The game engine now has two bonuses for long build streaks. +10% max hp or 1 free death. I'll be adding more but that's enough to work on the real UI.
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3 changed files with 81 additions and 9 deletions
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@ -36,7 +36,44 @@ TEST_CASE("game engine death cycle", "[game_engine]") {
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}
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TEST_CASE("game can do success build", "[game_engine]") {
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GameEngine game{10};
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// test fails on purpose right now
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GameEngine game{100};
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for(int i = 0; i < 10; i++) {
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game.event(GameEvent::BUILD_START);
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game.event(GameEvent::BUILD_SUCCESS);
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REQUIRE(game.hits_taken == 0);
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REQUIRE(game.hit_points == game.starting_hp);
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// confirm streaks, hit_taken, rounds are maintained
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REQUIRE(game.streak == i);
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REQUIRE(game.rounds == i);
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REQUIRE(game.is_dead() == false);
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game.event(GameEvent::BUILD_DONE);
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}
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// if you hit a streak of 10 then you get one of two bonuses
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// 1. 10% more hp
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// 2. 1 free death
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game.add_bonus(GameBonus::MORE_HP);
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REQUIRE(game.max_hp() > game.starting_hp);
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REQUIRE(game.hit_points == game.starting_hp * game.hp_bonus);
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REQUIRE(game.hit_points == game.max_hp());
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game.add_bonus(GameBonus::FREE_DEATH);
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REQUIRE(game.free_death == true);
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game.event(GameEvent::BUILD_START);
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game.event(GameEvent::HIT, "error");
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game.event(GameEvent::HIT, "error");
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game.event(GameEvent::HIT, "error");
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REQUIRE(game.is_dead() == false);
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REQUIRE(game.streak == 10);
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game.event(GameEvent::BUILD_FAILED);
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game.event(GameEvent::BUILD_DONE);
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REQUIRE(game.streak == 10);
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REQUIRE(game.free_death == false);
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REQUIRE(game.hit_points == int(game.max_hp() * 0.5f));
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}
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