Refactored rituals so they can be used in different situations.
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8 changed files with 123 additions and 66 deletions
21
tests/ai.cpp
21
tests/ai.cpp
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@ -209,24 +209,3 @@ TEST_CASE("Confirm EntityAI behaves as expected", "[ai]") {
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enemy.update();
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REQUIRE(enemy.wants_to("run_away"));
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}
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TEST_CASE("confirm that cycles are avoided/detected", "[ai]") {
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ai::reset();
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ai::init("tests/cyclic_rituals.json");
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auto start = ai::load_state("initial");
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auto goal = ai::load_state("final");
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combat::RitualAI ritual("actions", start, goal);
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ritual.reset();
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ritual.set_state("has_magick", true);
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ritual.set_state("cursed_item", true);
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ritual.set_state("shiny_bauble", true);
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bool it_throws = false;
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try { ritual.update(); } catch(...) { it_throws = true; }
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REQUIRE(it_throws);
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fmt::println("\n\n------------ CYCLES AVOIDED");
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ritual.dump();
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}
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9
tests/combat.cpp
Normal file
9
tests/combat.cpp
Normal file
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@ -0,0 +1,9 @@
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#include <catch2/catch_test_macros.hpp>
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#include <iostream>
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#include "rituals.hpp"
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using namespace combat;
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TEST_CASE("turn based combat engine sorted", "[combat]") {
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dbc::log("does nothing.");
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}
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@ -5,24 +5,24 @@
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using namespace combat;
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TEST_CASE("prototype combat system ideas", "[combat]") {
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ai::reset();
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ai::init("assets/rituals.json");
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RitualEngine re("assets/rituals.json");
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auto ritual = re.start();
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auto start = ai::load_state("initial");
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auto goal = ai::load_state("final");
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re.set_state(ritual, "has_spikes", true);
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re.plan(ritual);
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RitualAI ritual("actions", start, goal);
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ritual.set_state("has_spikes", true);
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ritual.update();
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fmt::println("\n\n------------ TEST WILL DO PIERCE");
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ritual.dump();
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REQUIRE(ritual.will_do("pierce_type"));
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ritual.reset();
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ritual.set_state("has_magick", true);
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ritual.set_state("has_spikes", true);
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ritual.update();
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REQUIRE(ritual.start != ritual.original);
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re.reset(ritual);
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REQUIRE(ritual.start == ritual.original);
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re.set_state(ritual, "has_magick", true);
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re.set_state(ritual, "has_spikes", true);
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re.plan(ritual);
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fmt::println("\n\n------------ TEST WILL DO MAGICK TOO");
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ritual.dump();
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REQUIRE(ritual.will_do("magick_type"));
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@ -30,20 +30,31 @@ TEST_CASE("prototype combat system ideas", "[combat]") {
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ritual.pop();
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REQUIRE(ritual.will_do("pierce_type"));
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ritual.reset();
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ritual.set_state("has_magick", true);
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ritual.set_state("has_spikes", true);
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ritual.set_state("shiny_bauble", true);
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ritual.update();
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re.reset(ritual);
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re.set_state(ritual, "has_magick", true);
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re.set_state(ritual, "has_spikes", true);
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re.set_state(ritual, "shiny_bauble", true);
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re.plan(ritual);
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fmt::println("\n\n------------ TEST WILL DO DAMAGE BOOST");
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ritual.dump();
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ritual.reset();
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ritual.set_state("has_magick", true);
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ritual.set_state("cursed_item", true);
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ritual.set_state("shiny_bauble", true);
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ritual.update();
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re.reset(ritual);
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re.set_state(ritual, "has_magick", true);
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re.set_state(ritual, "cursed_item", true);
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re.set_state(ritual, "shiny_bauble", true);
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re.plan(ritual);
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fmt::println("\n\n------------ TEST WILL DO LARGE DAMAGE BOOST");
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ritual.dump();
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}
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TEST_CASE("confirm that cycles are avoided/detected", "[combat]") {
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RitualEngine re("assets/rituals.json");
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auto ritual = re.start();
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re.set_state(ritual, "has_magick", true);
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re.set_state(ritual, "cursed_item", true);
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re.set_state(ritual, "shiny_bauble", true);
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fmt::println("\n\n------------ CYCLES AVOIDED");
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ritual.dump();
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}
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