Rituals are now being added a belt on the player in a temp function in LevelManager.
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8 changed files with 103 additions and 44 deletions
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@ -3,86 +3,92 @@
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#include "rituals.hpp"
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#include "fsm.hpp"
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#include "dinkyecs.hpp"
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#include "levelmanager.hpp"
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using namespace combat;
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TEST_CASE("RitualEngine basic tests", "[rituals]") {
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RitualEngine re("assets/rituals.json");
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auto ritual = re.start();
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auto blanket = re.start();
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re.set_state(ritual, "has_spikes", true);
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re.plan(ritual);
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re.set_state(blanket, "has_spikes", true);
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re.plan(blanket);
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fmt::println("\n\n------------ TEST WILL DO PIERCE");
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ritual.dump();
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REQUIRE(ritual.will_do("pierce_type"));
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blanket.dump();
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REQUIRE(blanket.will_do("pierce_type"));
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REQUIRE(ritual.start != ritual.original);
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re.reset(ritual);
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REQUIRE(ritual.start == ritual.original);
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REQUIRE(blanket.start != blanket.original);
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re.reset(blanket);
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REQUIRE(blanket.start == blanket.original);
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re.set_state(ritual, "has_magick", true);
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re.set_state(ritual, "has_spikes", true);
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re.plan(ritual);
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re.set_state(blanket, "has_magick", true);
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re.set_state(blanket, "has_spikes", true);
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re.plan(blanket);
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fmt::println("\n\n------------ TEST WILL DO MAGICK TOO");
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ritual.dump();
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REQUIRE(ritual.will_do("pierce_type"));
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blanket.dump();
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REQUIRE(blanket.will_do("pierce_type"));
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ritual.pop();
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REQUIRE(ritual.will_do("magick_type"));
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blanket.pop();
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REQUIRE(blanket.will_do("magick_type"));
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re.reset(ritual);
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re.set_state(ritual, "has_magick", true);
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re.set_state(ritual, "has_spikes", true);
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re.set_state(ritual, "shiny_bauble", true);
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re.plan(ritual);
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re.reset(blanket);
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re.set_state(blanket, "has_magick", true);
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re.set_state(blanket, "has_spikes", true);
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re.set_state(blanket, "shiny_bauble", true);
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REQUIRE(blanket.is_combined());
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re.plan(blanket);
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fmt::println("\n\n------------ TEST WILL DO DAMAGE BOOST");
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ritual.dump();
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blanket.dump();
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re.reset(ritual);
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re.set_state(ritual, "has_magick", true);
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re.set_state(ritual, "cursed_item", true);
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re.set_state(ritual, "shiny_bauble", true);
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re.plan(ritual);
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re.reset(blanket);
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re.set_state(blanket, "has_magick", true);
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re.set_state(blanket, "cursed_item", true);
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re.set_state(blanket, "shiny_bauble", true);
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REQUIRE(blanket.is_combined());
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re.plan(blanket);
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fmt::println("\n\n------------ TEST WILL DO LARGE DAMAGE BOOST");
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ritual.dump();
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blanket.dump();
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}
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TEST_CASE("rituals can be finalized for the end result", "[rituals]") {
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TEST_CASE("blanket can be finalized for the end result", "[rituals]") {
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RitualEngine re("assets/rituals.json");
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auto plan = re.start();
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auto blanket = re.start();
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re.set_state(plan, "has_magick", true);
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re.set_state(plan, "cursed_item", true);
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re.set_state(plan, "shiny_bauble", true);
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re.plan(plan);
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re.set_state(blanket, "has_magick", true);
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re.set_state(blanket, "cursed_item", true);
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re.set_state(blanket, "shiny_bauble", true);
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re.plan(blanket);
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REQUIRE(blanket.is_combined());
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fmt::println("\n\n------------ CYCLES AVOIDED");
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plan.dump();
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blanket.dump();
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auto action = re.finalize(plan);
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action.dump();
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auto ritual = re.finalize(blanket);
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ritual.dump();
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}
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TEST_CASE("the ritual belt works", "[rituals-belt]") {
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RitualBelt the_belt;
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RitualEngine re("assets/rituals.json");
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auto plan = re.start();
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auto blanket = re.start();
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re.set_state(plan, "has_magick", true);
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re.plan(plan);
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re.set_state(blanket, "has_magick", true);
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re.plan(blanket);
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REQUIRE(blanket.is_combined());
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blanket.dump();
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{
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auto action = re.finalize(plan);
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the_belt.equip(0, action);
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auto ritual = re.finalize(blanket);
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the_belt.equip(0, ritual);
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REQUIRE(the_belt.has(0));
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}
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{
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auto action = the_belt.get(0);
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action.dump();
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auto ritual = the_belt.get(0);
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ritual.dump();
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}
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{
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@ -90,3 +96,19 @@ TEST_CASE("the ritual belt works", "[rituals-belt]") {
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REQUIRE(!the_belt.has(0));
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}
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}
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TEST_CASE("LevelManager makes a temp belt", "[rituals-belt]") {
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LevelManager lm;
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lm.temp_create_player_rituals();
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auto& level = lm.current();
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auto& the_belt = level.world->get<RitualBelt>(level.player);
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REQUIRE(the_belt.has(0));
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auto& ritual = the_belt.get(0);
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REQUIRE(ritual.damage > 0);
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REQUIRE(the_belt.has(1));
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ritual = the_belt.get(1);
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REQUIRE(ritual.damage > 1);
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}
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