The player now has some starting items to craft a first weapon, and it is craftable in the UI.
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11 changed files with 199 additions and 155 deletions
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@ -5,83 +5,81 @@
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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("ritual::Engine basic tests", "[rituals]") {
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ritual::Engine re("assets/rituals.json");
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auto craft_state = re.start();
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TEST_CASE("RitualEngine basic tests", "[rituals]") {
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RitualEngine re("assets/rituals.json");
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auto 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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re.set_state(craft_state, "has_spikes", true);
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re.plan(craft_state);
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fmt::println("\n\n------------ TEST WILL DO PIERCE");
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blanket.dump();
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REQUIRE(blanket.will_do("pierce_type"));
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craft_state.dump();
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REQUIRE(craft_state.will_do("pierce_type"));
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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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REQUIRE(craft_state.start != craft_state.original);
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craft_state.reset();
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REQUIRE(craft_state.start == craft_state.original);
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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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re.set_state(craft_state, "has_magick", true);
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re.set_state(craft_state, "has_spikes", true);
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re.plan(craft_state);
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fmt::println("\n\n------------ TEST WILL DO MAGICK TOO");
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blanket.dump();
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REQUIRE(blanket.will_do("pierce_type"));
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craft_state.dump();
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REQUIRE(craft_state.will_do("pierce_type"));
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blanket.pop();
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REQUIRE(blanket.will_do("magick_type"));
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craft_state.pop();
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REQUIRE(craft_state.will_do("magick_type"));
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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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craft_state.reset();
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re.set_state(craft_state, "has_magick", true);
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re.set_state(craft_state, "has_spikes", true);
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re.set_state(craft_state, "shiny_bauble", true);
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REQUIRE(craft_state.is_combined());
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re.plan(craft_state);
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fmt::println("\n\n------------ TEST WILL DO DAMAGE BOOST");
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blanket.dump();
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craft_state.dump();
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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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craft_state.reset();
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re.set_state(craft_state, "has_magick", true);
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re.set_state(craft_state, "cursed_item", true);
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re.set_state(craft_state, "shiny_bauble", true);
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REQUIRE(craft_state.is_combined());
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re.plan(craft_state);
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fmt::println("\n\n------------ TEST WILL DO LARGE DAMAGE BOOST");
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blanket.dump();
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craft_state.dump();
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}
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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 blanket = re.start();
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TEST_CASE("craft_state can be finalized for the end result", "[rituals]") {
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ritual::Engine re("assets/rituals.json");
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auto craft_state = re.start();
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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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re.set_state(craft_state, "has_magick", true);
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re.set_state(craft_state, "cursed_item", true);
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re.set_state(craft_state, "shiny_bauble", true);
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re.plan(craft_state);
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REQUIRE(craft_state.is_combined());
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fmt::println("\n\n------------ CYCLES AVOIDED");
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blanket.dump();
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craft_state.dump();
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auto ritual = re.finalize(blanket);
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auto ritual = re.finalize(craft_state);
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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;
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auto blanket = re.start();
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TEST_CASE("the ritual belt works", "[rituals]") {
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ritual::Belt the_belt;
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ritual::Engine re;
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auto craft_state = re.start();
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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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re.set_state(craft_state, "has_magick", true);
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re.plan(craft_state);
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REQUIRE(craft_state.is_combined());
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craft_state.dump();
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{
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auto ritual = re.finalize(blanket);
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auto ritual = re.finalize(craft_state);
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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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@ -96,3 +94,15 @@ 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("ritual blanket basic operations", "[rituals]") {
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ritual::Blanket blanket;
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DinkyECS::Entity ent = blanket.add("severed_finger");
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auto& name = blanket.get(ent);
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REQUIRE(name == "severed_finger");
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REQUIRE(blanket.has(ent));
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blanket.remove(ent);
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REQUIRE(!blanket.has(ent));
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}
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