fb48285143
Replace the one-fighter-at-a-time turn model with an OPENING/PRE_ROUND/ PLAYER_SELECTION/AI_SELECTION/MOVES_EXECUTING/POST_ROUND/ENDED state machine and a per-fighter action queue, so actions are decided before any of them execute (needed for speed-ordered resolution) and so a cutscene can pause the battle, wait for a specific state, and force a fighter's action -- enabling automated, fully-scripted, and partially-scripted battles. Adds CUTSCENE_PAUSE_BATTLE plus CUTSCENE_BATTLE_WAIT_STATE and CUTSCENE_BATTLE_FORCE_ACTION cutscene items, and generic onStateChanged/ onActionDecided callbacks on battle_t. Re-enables the long-dormant test/rpg suite and adds test/rpg/battle covering the state machine and the new cutscene hooks end-to-end. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
444 lines
16 KiB
C
444 lines
16 KiB
C
/**
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* Copyright (c) 2026 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "dusktest.h"
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#include "rpg/battle/battle.h"
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#include "rpg/cutscene/cutscenesystem.h"
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// Fighter slots as added by test_battleCutsceneForceActionOverridesTarget:
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// 0 = allyA, 1 = allyB, 2 = enemy.
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static const cutsceneitem_t CUTSCENE_TEST_SCRATCH_ITEMS[] = {
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// Waiting BEFORE pausing is the correct order: pausing first would
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// freeze BATTLE.state wherever it happened to be and it would never
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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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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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.items = CUTSCENE_TEST_SCRATCH_ITEMS,
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.itemCount = sizeof(CUTSCENE_TEST_SCRATCH_ITEMS) / sizeof(cutsceneitem_t),
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.pause = CUTSCENE_PAUSE_NONE,
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.dataSize = 0
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};
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static battlefighter_t *addFighter(
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const battlefighterteam_t team,
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const battlefightercontroller_t controller,
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const uint16_t attack,
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const uint16_t defense,
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const uint16_t speed,
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const uint16_t healthMax
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) {
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const battlefighterstats_t stats = {
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.attack = attack, .defense = defense, .speed = speed
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};
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return battleAddFighter(team, controller, stats, healthMax, 0);
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}
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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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battleStart(BATTLE_ENCOUNTER_REGULAR, true);
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assert_int_equal(BATTLE.state, BATTLE_STATE_OPENING);
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// OPENING only transitions to PRE_ROUND; it doesn't run PRE_ROUND's logic
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// in the same call.
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battleUpdate();
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assert_int_equal(BATTLE.state, BATTLE_STATE_PRE_ROUND);
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assert_int_equal(BATTLE.executionCount, 0);
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// PRE_ROUND builds the execution order and moves on to selection.
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battleUpdate();
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assert_int_equal(BATTLE.executionCount, 2);
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assert_true(
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BATTLE.state == BATTLE_STATE_PLAYER_SELECTION ||
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BATTLE.state == BATTLE_STATE_AI_SELECTION
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);
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}
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static void test_battlePlayerSelectionAdvancesAndSkipsDecidedFighters(
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void **state
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) {
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battleInit();
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battlefighter_t *ally1 = addFighter(
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BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER, 5, 0, 100, 20
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);
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battlefighter_t *ally2 = 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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battlefighter_t *enemy = addFighter(
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BATTLE_FIGHTER_TEAM_ENEMY, BATTLE_FIGHTER_CONTROLLER_AI, 5, 0, 50, 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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battleUpdate();// PRE_ROUND -> PLAYER_SELECTION, positions the cursor
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// ally1 is fastest, so it's first to decide.
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assert_int_equal(BATTLE.state, BATTLE_STATE_PLAYER_SELECTION);
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assert_ptr_equal(battleGetCurrentFighter(), ally1);
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// A forced action (as a scripted-battle cutscene item would push) marks
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// ally2 as already decided, so PLAYER_SELECTION must skip it.
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battleQueueAction(ally2->id, BATTLE_ACTION_ATTACK, enemy->id);
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battlePlayerAttack(enemy->id);
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assert_int_equal(BATTLE.actions[ally1->id].type, BATTLE_ACTION_ATTACK);
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assert_int_equal(BATTLE.actions[ally1->id].targetIndex, enemy->id);
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// ally2 already had a decision queued, and enemy is AI-controlled, so
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// there's nothing left for PLAYER_SELECTION -- it should have moved on.
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assert_int_equal(BATTLE.state, BATTLE_STATE_AI_SELECTION);
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}
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static void test_battleAiSelectionAutoQueuesUndecidedAiFighters(void **state) {
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battleInit();
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battlefighter_t *ally = 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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battlefighter_t *enemy = 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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battleUpdate();// PRE_ROUND -> PLAYER_SELECTION
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battlePlayerAttack(enemy->id);// ally decides, selection moves to AI
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assert_int_equal(BATTLE.state, BATTLE_STATE_AI_SELECTION);
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battleUpdate();// AI_SELECTION auto-decides for enemy
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assert_int_equal(BATTLE.state, BATTLE_STATE_MOVES_EXECUTING);
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assert_int_equal(BATTLE.actions[enemy->id].type, BATTLE_ACTION_ATTACK);
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assert_int_equal(BATTLE.actions[enemy->id].targetIndex, ally->id);
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}
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static void test_battleMovesExecutingResolvesInSpeedOrderAndFizzles(
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void **state
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) {
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battleInit();
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// ally1 is fast enough to kill enemy1 before enemy1 or ally2 act. enemy2
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// keeps the battle alive so execution continues to ally2's now-moot
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// attack against the already-dead enemy1.
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battlefighter_t *ally1 = addFighter(
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BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER, 50, 0, 100, 20
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);
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battlefighter_t *ally2 = addFighter(
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BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER, 50, 0, 10, 20
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);
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battlefighter_t *enemy1 = addFighter(
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BATTLE_FIGHTER_TEAM_ENEMY, BATTLE_FIGHTER_CONTROLLER_AI, 1, 0, 50, 10
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);
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battlefighter_t *enemy2 = addFighter(
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BATTLE_FIGHTER_TEAM_ENEMY, BATTLE_FIGHTER_CONTROLLER_AI, 1, 0, 1, 100
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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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battleUpdate();// PRE_ROUND -> PLAYER_SELECTION (ally1 first, fastest)
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assert_ptr_equal(battleGetCurrentFighter(), ally1);
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battlePlayerAttack(enemy1->id);
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assert_ptr_equal(battleGetCurrentFighter(), ally2);
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battlePlayerAttack(enemy1->id);// both allies target enemy1
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assert_int_equal(BATTLE.state, BATTLE_STATE_AI_SELECTION);
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battleUpdate();// AI_SELECTION
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assert_int_equal(BATTLE.state, BATTLE_STATE_MOVES_EXECUTING);
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// Execution order: ally1 (100), enemy1 (50), ally2 (10), enemy2 (1).
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battleUpdate();// ally1 kills enemy1
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assert_false(battleFighterIsAlive(enemy1));
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assert_int_equal(BATTLE.state, BATTLE_STATE_MOVES_EXECUTING);// enemy2 alive
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battleUpdate();// enemy1's own (now dead) turn is skipped
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battleUpdate();// ally2's attack against the dead enemy1 fizzles silently
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assert_int_equal(enemy1->health, 0);// no double-kill, no underflow
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battleUpdate();// enemy2 acts
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battleUpdate();// all 4 slots processed -> POST_ROUND
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assert_int_equal(BATTLE.state, BATTLE_STATE_POST_ROUND);
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battleUpdate();// POST_ROUND -> PRE_ROUND, round advances
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assert_int_equal(BATTLE.round, 2);
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assert_int_equal(BATTLE.state, BATTLE_STATE_PRE_ROUND);
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}
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static void test_battleWinEndsInStateEnded(void **state) {
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battleInit();
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battlefighter_t *ally = addFighter(
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BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER, 50, 0, 10, 20
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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, 10
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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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battleUpdate();// PRE_ROUND -> PLAYER_SELECTION
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battlePlayerAttack(enemy->id);// selection -> AI_SELECTION
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battleUpdate();// AI_SELECTION -> MOVES_EXECUTING
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battleUpdate();// ally kills the only enemy
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assert_int_equal(BATTLE.state, BATTLE_STATE_ENDED);
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assert_int_equal(BATTLE.result, BATTLE_RESULT_WIN);
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}
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static void test_battleLossEndsInStateEnded(void **state) {
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battleInit();
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battlefighter_t *ally = addFighter(
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BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER, 1, 0, 5, 10
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);
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battlefighter_t *enemy = addFighter(
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BATTLE_FIGHTER_TEAM_ENEMY, BATTLE_FIGHTER_CONTROLLER_AI, 50, 0, 10, 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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battleUpdate();// PRE_ROUND -> PLAYER_SELECTION
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battlePlayerAttack(enemy->id);// selection -> AI_SELECTION
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battleUpdate();// AI_SELECTION -> MOVES_EXECUTING
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battleUpdate();// ally attacks first (irrelevant to outcome)
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battleUpdate();// enemy kills the only ally
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assert_int_equal(BATTLE.state, BATTLE_STATE_ENDED);
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assert_int_equal(BATTLE.result, BATTLE_RESULT_LOSS);
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}
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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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battleStart(BATTLE_ENCOUNTER_REGULAR, true);
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battleUpdate();// OPENING -> PRE_ROUND
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battleUpdate();// PRE_ROUND -> PLAYER_SELECTION
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battlePlayerFlee();
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assert_int_equal(BATTLE.state, BATTLE_STATE_ENDED);
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assert_int_equal(BATTLE.result, BATTLE_RESULT_FLED);
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}
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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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battleStart(BATTLE_ENCOUNTER_REGULAR, false);
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battleUpdate();// OPENING -> PRE_ROUND
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battleUpdate();// PRE_ROUND -> PLAYER_SELECTION
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battlePlayerFlee();
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assert_int_equal(BATTLE.state, BATTLE_STATE_PLAYER_SELECTION);
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assert_int_equal(BATTLE.result, BATTLE_RESULT_NONE);
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}
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static uint8_t stateChangedCount;
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static battlestate_t stateChangedLog[32][2];
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static void recordStateChanged(
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const battlestate_t previous,
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const battlestate_t next
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) {
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if(stateChangedCount >= 32) return;
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stateChangedLog[stateChangedCount][0] = previous;
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stateChangedLog[stateChangedCount][1] = next;
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stateChangedCount++;
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}
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static void test_battleOnStateChangedFiresAcrossFullRound(void **state) {
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battleInit();
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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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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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battleStart(BATTLE_ENCOUNTER_REGULAR, true);// fires NONE -> OPENING
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battleUpdate();// OPENING -> PRE_ROUND
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battleUpdate();// PRE_ROUND -> PLAYER_SELECTION
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battlePlayerAttack(enemy->id);// PLAYER_SELECTION -> AI_SELECTION
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battleUpdate();// AI_SELECTION -> MOVES_EXECUTING
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battleUpdate();// MOVES_EXECUTING: ally's attack resolves (still executing)
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battleUpdate();// MOVES_EXECUTING: enemy's attack resolves (still executing)
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battleUpdate();// both slots processed -> POST_ROUND
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battleUpdate();// POST_ROUND -> PRE_ROUND, round advances
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assert_int_equal(stateChangedLog[0][0], BATTLE_STATE_NONE);
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assert_int_equal(stateChangedLog[0][1], BATTLE_STATE_OPENING);
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assert_int_equal(stateChangedLog[1][1], BATTLE_STATE_PRE_ROUND);
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assert_int_equal(stateChangedLog[2][1], BATTLE_STATE_PLAYER_SELECTION);
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assert_int_equal(stateChangedLog[3][1], BATTLE_STATE_AI_SELECTION);
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assert_int_equal(stateChangedLog[4][1], BATTLE_STATE_MOVES_EXECUTING);
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assert_int_equal(stateChangedLog[5][1], BATTLE_STATE_POST_ROUND);
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assert_int_equal(stateChangedLog[6][1], BATTLE_STATE_PRE_ROUND);
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BATTLE.onStateChanged = NULL;
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}
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static uint8_t actionDecidedCount;
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static void recordActionDecided(
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const battlefighter_t *fighter,
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const battleaction_t *action
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) {
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actionDecidedCount++;
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}
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static void test_battleOnActionDecidedFiresPerFighterRegardlessOfSource(
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void **state
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) {
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battleInit();
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actionDecidedCount = 0;
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BATTLE.onActionDecided = recordActionDecided;
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battlefighter_t *ally1 = 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 *ally2 = addFighter(
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BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER, 1, 0, 9, 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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battleStart(BATTLE_ENCOUNTER_REGULAR, true);
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battleUpdate();// OPENING -> PRE_ROUND
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battleUpdate();// PRE_ROUND -> PLAYER_SELECTION
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// A forced action, as CUTSCENE_BATTLE_FORCE_ACTION would push, counts too.
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battleQueueAction(ally2->id, BATTLE_ACTION_ATTACK, enemy->id);
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assert_int_equal(actionDecidedCount, 1);
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battlePlayerAttack(enemy->id);// ally1's real decision
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assert_int_equal(actionDecidedCount, 2);
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assert_int_equal(BATTLE.state, BATTLE_STATE_AI_SELECTION);
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battleUpdate();// AI_SELECTION decides for enemy
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assert_int_equal(actionDecidedCount, 3);
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BATTLE.onActionDecided = NULL;
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}
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// Exercises CUTSCENE_BATTLE_WAIT_STATE + CUTSCENE_SET_PAUSE(BATTLE) +
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// CUTSCENE_BATTLE_FORCE_ACTION together, driving the cutscene and battle
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// systems side by side the way rpg.c's main loop does, to prove a
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// partially-scripted round actually works end-to-end (not just that each
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// item type compiles).
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static void test_battleCutsceneForceActionOverridesTarget(void **state) {
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battleInit();
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cutsceneSystemInit();
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battlefighter_t *allyA = 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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battlefighter_t *allyB = addFighter(
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BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER, 5, 0, 8, 20
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);
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battlefighter_t *enemy = addFighter(
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BATTLE_FIGHTER_TEAM_ENEMY, BATTLE_FIGHTER_CONTROLLER_AI, 3, 0, 5, 100
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);
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assert_int_equal(allyA->id, 0);
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assert_int_equal(allyB->id, 1);
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assert_int_equal(enemy->id, 2);
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battleStart(BATTLE_ENCOUNTER_REGULAR, true);
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cutsceneSystemStartCutscene(&CUTSCENE_TEST_SCRATCH);
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// Drive both systems together until BATTLE.state first reaches PRE_ROUND:
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// cutscene sees it via CUTSCENE_BATTLE_WAIT_STATE and immediately pauses
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// the battle before it can cascade on to PLAYER_SELECTION.
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cutsceneSystemUpdate();// WAIT_STATE: still OPENING, not satisfied yet
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battleUpdate();// OPENING -> PRE_ROUND
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cutsceneSystemUpdate();// WAIT_STATE satisfied -> SET_PAUSE(BATTLE) applied
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battleUpdate();// paused: no-op
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assert_int_equal(BATTLE.state, BATTLE_STATE_PRE_ROUND);
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assert_true(CUTSCENE_SYSTEM.pause & CUTSCENE_PAUSE_BATTLE);
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cutsceneSystemUpdate();// SET_PAUSE done -> FORCE_ACTION queues enemy's move
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battleUpdate();// still paused: no-op
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assert_int_equal(BATTLE.actions[enemy->id].type, BATTLE_ACTION_ATTACK);
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assert_int_equal(BATTLE.actions[enemy->id].targetIndex, allyA->id);
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assert_int_equal(BATTLE.state, BATTLE_STATE_PRE_ROUND);// still frozen
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cutsceneSystemUpdate();// FORCE_ACTION done -> SET_PAUSE(NONE) lifts it
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battleUpdate();// unpaused: PRE_ROUND -> PLAYER_SELECTION, allyA first
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assert_false(CUTSCENE_SYSTEM.pause & CUTSCENE_PAUSE_BATTLE);
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assert_int_equal(BATTLE.state, BATTLE_STATE_PLAYER_SELECTION);
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assert_ptr_equal(battleGetCurrentFighter(), allyA);
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// The forced action from three frames ago survived untouched.
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assert_int_equal(BATTLE.actions[enemy->id].type, BATTLE_ACTION_ATTACK);
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assert_int_equal(BATTLE.actions[enemy->id].targetIndex, allyA->id);
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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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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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|
|
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battleUpdate();// allyA attacks enemy
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battleUpdate();// allyB attacks enemy
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battleUpdate();// enemy attacks its forced target: allyA, not allyB
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assert_int_equal(enemy->health, 90);// 100 - 5 (allyA) - 5 (allyB)
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assert_int_equal(allyA->health, 17);// 20 - 3 (enemy's forced attack)
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assert_int_equal(allyB->health, 20);// never targeted -- proves the override
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|
}
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|
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int main(int argc, char** argv) {
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const struct CMUnitTest tests[] = {
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cmocka_unit_test(test_battleStartEntersOpeningThenPreRound),
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cmocka_unit_test(test_battlePlayerSelectionAdvancesAndSkipsDecidedFighters),
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|
cmocka_unit_test(test_battleAiSelectionAutoQueuesUndecidedAiFighters),
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|
cmocka_unit_test(test_battleMovesExecutingResolvesInSpeedOrderAndFizzles),
|
|
cmocka_unit_test(test_battleWinEndsInStateEnded),
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|
cmocka_unit_test(test_battleLossEndsInStateEnded),
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|
cmocka_unit_test(test_battleFleeEndsInStateEndedImmediately),
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cmocka_unit_test(test_battleFleeUnavailableIsIgnored),
|
|
cmocka_unit_test(test_battleOnStateChangedFiresAcrossFullRound),
|
|
cmocka_unit_test(test_battleOnActionDecidedFiresPerFighterRegardlessOfSource),
|
|
cmocka_unit_test(test_battleCutsceneForceActionOverridesTarget),
|
|
};
|
|
|
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return cmocka_run_group_tests(tests, NULL, NULL);
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|
}
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