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Battles ~ Run Battle Testing Design Document
aliu65803 edited this page May 25, 2022
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For this wiki page, we will outline the modules we would like to test and the specific functions to be tested from the run_battle integration. We have 15 tests to create in 6 different modules, which include test_battle_flow_structs, test_battle_logic, test_battle_flow, test_battle_print, test_mode, and a new module called test_operation.
- test_battle_flow_structs
- test_battle_logic
- test_battle_flow
- test_battle_print
- test_mode
- test_operation
Functions to test:
- init_turn_component()
- test whether the turn component was initiated to the correct values
- new_turn_component_list()
- test whether the turn component was allocated correctly
- init_turn_component_list()
- test whether the turn was initiated to the correct values
- turn_component_list_free()
- test whether the turn was successfully freed
Functions to test:
- get_legal_actions()
- test whether the correct actions were given
- num_moves()
- test whether the correct number of moves was given
- num_items()
- test whether the correct number of items was given
Functions to test:
- start_battle()
- test whether everything is initialized correctly
- run_action()
- test whether the correct action was used and the correct string given
- enemy_make_move()
- test whether the correct actions were given and the correct string given
Functions to test:
- action_menu_buffer_length()
- test whether the correct length of the buffer was given
- print_battle_action_menu()
- test whether the correct menu of actions was given
- set_game_mode()
- test whether the battle mode was set successfully
- run_battle_mode()
- test whether the battle runs smoothly with CLI
- battle_operation()
- test whether the battle operation correctly initiates and begins the battle
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Action Management
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Battles
- Design Document
- Text Based Combat in Other Games
- User Stories
- Wishlist
- Battle Planning 2022
- Battle User Stories Review 2022
- Structs in Other Modules Related to Battles 2022
- Stat Changes Design Document
- Run Function Design Document
- CLI Integration Design Document
- Move Changes Design Document
- Unstubbing Stubs Design Document
- Battle Items and Equipment Design Document
- Battle Item Stats
- Battles Demo Design Document
- Battles Testing Moves, Items, and Equipment Design Document
- Sound integration with battle (design document)
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Custom Actions
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Custom Scripts
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DSL
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CLI
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Enhanced CLI
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Game-State
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Graphics
- Design Plan
- Design document for integrating split screen graphics with chiventure
- GDL (Graphical Description Language)
- Graphics Sandbox
- Design Document for NPC Graphics and Dialogue
- Feature Wishlist (Spring 2021)
- Installing and Building raylib on a VM
- LibSDL Research
- Module Interactions
- Working with Raylib and SSH
- raylib
- GDL
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Linking the Libzip and Json C to chiventure on CSIL machines
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Lua
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NPC
- Dependencies: Player class, Open world, Battle
- Action Documentation
- Design Document for NPC Generation in Openworld
- Design and Planning
- Establishing Dependencies
- Implementation of Custom Scripts
- Independent Feature: NPC Movement Design Document
- Player Interaction Design and Planning
- Dialogue
- Design Document for NPC Dialogue and Action Implementation
- Loading NPCs from WDL Files
- NPC Battle Integration Design Document
- NPC Battle Integration Changes Design Document
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Open World
- Autogeneration and Game State
- Deciding an integration approach
- Designing approach for static integration into chiventure
- Feature Wishlist
- Generation Module Design layout
- Potential connections to the rest of chiventure
- Single Room Generation Module Design
- Source Document
- User Stories
- World Generation Algorithm Plan
- Loading OpenWorld Attribute from WDL
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Player Class
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Player
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Quests
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Rooms
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Skill Trees
- Avoiding soft locks in skill tree integration
- Components of Exemplary Skill Trees
- Design Document and Interface Guide
- Environment interactions based on skill characteristics
- Integrating complex skill (combined, random, sequential, etc.) implementation
- Integration of a Leveling System
- Potential Integration with existing WDL
- Research on game balancing in regards to skill trees
- Research on skill tree support in modern day game engines
- SkillTree Wiki Summary
- Skilltree "effect" implementation and roadmap
- Summary of md doc file for skilltrees
- Design ideas in connection to other features
- Summary of Skill Tree Integration 2022
- The Difficulty of the Reading the World
- Complex Skills Summary
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Sound
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Stats
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WDL