Rituals are now being added a belt on the player in a temp function in LevelManager.

This commit is contained in:
Zed A. Shaw 2025-04-24 12:27:29 -04:00
parent a70f11646a
commit 00c28f47eb
8 changed files with 103 additions and 44 deletions

View file

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