Test suite now accurately runs the GameEngine FSM for multiple rounds.

This commit is contained in:
Zed A. Shaw 2024-09-15 03:23:09 -04:00
parent 07a212d9d7
commit 07553400f5
6 changed files with 50 additions and 18 deletions

View file

@ -52,13 +52,18 @@ class GameEngine : DeadSimpleFSM<GameState, GameEvent> {
}
}
void event(GameEvent ev, const char *hit_type) {
string ht{hit_type};
event(ev, ht);
}
void event(GameEvent ev) {
switch(_state) {
FSM_STATE(GameState::START, start, ev);
FSM_STATE(GameState::IDLE, idle, ev);
FSM_STATE(GameState::DEAD, dead, ev);
FSM_STATE(GameState::SUCCESS, success, ev);
FSM_STATE(GameState::FAILURE, failure, ev);
FSM_STATE_LOG(GameState, START, start, ev);
FSM_STATE_LOG(GameState, IDLE, idle, ev);
FSM_STATE_LOG(GameState, DEAD, dead, ev);
FSM_STATE_LOG(GameState, SUCCESS, success, ev);
FSM_STATE_LOG(GameState, FAILURE, failure, ev);
case GameState::IN_ROUND: {
string hit_type = "";
in_round(ev, hit_type);
@ -67,7 +72,6 @@ class GameEngine : DeadSimpleFSM<GameState, GameEvent> {
}
}
// FSM to replace the others
void start(GameEvent ev);
void idle(GameEvent ev);
void in_round(GameEvent ev, string &hit_type);
@ -75,7 +79,6 @@ class GameEngine : DeadSimpleFSM<GameState, GameEvent> {
void success(GameEvent ev);
void failure(GameEvent ev);
// current API that will die
void heal();
bool hit(string &type);
void reset();