RitualEngine now uses the crafting results to create a description of the ritual's combat in a RitualAction struct.
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5 changed files with 72 additions and 8 deletions
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@ -49,15 +49,18 @@ TEST_CASE("RitualEngine basic tests", "[rituals]") {
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ritual.dump();
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}
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TEST_CASE("confirm that cycles are avoided/detected", "[rituals]") {
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TEST_CASE("rituals can be finalized for the end result", "[rituals-finalize]") {
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RitualEngine re("assets/rituals.json");
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auto ritual = re.start();
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auto plan = re.start();
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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.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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fmt::println("\n\n------------ CYCLES AVOIDED");
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ritual.dump();
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plan.dump();
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auto action = re.finalize(plan);
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(void)action;
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}
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