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Merge branch 'main' into encounter

remotes/origin/encounter
Mac10goesBRRRT 2 years ago
committed by GitHub
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commit
0c633407e1
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  1. 1
      project.yml
  2. 97
      src/c/character.c
  3. 46
      src/c/character.h
  4. 120
      test/c/test_character.c

1
project.yml

@ -100,4 +100,5 @@
- module_generator - module_generator
- xml_tests_report - xml_tests_report
- gcov - gcov
... ...

97
src/c/character.c

@ -0,0 +1,97 @@
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "character.h"
Character character;
void setCharacterHealthPoints (Character *character, int newHealthPoints){
character->healthPoints = newHealthPoints;
}
int getCharacterHealthPoints (Character *character) {
return character->healthPoints;
}
void setCharacterStrength (Character *character, int newStrength) {
character->strength = newStrength;
}
int getCharacterStrength (Character *character) {
return character->strength;
}
void setCharacterDexterity (Character *character, int newDexterity) {
character->dexterity = newDexterity;
}
int getCharacterDexterity (Character *character) {
return character->dexterity;
}
void setCharacterIntelligence (Character *character, int newIntelligence) {
character->intelligence = newIntelligence;
}
int getCharacterIntelligence (Character *character) {
return character->intelligence;
}
void setCharacterLevel (Character *character, int newLevel) {
character->level = newLevel;
}
int getCharacterLevel (Character *character) {
return character->level;
}
void setCharacterExp (Character *character, int newExp) {
character->exp = newExp;
}
int getCharacterExp (Character *character) {
return character->exp;
}
void setCharacterMaxExp (Character *character, int newMaxExp) {
character->maxExp = newMaxExp;
}
int getCharacterMaxExp (Character *character) {
return character->maxExp;
}
int calculateStatIncrease (Character *character, int amount) {
return character->level*amount;
}
void increaseStat (Character *character, int stat, int amount) {
switch (stat)
{
case 1:
character->strength += amount;break;
case 2:
character->dexterity += amount;break;
case 3:
character->intelligence += amount;break;
case 4:
character->healthPoints += amount;break;
case 5:
character->manaPoints += amount;break;
case 6:
character->level += amount;break;
case 7:
character->exp += amount;break;
case 8:
character->maxExp += amount;break;
default:
break;
}
}
void levelUp (Character *character) {
if (getCharacterExp(character) > getCharacterMaxExp(character)) {
increaseStat(character,LEVEL,1);
setCharacterExp(character,getCharacterExp(character)-getCharacterMaxExp(character));
}
}

46
src/c/character.h

@ -0,0 +1,46 @@
#ifndef CHARACTER_H
#define CHARACTER_H
typedef struct {
int strength,dexterity,intelligence,healthPoints,manaPoints,level,exp,maxExp;
char name [50];
} Character;
enum {
STRENGTH = 1, DEXTERITY = 2, INTELLIGENCE = 3, HEALTHPOINTS = 4, MANAPOINTS = 5, LEVEL = 6, EXP = 7, MAXEXP = 8
};
void setCharacterHealthPoints (Character *character, int newHealthPoints);
int getCharacterHealthPoints (Character *character);
void setCharacterStrength (Character *character, int newStrength);
int getCharacterStrength (Character *character);
void setCharacterDexterity (Character *character, int newDexterity);
int getCharacterDexterity (Character *character);
void setCharacterIntelligence (Character *character, int newIntelligence);
int getCharacterIntelligence (Character *character);
void setCharacterLevel (Character *character, int newLevel);
int getCharacterLevel (Character *character);
void setCharacterExp (Character *character, int newExp);
int getCharacterExp (Character *character);
void setCharacterMaxExp (Character *character, int newMaxExp);
int getCharacterMaxExp (Character *character);
void increaseStat (Character *character, int stat, int amount);
int calculateStatIncrease (Character *character, int amount);
void levelUp (Character *character);
#endif

120
test/c/test_character.c

@ -0,0 +1,120 @@
#ifdef TEST
#include "unity.h"
#include "character.h"
Character testCharacter;
Character testCharacter2;
void setUp(void)
{
testCharacter.healthPoints = 0;
testCharacter2.healthPoints = 15;
testCharacter.strength = 0;
testCharacter2.strength = 5;
testCharacter.dexterity = 0;
testCharacter2.dexterity = 5;
testCharacter.intelligence = 0;
testCharacter2.intelligence = 7;
testCharacter.level = 0;
testCharacter2.level = 5;
testCharacter.exp = 50;
testCharacter2.exp = 110;
testCharacter.maxExp = 100;
testCharacter2.maxExp = 100;
}
void tearDown(void)
{
}
void test_setCharacterHealthPoints(void)
{
TEST_ASSERT_EQUAL_INT(0,testCharacter.healthPoints);
setCharacterHealthPoints(&testCharacter,50);
TEST_ASSERT_EQUAL_INT(50,testCharacter.healthPoints);
}
void test_getCharacterHealthPoints (void) {
TEST_ASSERT_EQUAL_INT(15,getCharacterHealthPoints(&testCharacter2));
}
void test_setCharacterStrenght(void) {
TEST_ASSERT_EQUAL_INT(0,testCharacter.strength);
setCharacterStrength(&testCharacter,50);
TEST_ASSERT_EQUAL_INT(50,testCharacter.strength);
}
void test_getCharacterStrength(void) {
TEST_ASSERT_EQUAL_INT(5,getCharacterStrength(&testCharacter2));
}
void test_setCharacterDexterity(void) {
TEST_ASSERT_EQUAL_INT(0,testCharacter.dexterity);
setCharacterDexterity(&testCharacter,50);
TEST_ASSERT_EQUAL_INT(50,testCharacter.dexterity);
}
void test_getCharacterDexterity(void) {
TEST_ASSERT_EQUAL_INT(5,getCharacterDexterity(&testCharacter2));
}
void test_setCharacterIntelligence(void) {
TEST_ASSERT_EQUAL_INT(0,testCharacter.intelligence);
setCharacterIntelligence(&testCharacter,45);
TEST_ASSERT_EQUAL_INT(45,testCharacter.intelligence);
}
void test_getCharacterIntelligence(void) {
TEST_ASSERT_EQUAL_INT(7,getCharacterIntelligence(&testCharacter2));
}
void test_setCharacterLevel(void) {
TEST_ASSERT_EQUAL_INT(0,testCharacter.level);
setCharacterLevel(&testCharacter,1);
TEST_ASSERT_EQUAL_INT(1,testCharacter.level);
}
void test_getCharacterLevel(void) {
TEST_ASSERT_EQUAL_INT(5,getCharacterLevel(&testCharacter2));
}
void test_increaseStat(void) {
increaseStat(&testCharacter2,STRENGTH,15);
TEST_ASSERT_EQUAL_INT(20,testCharacter2.strength);
increaseStat(&testCharacter2,INTELLIGENCE,15);
TEST_ASSERT_EQUAL_INT(22,testCharacter2.intelligence);
increaseStat(&testCharacter2,LEVEL,15);
TEST_ASSERT_EQUAL_INT(20,testCharacter2.level);
}
void test_calculateStatIncrease(void) {
TEST_ASSERT_EQUAL_INT(5,testCharacter2.level);
TEST_ASSERT_EQUAL_INT(25,calculateStatIncrease(&testCharacter2,5));
}
void test_levelUp_enoughExp (void) {
TEST_ASSERT_EQUAL_INT(5,testCharacter2.level);
levelUp(&testCharacter2);
TEST_ASSERT_EQUAL_INT(6,testCharacter2.level);
}
void test_levelUp_enoughExp_loseExp (void) {
TEST_ASSERT_EQUAL_INT(110,testCharacter2.exp);
TEST_ASSERT_EQUAL_INT(100,testCharacter2.maxExp);
levelUp(&testCharacter2);
TEST_ASSERT_EQUAL_INT(10,testCharacter2.exp);
}
void test_levelUp_notEnoughExp (void) {
TEST_ASSERT_EQUAL_INT(0,testCharacter.level);
levelUp(&testCharacter);
TEST_ASSERT_EQUAL_INT(0,testCharacter.level);
}
void test_levelUp_notEnoughExp_loseExp (void) {
TEST_ASSERT_EQUAL_INT(50,testCharacter.exp);
TEST_ASSERT_EQUAL_INT(100,testCharacter.maxExp);
levelUp(&testCharacter);
TEST_ASSERT_EQUAL_INT(50,testCharacter.exp);
}
#endif // TEST
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