RitualEngine now uses the crafting results to create a description of the ritual's combat in a RitualAction struct.

This commit is contained in:
Zed A. Shaw 2025-04-24 01:15:49 -04:00
parent 43435509f6
commit a342c53b02
5 changed files with 72 additions and 8 deletions

View file

@ -49,15 +49,18 @@ TEST_CASE("RitualEngine basic tests", "[rituals]") {
ritual.dump();
}
TEST_CASE("confirm that cycles are avoided/detected", "[rituals]") {
TEST_CASE("rituals can be finalized for the end result", "[rituals-finalize]") {
RitualEngine re("assets/rituals.json");
auto ritual = re.start();
auto plan = re.start();
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.set_state(plan, "has_magick", true);
re.set_state(plan, "cursed_item", true);
re.set_state(plan, "shiny_bauble", true);
re.plan(plan);
fmt::println("\n\n------------ CYCLES AVOIDED");
ritual.dump();
plan.dump();
auto action = re.finalize(plan);
(void)action;
}