The player now has some starting items to craft a first weapon, and it is craftable in the UI.

This commit is contained in:
Zed A. Shaw 2025-04-26 13:18:43 -04:00
parent c8a8d2b1af
commit bc557652ba
11 changed files with 199 additions and 155 deletions

View file

@ -5,83 +5,81 @@
#include "dinkyecs.hpp"
#include "levelmanager.hpp"
using namespace combat;
TEST_CASE("ritual::Engine basic tests", "[rituals]") {
ritual::Engine re("assets/rituals.json");
auto craft_state = re.start();
TEST_CASE("RitualEngine basic tests", "[rituals]") {
RitualEngine re("assets/rituals.json");
auto blanket = re.start();
re.set_state(blanket, "has_spikes", true);
re.plan(blanket);
re.set_state(craft_state, "has_spikes", true);
re.plan(craft_state);
fmt::println("\n\n------------ TEST WILL DO PIERCE");
blanket.dump();
REQUIRE(blanket.will_do("pierce_type"));
craft_state.dump();
REQUIRE(craft_state.will_do("pierce_type"));
REQUIRE(blanket.start != blanket.original);
re.reset(blanket);
REQUIRE(blanket.start == blanket.original);
REQUIRE(craft_state.start != craft_state.original);
craft_state.reset();
REQUIRE(craft_state.start == craft_state.original);
re.set_state(blanket, "has_magick", true);
re.set_state(blanket, "has_spikes", true);
re.plan(blanket);
re.set_state(craft_state, "has_magick", true);
re.set_state(craft_state, "has_spikes", true);
re.plan(craft_state);
fmt::println("\n\n------------ TEST WILL DO MAGICK TOO");
blanket.dump();
REQUIRE(blanket.will_do("pierce_type"));
craft_state.dump();
REQUIRE(craft_state.will_do("pierce_type"));
blanket.pop();
REQUIRE(blanket.will_do("magick_type"));
craft_state.pop();
REQUIRE(craft_state.will_do("magick_type"));
re.reset(blanket);
re.set_state(blanket, "has_magick", true);
re.set_state(blanket, "has_spikes", true);
re.set_state(blanket, "shiny_bauble", true);
REQUIRE(blanket.is_combined());
re.plan(blanket);
craft_state.reset();
re.set_state(craft_state, "has_magick", true);
re.set_state(craft_state, "has_spikes", true);
re.set_state(craft_state, "shiny_bauble", true);
REQUIRE(craft_state.is_combined());
re.plan(craft_state);
fmt::println("\n\n------------ TEST WILL DO DAMAGE BOOST");
blanket.dump();
craft_state.dump();
re.reset(blanket);
re.set_state(blanket, "has_magick", true);
re.set_state(blanket, "cursed_item", true);
re.set_state(blanket, "shiny_bauble", true);
REQUIRE(blanket.is_combined());
re.plan(blanket);
craft_state.reset();
re.set_state(craft_state, "has_magick", true);
re.set_state(craft_state, "cursed_item", true);
re.set_state(craft_state, "shiny_bauble", true);
REQUIRE(craft_state.is_combined());
re.plan(craft_state);
fmt::println("\n\n------------ TEST WILL DO LARGE DAMAGE BOOST");
blanket.dump();
craft_state.dump();
}
TEST_CASE("blanket can be finalized for the end result", "[rituals]") {
RitualEngine re("assets/rituals.json");
auto blanket = re.start();
TEST_CASE("craft_state can be finalized for the end result", "[rituals]") {
ritual::Engine re("assets/rituals.json");
auto craft_state = re.start();
re.set_state(blanket, "has_magick", true);
re.set_state(blanket, "cursed_item", true);
re.set_state(blanket, "shiny_bauble", true);
re.plan(blanket);
REQUIRE(blanket.is_combined());
re.set_state(craft_state, "has_magick", true);
re.set_state(craft_state, "cursed_item", true);
re.set_state(craft_state, "shiny_bauble", true);
re.plan(craft_state);
REQUIRE(craft_state.is_combined());
fmt::println("\n\n------------ CYCLES AVOIDED");
blanket.dump();
craft_state.dump();
auto ritual = re.finalize(blanket);
auto ritual = re.finalize(craft_state);
ritual.dump();
}
TEST_CASE("the ritual belt works", "[rituals-belt]") {
RitualBelt the_belt;
RitualEngine re;
auto blanket = re.start();
TEST_CASE("the ritual belt works", "[rituals]") {
ritual::Belt the_belt;
ritual::Engine re;
auto craft_state = re.start();
re.set_state(blanket, "has_magick", true);
re.plan(blanket);
REQUIRE(blanket.is_combined());
blanket.dump();
re.set_state(craft_state, "has_magick", true);
re.plan(craft_state);
REQUIRE(craft_state.is_combined());
craft_state.dump();
{
auto ritual = re.finalize(blanket);
auto ritual = re.finalize(craft_state);
the_belt.equip(0, ritual);
REQUIRE(the_belt.has(0));
}
@ -96,3 +94,15 @@ TEST_CASE("the ritual belt works", "[rituals-belt]") {
REQUIRE(!the_belt.has(0));
}
}
TEST_CASE("ritual blanket basic operations", "[rituals]") {
ritual::Blanket blanket;
DinkyECS::Entity ent = blanket.add("severed_finger");
auto& name = blanket.get(ent);
REQUIRE(name == "severed_finger");
REQUIRE(blanket.has(ent));
blanket.remove(ent);
REQUIRE(!blanket.has(ent));
}