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:
parent
ca328e10dc
commit
0e2f213871
7 changed files with 88 additions and 32 deletions
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@ -79,7 +79,6 @@
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],
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],
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"states": {
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"states": {
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"Host::initial_state": {
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"Host::initial_state": {
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"tough_personality": true,
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"enemy_found": false,
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"enemy_found": false,
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"enemy_dead": false,
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"enemy_dead": false,
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"health_good": true,
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"health_good": true,
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@ -88,7 +87,8 @@
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"in_combat": false,
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"in_combat": false,
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"have_item": false,
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"have_item": false,
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"have_healing": false,
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"have_healing": false,
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"detect_enemy": true
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"detect_enemy": true,
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"tough_personality": true
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},
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},
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"Host::final_state": {
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"Host::final_state": {
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"enemy_found": true,
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"enemy_found": true,
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@ -20,6 +20,11 @@
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"ambient_1": "assets/sounds/ambient_1.ogg"
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"ambient_1": "assets/sounds/ambient_1.ogg"
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},
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},
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"sprites": {
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"sprites": {
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"gold_savior":
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{"path": "assets/gold_savior-256.png",
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"frame_width": 256,
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"frame_height": 256
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},
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"armored_knight":
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"armored_knight":
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{"path": "assets/armored_knight_1-256.png",
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{"path": "assets/armored_knight_1-256.png",
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"frame_width": 256,
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"frame_width": 256,
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BIN
assets/gold_savior-256.png
Normal file
BIN
assets/gold_savior-256.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 48 KiB |
35
battle.cpp
35
battle.cpp
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@ -2,7 +2,7 @@
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#include "battle.hpp"
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#include "battle.hpp"
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namespace combat {
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namespace combat {
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void BattleEngine::add_enemy(BattleAction enemy) {
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void BattleEngine::add_enemy(Combatant enemy) {
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combatants.try_emplace(enemy.entity, enemy);
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combatants.try_emplace(enemy.entity, enemy);
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}
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}
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@ -10,19 +10,22 @@ namespace combat {
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int active = 0;
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int active = 0;
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for(auto& [entity, enemy] : combatants) {
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for(auto& [entity, enemy] : combatants) {
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enemy.ai.set_state("enemy_found", true);
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enemy.ai.set_state("in_combat", true);
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enemy.ai.update();
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enemy.ai.update();
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active += enemy.ai.active();
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active += enemy.ai.active();
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// yes, copy it out of the combatants list
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pending_actions.push_back(enemy);
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if(enemy.ai.active()) {
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if(enemy.ai.wants_to("kill_enemy")) {
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pending_actions.emplace_back(enemy, BattleAction::ATTACK);
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} else if(enemy.ai.wants_to("run_away")) {
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pending_actions.emplace_back(enemy, BattleAction::ESCAPE);
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}
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}
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}
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}
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return active > 0;
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return active > 0;
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}
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}
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std::optional<BattleAction> BattleEngine::next() {
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std::optional<BattleResult> BattleEngine::next() {
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if(pending_actions.size() == 0) return std::nullopt;
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if(pending_actions.size() == 0) return std::nullopt;
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auto ba = pending_actions.back();
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auto ba = pending_actions.back();
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@ -36,4 +39,22 @@ namespace combat {
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enemy.ai.dump();
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enemy.ai.dump();
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}
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}
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}
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}
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void BattleEngine::set(DinkyECS::Entity entity, std::string state, bool setting) {
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dbc::check(combatants.contains(entity), "invalid combatant given to BattleEngine");
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auto& action = combatants.at(entity);
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action.ai.set_state(state, setting);
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}
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void BattleEngine::set_all(std::string state, bool setting) {
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for(auto& [ent, action] : combatants) {
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action.ai.set_state(state, setting);
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}
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}
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void BattleEngine::queue(DinkyECS::Entity entity, BattleAction action) {
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dbc::check(combatants.contains(entity), "invalid combatant given to BattleEngine");
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auto& enemy = combatants.at(entity);
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pending_actions.emplace_back(enemy, action);
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}
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}
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}
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24
battle.hpp
24
battle.hpp
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@ -7,19 +7,31 @@
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namespace combat {
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namespace combat {
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struct BattleAction {
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struct Combatant {
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DinkyECS::Entity entity;
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DinkyECS::Entity entity;
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ai::EntityAI &ai;
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ai::EntityAI &ai;
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components::Combat &combat;
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components::Combat &combat;
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};
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};
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struct BattleEngine {
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enum class BattleAction {
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std::unordered_map<DinkyECS::Entity, BattleAction> combatants;
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ATTACK, BLOCK, ESCAPE
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std::vector<BattleAction> pending_actions;
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};
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void add_enemy(BattleAction ba);
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struct BattleResult {
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Combatant &state;
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BattleAction action;
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};
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struct BattleEngine {
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std::unordered_map<DinkyECS::Entity, Combatant> combatants;
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std::vector<BattleResult> pending_actions;
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void add_enemy(Combatant ba);
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bool plan();
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bool plan();
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std::optional<BattleAction> next();
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std::optional<BattleResult> next();
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void dump();
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void dump();
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void set(DinkyECS::Entity entity, std::string state, bool setting);
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void set_all(std::string state, bool setting);
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void queue(DinkyECS::Entity entity, BattleAction action);
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};
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};
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}
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}
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16
systems.cpp
16
systems.cpp
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@ -223,20 +223,24 @@ void System::combat(GameLevel &level) {
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}
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}
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}
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}
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battle.set_all("enemy_found", true);
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battle.set_all("in_combat", true);
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battle.plan();
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battle.plan();
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}
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}
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while(auto enemy = battle.next()) {
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while(auto act = battle.next()) {
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auto [enemy, action] = *act;
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Events::Combat result {
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Events::Combat result {
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player_combat.attack(enemy->combat), 0
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player_combat.attack(enemy.combat), 0
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};
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};
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if(enemy->ai.wants_to("kill_enemy")) {
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if(enemy.ai.wants_to("kill_enemy")) {
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result.enemy_did = enemy->combat.attack(player_combat);
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result.enemy_did = enemy.combat.attack(player_combat);
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animate_entity(world, enemy->entity);
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animate_entity(world, enemy.entity);
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}
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}
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world.send<Events::GUI>(Events::GUI::COMBAT, enemy->entity, result);
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world.send<Events::GUI>(Events::GUI::COMBAT, enemy.entity, result);
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}
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}
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}
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}
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@ -13,31 +13,45 @@ TEST_CASE("battle operations fantasy", "[combat-battle]") {
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auto ai_start = ai::load_state("Enemy::initial_state");
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auto ai_start = ai::load_state("Enemy::initial_state");
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auto ai_goal = ai::load_state("Enemy::final_state");
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auto ai_goal = ai::load_state("Enemy::final_state");
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auto host_start = ai::load_state("Host::initial_state");
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auto host_goal = ai::load_state("Host::final_state");
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BattleEngine battle;
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BattleEngine battle;
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DinkyECS::Entity axe_ranger = 0;
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DinkyECS::Entity player = 0;
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ai::EntityAI player_ai("Host::actions", host_start, host_goal);
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components::Combat player_combat{100, 100, 20};
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battle.add_enemy({player, player_ai, player_combat});
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DinkyECS::Entity axe_ranger = 1;
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ai::EntityAI axe_ai("Enemy::actions", ai_start, ai_goal);
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ai::EntityAI axe_ai("Enemy::actions", ai_start, ai_goal);
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axe_ai.set_state("tough_personality", true);
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axe_ai.set_state("health_good", true);
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components::Combat axe_combat{100, 100, 20};
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components::Combat axe_combat{100, 100, 20};
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battle.add_enemy({axe_ranger, axe_ai, axe_combat});
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battle.add_enemy({axe_ranger, axe_ai, axe_combat});
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DinkyECS::Entity rat = 1;
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DinkyECS::Entity rat = 2;
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ai::EntityAI rat_ai("Enemy::actions", ai_start, ai_goal);
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ai::EntityAI rat_ai("Enemy::actions", ai_start, ai_goal);
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rat_ai.set_state("tough_personality", false);
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rat_ai.set_state("health_good", true);
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components::Combat rat_combat{10, 10, 2};
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components::Combat rat_combat{10, 10, 2};
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battle.add_enemy({rat, rat_ai, rat_combat});
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battle.add_enemy({rat, rat_ai, rat_combat});
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battle.set_all("enemy_found", true);
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battle.set_all("in_combat", true);
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battle.set_all("tough_personality", true);
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battle.set_all("health_good", true);
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battle.set(rat, "tough_personality", false);
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battle.queue(player, BattleAction::ATTACK);
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battle.queue(player, BattleAction::BLOCK);
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battle.queue(player, BattleAction::ESCAPE);
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battle.plan();
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battle.plan();
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while(auto act = battle.next()) {
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while(auto act = battle.next()) {
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auto& [entity, enemy_ai, combat] = *act;
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auto& [enemy, action] = *act;
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fmt::println("entity: {} wants to {} and has {} HP and {} damage",
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fmt::println("entity: {} wants to {} action={} and has {} HP and {} damage",
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entity,
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enemy.entity, enemy.ai.wants_to(),
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enemy_ai.wants_to(),
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int(action), enemy.combat.hp,
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combat.hp, combat.damage);
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enemy.combat.damage);
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}
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}
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REQUIRE(!battle.next());
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REQUIRE(!battle.next());
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