal(BATTLE.state, BATTLE_STATE_MOVES_EXECUTING); assert_int_equal(BATTLE.moves[enemy->id].move, BATTLE_MOVE_ID_ATTACK); assert_int_equal(BATTLE.moves[enemy->id].targets[0], ally->id); } static void test_battleMovesExecutingResolvesInSpeedOrderAndFizzles( void **state ) { battleInit(); // ally1 is fast enough to kill enemy1 before enemy1 or ally2 act. enemy2 // keeps the battle alive so execution continues to ally2's now-moot // attack against the already-dead enemy1. battlefighter_t *ally1 = addFighter( BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER, 50, 0, 100, 20 ); battlefighter_t *ally2 = addFighter( BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER, 50, 0, 10, 20 ); battlefighter_t *enemy1 = addFighter( BATTLE_FIGHTER_TEAM_ENEMY, BATTLE_FIGHTER_CONTROLLER_AI, 1, 0, 50, 10 ); battlefighter_t *enemy2 = addFighter( BATTLE_FIGHTER_TEAM_ENEMY, BATTLE_FIGHTER_CONTROLLER_AI, 1, 0, 1, 100 ); battleStart(BATTLE_ENCOUNTER_REGULAR, true); battleUpdate();// OPENING -> PRE_ROUND battleUpdate();// PRE_ROUND -> PLAYER_SELECTION (ally1 first, fastest) assert_ptr_equal(battleGetCurrentFighter(), ally1); battlePlayerAttack(enemy1->id); assert_ptr_equal(battleGetCurrentFighter(), ally2); battlePlayerAttack(enemy1->id);// both allies target enemy1 assert_int_equal(BATTLE.state, BATTLE_STATE_AI_SELECTION); battleUpdate();// AI_SELECTION assert_int_equal(BATTLE.state, BATTLE_STATE_MOVES_EXECUTING); // Execution order: ally1 (100), enemy1 (50), ally2 (10), enemy2 (1). battleUpdate();// ally1 kills enemy1 assert_false(battleFighterIsAlive(enemy1)); assert_int_equal(BATTLE.state, BATTLE_STATE_MOVES_EXECUTING);// enemy2 alive battleUpdate();// enemy1's own (now dead) turn is skipped battleUpdate();// ally2's attack against the dead enemy1 fizzles silently assert_int_equal(enemy1->health, 0);// no double-kill, no underflow battleUpdate();// enemy2 acts battleUpdate();// all 4 slots processed -> POST_ROUND assert_int_equal(BATTLE.state, BATTLE_STATE_POST_ROUND); battleUpdate();// POST_ROUND -> PRE_ROUND, round advances assert_int_equal(BATTLE.round, 2); assert_int_equal(BATTLE.state, BATTLE_STATE_PRE_ROUND); } static void test_battleWinEndsInStateEnded(void **state) { battleInit(); battlefighter_t *ally = addFighter( BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER, 50, 0, 10, 20 ); battlefighter_t *enemy = addFighter( BATTLE_FIGHTER_TEAM_ENEMY, BATTLE_FIGHTER_CONTROLLER_AI, 1, 0, 5, 10 ); battleStart(BATTLE_ENCOUNTER_REGULAR, true); battleUpdate();// OPENING -> PRE_ROUND battleUpdate();// PRE_ROUND -> PLAYER_SELECTION battlePlayerAttack(enemy->id);// selection -> AI_SELECTION battleUpdate();// AI_SELECTION -> MOVES_EXECUTING battleUpdate();// ally kills the only enemy assert_int_equal(BATTLE.state, BATTLE_STATE_ENDED); assert_int_equal(BATTLE.result, BATTLE_RESULT_WIN); } static void test_battleLossEndsInStateEnded(void **state) { battleInit(); battlefighter_t *ally = addFighter( BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER, 1, 0, 5, 10 ); battlefighter_t *enemy = addFighter( BATTLE_FIGHTER_TEAM_ENEMY, BATTLE_FIGHTER_CONTROLLER_AI, 50, 0, 10, 20 ); battleStart(BATTLE_ENCOUNTER_REGULAR, true); battleUpdate();// OPENING -> PRE_ROUND battleUpdate();// PRE_ROUND -> PLAYER_SELECTION battlePlayerAttack(enemy->id);// selection -> AI_SELECTION battleUpdate();// AI_SELECTION -> MOVES_EXECUTING battleUpdate();// ally attacks first (irrelevant to outcome) battleUpdate();// enemy kills the only ally assert_int_equal(BATTLE.state, BATTLE_STATE_ENDED); assert_int_equal(BATTLE.result, BATTLE_RESULT_LOSS); } 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 ); battleStart(BATTLE_ENCOUNTER_REGULAR, true); battleUpdate();// OPENING -> PRE_ROUND battleUpdate();// PRE_ROUND -> PLAYER_SELECTION battlePlayerFlee(); assert_int_equal(BATTLE.state, BATTLE_STATE_ENDED); assert_int_equal(BATTLE.result, BATTLE_RESULT_FLED); } 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 ); battleStart(BATTLE_ENCOUNTER_REGULAR, false); battleUpdate();// OPENING -> PRE_ROUND battleUpdate();// PRE_ROUND -> PLAYER_SELECTION battlePlayerFlee(); assert_int_equal(BATTLE.state, BATTLE_STATE_PLAYER_SELECTION); assert_int_equal(BATTLE.result, BATTLE_RESULT_NONE); } int main(int argc, char** argv) { const struct CMUnitTest tests[] = { cmocka_unit_test(test_battleStartEntersOpeningThenPreRound), cmocka_unit_test(test_battlePlayerSelectionAdvancesAndSkipsDecidedFighters), cmocka_unit_test(test_battleAiSelectionAutoQueuesUndecidedAiFighters), cmocka_unit_test(test_battleMovesExecutingResolvesInSpeedOrderAndFizzles), cmocka_unit_test(test_battleWinEndsInStateEnded), cmocka_unit_test(test_battleLossEndsInStateEnded), cmocka_unit_test(test_battleFleeEndsInStateEndedImmediately), cmocka_unit_test(test_battleFleeUnavailableIsIgnored), }; return cmocka_run_group_tests(tests, NULL, NULL); }