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
2
Makefile
2
Makefile
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@ -41,7 +41,7 @@ clean:
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meson compile --clean -C builddir
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debug_test: build
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gdb --nx -x .gdbinit --ex run --args builddir/runtests.exe -e
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gdb --nx -x .gdbinit --ex run --args builddir/runtests.exe -e "[rituals-belt]"
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win_installer:
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powershell 'start "C:\Program Files (x86)\solicus\InstallForge\bin\ifbuilderenvx86.exe" win_installer.ifp'
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@ -24,6 +24,7 @@ namespace gui {
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$mini_map($level),
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$font{FONT_FILE_NAME}
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{
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$levels.temp_create_player_rituals();
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}
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void FSM::event(Event ev) {
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@ -41,6 +42,7 @@ namespace gui {
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}
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void FSM::START(Event ) {
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$main_ui.update_level($level);
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$level.world->set_the<Debug>({});
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$main_ui.init();
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@ -4,6 +4,7 @@
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#include "save.hpp"
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#include "systems.hpp"
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#include "components.hpp"
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#include "rituals.hpp"
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using lighting::LightRender;
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using std::shared_ptr, std::make_shared;
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@ -21,6 +22,24 @@ LevelScaling LevelManager::scale_level() {
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};
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}
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void LevelManager::temp_create_player_rituals() {
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auto& level = current();
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auto player = level.player;
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auto& the_belt = level.world->get<combat::RitualBelt>(player);
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combat::RitualEngine re("assets/rituals.json");
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auto blanket = re.start();
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re.set_state(blanket, "has_magick", true);
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re.plan(blanket);
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auto ritual = re.finalize(blanket);
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the_belt.equip(0, ritual);
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blanket = re.start();
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re.set_state(blanket, "has_spikes", true);
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re.plan(blanket);
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ritual = re.finalize(blanket);
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the_belt.equip(1, ritual);
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}
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inline shared_ptr<DinkyECS::World> clone_load_world(shared_ptr<DinkyECS::World> prev_world)
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{
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@ -42,5 +42,7 @@ class LevelManager {
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GameLevel &get(size_t index);
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LevelScaling scale_level();
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void temp_create_player_rituals();
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DinkyECS::Entity spawn_enemy(std::string named);
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};
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11
rituals.cpp
11
rituals.cpp
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@ -46,6 +46,10 @@ namespace combat {
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}
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void RitualEngine::set_state(RitualAI& ritual, std::string name, bool setting) {
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dbc::check($profile.contains(name),
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fmt::format("ritual action named {} is not in profile, look in {} config",
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name, $config.$src_path));
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ritual.start.set($profile.at(name), setting);
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}
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@ -69,10 +73,17 @@ namespace combat {
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return result;
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}
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// BUG: maybe this should be called RitualBlanket instead?
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void RitualAI::dump() {
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ai::dump_script(script, start, plan.script);
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}
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bool RitualAI::is_combined() {
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dbc::check(!plan.script.empty(), "you are attempting to check an empty plan");
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auto& last = plan.script.back();
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return plan.script.size() > 1 && last.name == "combined";
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}
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RitualAction RitualEngine::finalize(RitualAI& ritual) {
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(void)ritual;
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@ -23,6 +23,7 @@ namespace combat {
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bool will_do(std::string name);
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void dump();
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ai::Action pop();
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bool is_combined();
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};
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enum class RitualElement {
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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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@ -4,6 +4,7 @@
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#include <iostream>
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#include "components.hpp"
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#include "inventory.hpp"
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#include "rituals.hpp"
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using namespace fmt;
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using namespace components;
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@ -257,6 +258,7 @@ void WorldBuilder::place_entities(DinkyECS::World &world) {
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// configure player in the world
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Player player{player_ent};
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world.set_the<Player>(player);
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world.set<combat::RitualBelt>(player.entity, {});
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world.set<Inventory>(player.entity, {5});
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world.make_constant(player.entity);
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}
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