Esempio n. 1
0
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;
}
Esempio n. 2
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;
}