Splits battlemoveaction_t into its own header, adds a per-state struct/init/update/dispose file under rpg/battle/state driven by a dispatch table, switches BATTLE.fighters to battlefighter_t* backed by a pool, folds current/max health and mp into battlefighterstats_t, and adds battleFighterDamage/Heal/AbilityAdd. Removes the now-unused battle cutscene items (START_BATTLE, BATTLE_WAIT_STATE, BATTLE_FORCE_MOVE, REGULAR_BATTLE) and their JSON lookup helpers, and adds JSON validation to battleMoveInit. battle.h/battle.c are mid-rewrite around the new state machine, so some UI consumers (uibattlehud.c, uibattlemenu.c) and test_battle.c are currently out of sync with the new API. Co-Authored-By: Claude Sonnet 5 <[email protected]>
272 lines
9.0 KiB
C
272 lines
9.0 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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// TEMPORARY: hardcoded pending a real moves.jsonc-backed registry lookup.
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#define BATTLE_MOVE_ID_ATTACK ((battlemoveid_t)1)
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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(
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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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// 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 move (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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battleQueueMove(ally2->id, BATTLE_MOVE_ID_ATTACK, enemy->id);
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battlePlayerAttack(enemy->id);
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assert_int_equal(BATTLE.moves[ally1->id].move, BATTLE_MOVE_ID_ATTACK);
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assert_int_equal(BATTLE.moves[ally1->id].targets[0], 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.moves[enemy->id].move, BATTLE_MOVE_ID_ATTACK);
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assert_int_equal(BATTLE.moves[enemy->id].targets[0], 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(
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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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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(
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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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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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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),
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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),
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};
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return cmocka_run_group_tests(tests, NULL, NULL);
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}
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