First cut of pulling out the relevant parts of my original game to make a little framework.
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tests/battle.cpp
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92
tests/battle.cpp
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#include <catch2/catch_test_macros.hpp>
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#include <iostream>
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#include <set>
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#include "combat/battle.hpp"
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#include "algos/simplefsm.hpp"
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#include "algos/dinkyecs.hpp"
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#include "gui/backend.hpp"
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#include "game/level.hpp"
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#include "game/components.hpp"
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#include "ai/ai.hpp"
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#include "graphics/palette.hpp"
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using namespace combat;
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using namespace components;
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TEST_CASE("battle operations fantasy", "[combat-battle]") {
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ai::reset();
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ai::init("ai");
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auto ai_start = ai::load_state("Enemy::initial_state");
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auto ai_goal = ai::load_state("Enemy::final_state");
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auto host_start = ai::load_state("Host::initial_state");
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auto host_goal = ai::load_state("Host::final_state");
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BattleEngine battle;
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DinkyECS::Entity host = 0;
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ai::EntityAI host_ai("Host::actions", host_start, host_goal);
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components::Combat host_combat{
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.hp=100, .max_hp=100, .ap_delta=6, .max_ap=12, .damage=20};
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battle.add_enemy({host, &host_ai, &host_combat, true});
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DinkyECS::Entity axe_ranger = 1;
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ai::EntityAI axe_ai("Enemy::actions", ai_start, ai_goal);
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components::Combat axe_combat{
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.hp=20, .max_hp=20, .ap_delta=8, .max_ap=12, .damage=20};
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battle.add_enemy({axe_ranger, &axe_ai, &axe_combat});
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DinkyECS::Entity rat = 2;
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ai::EntityAI rat_ai("Enemy::actions", ai_start, ai_goal);
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components::Combat rat_combat{
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.hp=10, .max_hp=10, .ap_delta=2, .max_ap=10, .damage=10};
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battle.add_enemy({rat, &rat_ai, &rat_combat});
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battle.set_all("enemy_found", true);
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battle.set_all("in_combat", true);
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battle.set_all("tough_personality", true);
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battle.set_all("health_good", true);
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battle.set(rat, "tough_personality", false);
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battle.set(host, "have_healing", false);
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battle.set(host, "tough_personality", false);
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while(host_combat.hp > 0) {
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battle.set(host, "health_good", host_combat.hp > 20);
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battle.player_request("use_healing");
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battle.player_request("kill_enemy");
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battle.ap_refresh();
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battle.plan();
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while(auto act = battle.next()) {
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auto& [enemy, wants_to, cost, enemy_state] = *act;
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// fmt::println(">>>>> entity: {} wants to {} cost={}; has {} HP; {} ap",
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// enemy.entity, wants_to,
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// cost, enemy.combat->hp,
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// enemy.combat->ap);
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switch(enemy_state) {
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case BattleHostState::agree:
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// fmt::println("HOST and PLAYER requests match {}, doing it.", wants_to);
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break;
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case BattleHostState::disagree:
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// fmt::println("REBELIOUS ACT: {}", wants_to);
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battle.clear_requests();
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REQUIRE(battle.$player_requests.size() == 0);
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break;
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case BattleHostState::not_host:
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if(wants_to == "kill_enemy") {
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enemy.combat->attack(host_combat);
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}
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break;
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case BattleHostState::out_of_ap:
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// fmt::println("ENEMY OUT OF AP");
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break;
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}
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}
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REQUIRE(!battle.next());
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}
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}
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