int main () { struct gameState G = generateGameState(); printf("\nUnit Test: int scoreFor(int player, struct gameState *state);\n"); int i; int curseCards[MAX_CARD_COUNT]; int estateCards[MAX_CARD_COUNT]; int duchyCards[MAX_CARD_COUNT]; int provinceCards[MAX_CARD_COUNT]; int mixWithGreatHallCards[MAX_CARD_COUNT] = { curse, estate, duchy, province, great_hall }; int mixWithGardensCards[MAX_CARD_COUNT] = { curse, estate, duchy, province, gardens }; // Initialize cards for (i = 0; i < MAX_CARD_COUNT; i++) { curseCards[i] = curse; estateCards[i] = estate; duchyCards[i] = duchy; provinceCards[i] = province; } testScoreFor(0, "curseCards", curseCards, curseCards, curseCards, &G); testScoreFor(1, "estateCards", estateCards, estateCards, estateCards, &G); testScoreFor(0, "duchyCards", duchyCards, duchyCards, duchyCards, &G); testScoreFor(1, "provinceCards", provinceCards, provinceCards, provinceCards, &G); testScoreFor(0, "mixWithGreatHallCards", mixWithGreatHallCards, mixWithGreatHallCards, mixWithGreatHallCards, &G); testScoreFor(1, "mixWithGardensCards", mixWithGardensCards, mixWithGardensCards, mixWithGardensCards, &G); testScoreFor(0, "estateDuchyProvinceCards", estateCards, duchyCards, provinceCards, &G); testScoreFor(1, "curseGreatHallGardensCards", curseCards, mixWithGreatHallCards, mixWithGardensCards, &G); printf("\nALL TESTS OK\n"); return 0; }
int main () { struct gameState G = generateGameState(); printf("\nCard Test: int treasureMapCardEffect(int currentPlayer, int handPos, struct gameState *state);\n"); int player = 0; int testHandZero[1] = { treasure_map }; int testHandThree[2] = { treasure_map, treasure_map }; testTreasureMapEffect(player, 1, testHandZero, 0, &G); testTreasureMapEffect(player, 2, testHandThree, 3, &G); printf("\nALL TESTS OK\n"); return 0; }
int ai::qt_metacall(QMetaObject::Call _c, int _id, void **_a) { _id = QWidget::qt_metacall(_c, _id, _a); if (_id < 0) return _id; if (_c == QMetaObject::InvokeMetaMethod) { switch (_id) { case 0: moveNextStep((*reinterpret_cast< int(*)>(_a[1])),(*reinterpret_cast< int(*)>(_a[2]))); break; case 1: { GameState _r = generateGameState((*reinterpret_cast< const GameSetting(*)>(_a[1]))); if (_a[0]) *reinterpret_cast< GameState*>(_a[0]) = _r; } break; case 2: changeSetting(); break; case 3: renderGameBoard((*reinterpret_cast< const GameState(*)>(_a[1]))); break; case 4: changeBoard((*reinterpret_cast< GameState(*)>(_a[1]))); break; default: ; } _id -= 5; } return _id; }