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#include "unity.h"
#include "Spiellogik.h"
#include <stdlib.h>
void setUp(void){ }
void tearDown(void){ }
void test_test1(void){
int result = probe(2); TEST_ASSERT_EQUAL_INT(2, result); }
void test_feldFrei_Verhalten_bei_belegtem_Feld(void){ int realU[N][N]; realU[11][12] = 1; int result = feldFrei( realU, 11,12);
TEST_ASSERT_EQUAL_INT(0 , result); }
void test_feldFrei_Verhalten_bei_freiem_Feld(void){ int realU[N][N]; realU[11][12] = 0; int result = feldFrei(realU, 11, 12); TEST_ASSERT_EQUAL_INT(1, result); }
//Tests zur Bewegung nach oben
void test_lose_up_freiesFeld(void){ int realU[20][20] = { 0 }; realU[10][12] = 4; int result = lose(realU, 'u'); TEST_ASSERT_EQUAL_INT(0, result); }
void test_lose_up_belegtesFeld(void){ int realU[20][20] = { 0 }; realU[10][12] = 4; realU[9][12] = 3; int result = lose(realU, 'u');
TEST_ASSERT_EQUAL_INT(1, result); }
void test_lose_up_Obererrand(void){ int realU[20][20] = { 0 }; realU[0][12] = 4; int result = lose(realU, 'u');
TEST_ASSERT_EQUAL_INT(1, result); }
//Tests zur Bewegung nach Unten
void test_lose_down_freiesFeld(void){ int realU[20][20] = { 0 }; realU[10][12] = 4; int result = lose(realU, 'd');
TEST_ASSERT_EQUAL_INT(0, result); }
void test_lose_down_belegtesFeld(void){ int realU[20][20] = { 0 }; realU[10][12] = 4; realU[11][12] = 3; int result = lose(realU, 'd');
TEST_ASSERT_EQUAL_INT(1, result); }
//Test zur Bewegung nach links
void test_lose_left_freiesFeld(void){ int realU[20][20] = { 0 }; realU[5][12] = 4; int result = lose(realU, 'l');
TEST_ASSERT_EQUAL_INT(0, result); }
void test_lose_left_belegtesFeld(void){ int realU[20][20] = { 0 }; realU[5][12] = 4; realU[5][11] = 3; int result = lose(realU, 'l');
TEST_ASSERT_EQUAL_INT(1, result); }
void test_lose_left_linkerRand(void){ int realU[20][20] = { 0 }; realU[5][0] = 4; int result = lose(realU, 'l');
TEST_ASSERT_EQUAL_INT(1, result); }
//Test zur Bewegung nach Rechts
void test_lose_right_freiesFeld(void){ int realU[20][20] = { 0 }; realU[5][12] = 4; int result = lose(realU, 'r');
TEST_ASSERT_EQUAL_INT(0, result); }
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