Now have the basics of the turn based battle engine with AI rebellion working.

This commit is contained in:
Zed A. Shaw 2025-12-01 00:14:08 -05:00
parent f3b20f30c5
commit c78b2ae75e
8 changed files with 114 additions and 73 deletions

View file

@ -18,11 +18,10 @@ TEST_CASE("battle operations fantasy", "[combat-battle]") {
auto host_goal = ai::load_state("Host::final_state");
BattleEngine battle;
DinkyECS::Entity host = 0;
ai::EntityAI host_ai("Host::actions", host_start, host_goal);
components::Combat host_combat{100, 100, 20};
battle.add_enemy({host, &host_ai, &host_combat});
battle.add_enemy({host, &host_ai, &host_combat, true});
DinkyECS::Entity axe_ranger = 1;
ai::EntityAI axe_ai("Enemy::actions", ai_start, ai_goal);
@ -40,39 +39,44 @@ TEST_CASE("battle operations fantasy", "[combat-battle]") {
battle.set_all("health_good", true);
battle.set(rat, "tough_personality", false);
battle.set(host, "have_healing", false);
battle.set(host, "health_good", false);
battle.set(host, "tough_personality", false);
battle.plan();
std::set<std::string> requests{
"use_healing",
"kill_enemy"
};
while(host_combat.hp > 0) {
battle.set(host, "health_good", host_combat.hp > 20);
while(auto act = battle.next()) {
auto& [enemy, wants_to, action] = *act;
battle.player_request("use_healing");
battle.player_request("kill_enemy");
fmt::println(">>>>> entity: {} wants to {} cost={} and has {} HP and {} damage",
enemy.entity, wants_to.name,
wants_to.cost, enemy.combat->hp,
enemy.combat->damage);
battle.plan();
if(enemy.entity == host) {
// negotiate between the player requested actions and the AI action
if(requests.contains(wants_to.name)) {
fmt::println("HOST and PLAYER requests match {}, doing it.",
wants_to.name);
requests.erase(wants_to.name);
} else {
fmt::println("REBELIOUS ACT: {}", wants_to.name);
while(auto act = battle.next()) {
auto& [enemy, wants_to, cost, host_behavior] = *act;
fmt::println(">>>>> entity: {} wants to {} cost={} and has {} HP and {} damage",
enemy.entity, wants_to,
cost, enemy.combat->hp,
enemy.combat->damage);
switch(host_behavior) {
case BattleHostState::agree:
fmt::println("HOST and PLAYER requests match {}, doing it.",
wants_to);
break;
case BattleHostState::disagree:
fmt::println("REBELIOUS ACT: {}", wants_to);
battle.$player_requests.clear();
break;
case BattleHostState::not_host:
if(wants_to == "kill_enemy") {
enemy.combat->attack(host_combat);
}
}
fmt::println("<<<<<<<<<<<<<<<<");
}
fmt::println("<<<<<<<<<<<<<<<<");
REQUIRE(!battle.next());
}
REQUIRE(!battle.next());
}