raycaster/tests/battle.cpp

137 lines
3.9 KiB
C++

#include <catch2/catch_test_macros.hpp>
#include <iostream>
#include <set>
#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<Combat>(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);
}