int main() { printf("Testing outpost\n"); int i; int seed = 1000; int numPlayer = 2; int p, r; int handPos = 0; int k[10] = {adventurer, council_room, feast, gardens, mine , remodel, smithy, village, baron, great_hall}; struct gameState G; int handCount, prevPlayed; memset(&G, 23, sizeof(struct gameState)); r = initializeGame(numPlayer, k, seed, &G); p = G.whoseTurn; G.hand[p][0] = outpost; G.hand[p][1] = outpost; G.hand[p][2] = outpost; G.hand[p][3] = outpost; G.hand[p][4] = outpost; prevPlayed = G.outpostPlayed; playOutpost(p, handPos, &G); i=0; if(G.outpostPlayed != prevPlayed + 1) { printf("Test Failed: Outpost Flag not set\n"); i++; } if(i==0) { printf("All tests passed\n"); } return 0; }
int cardEffect(int card, int choice1, int choice2, int choice3, struct gameState *state, int handPos, int *bonus) { //uses switch to select card and perform actions switch( card ) { case adventurer: return (playAdventurer(state)); case council_room: return (playCouncil_Room(state, handPos)); case feast: return(playFeast(state, choice1)); case gardens: return -1; case smithy: return (playSmithy(state, handPos)); case village: return (playVillage(state, handPos)); case mine: return(playMine(state, choice1, choice2, handPos)); case remodel: return(playRemodel(state, choice1, choice2, handPos)); case baron: return(playBaron(state, choice1, choice2, handPos)); case great_hall: return(playGreat_hall(state, handPos)); case minion: return(playMinion(state, choice1, choice2, handPos)); case steward: return(playSteward(state, choice1, choice2, choice3, handPos)); case tribute: return(playTribute(state)); case ambassador: return(playAmbassador(state,choice1, choice2, handPos)); case cutpurse: return(playCutpurse(state, handPos)); case embargo: return(playEmbargo(state, choice1, handPos)); case outpost: return(playOutpost(state, handPos)); case salvager: return(playSalvager(state, choice1, handPos)); case sea_hag: return(playSea_hag(state)); case treasure_map: return(playTreasure_map(state, handPos)); } return -1; }