Added in a new art for a 'gold savior' and refined the battle engine more but it's not quite what I want.

This commit is contained in:
Zed A. Shaw 2025-04-07 14:02:32 -04:00
parent ca328e10dc
commit 0e2f213871
7 changed files with 88 additions and 32 deletions

View file

@ -13,31 +13,45 @@ TEST_CASE("battle operations fantasy", "[combat-battle]") {
auto ai_start = ai::load_state("Enemy::initial_state");
auto ai_goal = ai::load_state("Enemy::final_state");
auto host_start = ai::load_state("Host::initial_state");
auto host_goal = ai::load_state("Host::final_state");
BattleEngine battle;
DinkyECS::Entity axe_ranger = 0;
DinkyECS::Entity player = 0;
ai::EntityAI player_ai("Host::actions", host_start, host_goal);
components::Combat player_combat{100, 100, 20};
battle.add_enemy({player, player_ai, player_combat});
DinkyECS::Entity axe_ranger = 1;
ai::EntityAI axe_ai("Enemy::actions", ai_start, ai_goal);
axe_ai.set_state("tough_personality", true);
axe_ai.set_state("health_good", true);
components::Combat axe_combat{100, 100, 20};
battle.add_enemy({axe_ranger, axe_ai, axe_combat});
DinkyECS::Entity rat = 1;
DinkyECS::Entity rat = 2;
ai::EntityAI rat_ai("Enemy::actions", ai_start, ai_goal);
rat_ai.set_state("tough_personality", false);
rat_ai.set_state("health_good", true);
components::Combat rat_combat{10, 10, 2};
battle.add_enemy({rat, rat_ai, rat_combat});
battle.set_all("enemy_found", true);
battle.set_all("in_combat", true);
battle.set_all("tough_personality", true);
battle.set_all("health_good", true);
battle.set(rat, "tough_personality", false);
battle.queue(player, BattleAction::ATTACK);
battle.queue(player, BattleAction::BLOCK);
battle.queue(player, BattleAction::ESCAPE);
battle.plan();
while(auto act = battle.next()) {
auto& [entity, enemy_ai, combat] = *act;
auto& [enemy, action] = *act;
fmt::println("entity: {} wants to {} and has {} HP and {} damage",
entity,
enemy_ai.wants_to(),
combat.hp, combat.damage);
fmt::println("entity: {} wants to {} action={} and has {} HP and {} damage",
enemy.entity, enemy.ai.wants_to(),
int(action), enemy.combat.hp,
enemy.combat.damage);
}
REQUIRE(!battle.next());