First cut of pulling out the relevant parts of my original game to make a little framework.

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Zed A. Shaw 2026-03-22 10:37:45 -04:00
commit 6a0c9e8d46
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#include <catch2/catch_test_macros.hpp>
#include <iostream>
#include <set>
#include "combat/battle.hpp"
#include "algos/simplefsm.hpp"
#include "algos/dinkyecs.hpp"
#include "gui/backend.hpp"
#include "game/level.hpp"
#include "game/components.hpp"
#include "ai/ai.hpp"
#include "graphics/palette.hpp"
using namespace combat;
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());
}
}