#include #include #include #include "rituals.hpp" #include "battle.hpp" #include "simplefsm.hpp" #include "dinkyecs.hpp" #include "boss/system.hpp" #include "backend.hpp" #include "game_level.hpp" #include "animation.hpp" #include "components.hpp" #include "ai.hpp" using namespace combat; using namespace boss; using namespace components; TEST_CASE("battle operations fantasy", "[combat-battle]") { ai::reset(); ai::init("ai"); auto ai_start = ai::load_state("Enemy::initial_state"); auto ai_goal = ai::load_state("Enemy::final_state"); auto host_start = ai::load_state("Host::initial_state"); 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{ .hp=100, .max_hp=100, .ap_delta=6, .max_ap=12, .damage=20}; battle.add_enemy({host, &host_ai, &host_combat, true}); DinkyECS::Entity axe_ranger = 1; ai::EntityAI axe_ai("Enemy::actions", ai_start, ai_goal); components::Combat axe_combat{ .hp=20, .max_hp=20, .ap_delta=8, .max_ap=12, .damage=20}; battle.add_enemy({axe_ranger, &axe_ai, &axe_combat}); DinkyECS::Entity rat = 2; ai::EntityAI rat_ai("Enemy::actions", ai_start, ai_goal); components::Combat rat_combat{ .hp=10, .max_hp=10, .ap_delta=2, .max_ap=10, .damage=10}; battle.add_enemy({rat, &rat_ai, &rat_combat}); battle.set_all("enemy_found", true); battle.set_all("in_combat", true); battle.set_all("tough_personality", true); battle.set_all("health_good", true); battle.set(rat, "tough_personality", false); battle.set(host, "have_healing", false); battle.set(host, "tough_personality", false); while(host_combat.hp > 0) { battle.set(host, "health_good", host_combat.hp > 20); battle.player_request("use_healing"); battle.player_request("kill_enemy"); battle.ap_refresh(); battle.plan(); while(auto act = battle.next()) { auto& [enemy, wants_to, cost, enemy_state] = *act; fmt::println(">>>>> entity: {} wants to {} cost={}; has {} HP; {} ap", enemy.entity, wants_to, cost, enemy.combat->hp, enemy.combat->ap); switch(enemy_state) { 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.clear_requests(); REQUIRE(battle.$player_requests.size() == 0); break; case BattleHostState::not_host: if(wants_to == "kill_enemy") { enemy.combat->attack(host_combat); } break; case BattleHostState::out_of_ap: fmt::println("ENEMY OUT OF AP"); break; } } REQUIRE(!battle.next()); } } TEST_CASE("boss/systems.cpp works", "[combat-battle]") { components::init(); sfml::Backend backend; guecs::init(&backend); ai::reset(); ai::init("ai"); animation::init(); GameDB::init(); cinematic::init(); auto host = GameDB::current_level().player; auto fight = System::create_bossfight(); auto battle = System::create_battle(fight->$world, fight->$boss_id); auto& host_combat = fight->$world->get(host); System::initialize_actor_ai(*fight->$world, fight->$boss_id); // NEED UPDATE STATE battle.set_all("enemy_found", true); battle.set_all("in_combat", true); battle.set_all("tough_personality", true); battle.set_all("health_good", true); battle.ap_refresh(); battle.player_request("kill_enemy"); int pending_ap = battle.player_pending_ap(); REQUIRE(pending_ap < host_combat.ap); System::plan_battle(battle, fight->$world, fight->$boss_id); while(auto action = battle.next()) { dbc::log("ACTION!"); System::combat(*action, fight->$world, fight->$boss_id, 0); } REQUIRE(host_combat.ap == pending_ap); }