Refactored rituals so they can be used in different situations.

This commit is contained in:
Zed A. Shaw 2025-03-24 12:30:58 -04:00
parent 5af9a6664e
commit da273cbee6
8 changed files with 123 additions and 66 deletions

View file

@ -209,24 +209,3 @@ TEST_CASE("Confirm EntityAI behaves as expected", "[ai]") {
enemy.update();
REQUIRE(enemy.wants_to("run_away"));
}
TEST_CASE("confirm that cycles are avoided/detected", "[ai]") {
ai::reset();
ai::init("tests/cyclic_rituals.json");
auto start = ai::load_state("initial");
auto goal = ai::load_state("final");
combat::RitualAI ritual("actions", start, goal);
ritual.reset();
ritual.set_state("has_magick", true);
ritual.set_state("cursed_item", true);
ritual.set_state("shiny_bauble", true);
bool it_throws = false;
try { ritual.update(); } catch(...) { it_throws = true; }
REQUIRE(it_throws);
fmt::println("\n\n------------ CYCLES AVOIDED");
ritual.dump();
}

9
tests/combat.cpp Normal file
View file

@ -0,0 +1,9 @@
#include <catch2/catch_test_macros.hpp>
#include <iostream>
#include "rituals.hpp"
using namespace combat;
TEST_CASE("turn based combat engine sorted", "[combat]") {
dbc::log("does nothing.");
}

View file

@ -5,24 +5,24 @@
using namespace combat;
TEST_CASE("prototype combat system ideas", "[combat]") {
ai::reset();
ai::init("assets/rituals.json");
RitualEngine re("assets/rituals.json");
auto ritual = re.start();
auto start = ai::load_state("initial");
auto goal = ai::load_state("final");
re.set_state(ritual, "has_spikes", true);
re.plan(ritual);
RitualAI ritual("actions", start, goal);
ritual.set_state("has_spikes", true);
ritual.update();
fmt::println("\n\n------------ TEST WILL DO PIERCE");
ritual.dump();
REQUIRE(ritual.will_do("pierce_type"));
ritual.reset();
ritual.set_state("has_magick", true);
ritual.set_state("has_spikes", true);
ritual.update();
REQUIRE(ritual.start != ritual.original);
re.reset(ritual);
REQUIRE(ritual.start == ritual.original);
re.set_state(ritual, "has_magick", true);
re.set_state(ritual, "has_spikes", true);
re.plan(ritual);
fmt::println("\n\n------------ TEST WILL DO MAGICK TOO");
ritual.dump();
REQUIRE(ritual.will_do("magick_type"));
@ -30,20 +30,31 @@ TEST_CASE("prototype combat system ideas", "[combat]") {
ritual.pop();
REQUIRE(ritual.will_do("pierce_type"));
ritual.reset();
ritual.set_state("has_magick", true);
ritual.set_state("has_spikes", true);
ritual.set_state("shiny_bauble", true);
ritual.update();
re.reset(ritual);
re.set_state(ritual, "has_magick", true);
re.set_state(ritual, "has_spikes", true);
re.set_state(ritual, "shiny_bauble", true);
re.plan(ritual);
fmt::println("\n\n------------ TEST WILL DO DAMAGE BOOST");
ritual.dump();
ritual.reset();
ritual.set_state("has_magick", true);
ritual.set_state("cursed_item", true);
ritual.set_state("shiny_bauble", true);
ritual.update();
re.reset(ritual);
re.set_state(ritual, "has_magick", true);
re.set_state(ritual, "cursed_item", true);
re.set_state(ritual, "shiny_bauble", true);
re.plan(ritual);
fmt::println("\n\n------------ TEST WILL DO LARGE DAMAGE BOOST");
ritual.dump();
}
TEST_CASE("confirm that cycles are avoided/detected", "[combat]") {
RitualEngine re("assets/rituals.json");
auto ritual = re.start();
re.set_state(ritual, "has_magick", true);
re.set_state(ritual, "cursed_item", true);
re.set_state(ritual, "shiny_bauble", true);
fmt::println("\n\n------------ CYCLES AVOIDED");
ritual.dump();
}