#include #include #include #include "rituals.hpp" #include "battle.hpp" #include "simplefsm.hpp" #include "dinkyecs.hpp" using namespace combat; 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{100, 100, 20}; battle.add_enemy({host, &host_ai, &host_combat}); DinkyECS::Entity axe_ranger = 1; ai::EntityAI axe_ai("Enemy::actions", ai_start, ai_goal); components::Combat axe_combat{100, 100, 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{10, 10, 2}; 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, "health_good", false); battle.set(host, "tough_personality", false); battle.plan(); std::set requests{ "use_healing", "kill_enemy" }; while(auto act = battle.next()) { auto& [enemy, wants_to, action] = *act; 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); 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); } } fmt::println("<<<<<<<<<<<<<<<<"); } REQUIRE(!battle.next()); }