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@ -3,86 +3,92 @@ |
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#include "rituals.hpp" |
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#include "fsm.hpp" |
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#include "dinkyecs.hpp" |
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#include "levelmanager.hpp" |
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using namespace combat; |
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TEST_CASE("RitualEngine basic tests", "[rituals]") { |
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RitualEngine re("assets/rituals.json"); |
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auto ritual = re.start(); |
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auto blanket = re.start(); |
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re.set_state(ritual, "has_spikes", true); |
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re.plan(ritual); |
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re.set_state(blanket, "has_spikes", true); |
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re.plan(blanket); |
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fmt::println("\n\n------------ TEST WILL DO PIERCE"); |
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ritual.dump(); |
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REQUIRE(ritual.will_do("pierce_type")); |
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blanket.dump(); |
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REQUIRE(blanket.will_do("pierce_type")); |
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REQUIRE(ritual.start != ritual.original); |
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re.reset(ritual); |
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REQUIRE(ritual.start == ritual.original); |
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REQUIRE(blanket.start != blanket.original); |
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re.reset(blanket); |
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REQUIRE(blanket.start == blanket.original); |
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re.set_state(ritual, "has_magick", true); |
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re.set_state(ritual, "has_spikes", true); |
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re.plan(ritual); |
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re.set_state(blanket, "has_magick", true); |
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re.set_state(blanket, "has_spikes", true); |
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re.plan(blanket); |
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fmt::println("\n\n------------ TEST WILL DO MAGICK TOO"); |
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ritual.dump(); |
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REQUIRE(ritual.will_do("pierce_type")); |
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ritual.pop(); |
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REQUIRE(ritual.will_do("magick_type")); |
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re.reset(ritual); |
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re.set_state(ritual, "has_magick", true); |
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re.set_state(ritual, "has_spikes", true); |
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re.set_state(ritual, "shiny_bauble", true); |
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re.plan(ritual); |
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blanket.dump(); |
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REQUIRE(blanket.will_do("pierce_type")); |
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blanket.pop(); |
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REQUIRE(blanket.will_do("magick_type")); |
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re.reset(blanket); |
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re.set_state(blanket, "has_magick", true); |
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re.set_state(blanket, "has_spikes", true); |
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re.set_state(blanket, "shiny_bauble", true); |
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REQUIRE(blanket.is_combined()); |
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re.plan(blanket); |
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fmt::println("\n\n------------ TEST WILL DO DAMAGE BOOST"); |
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ritual.dump(); |
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re.reset(ritual); |
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re.set_state(ritual, "has_magick", true); |
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re.set_state(ritual, "cursed_item", true); |
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re.set_state(ritual, "shiny_bauble", true); |
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re.plan(ritual); |
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blanket.dump(); |
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re.reset(blanket); |
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re.set_state(blanket, "has_magick", true); |
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re.set_state(blanket, "cursed_item", true); |
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re.set_state(blanket, "shiny_bauble", true); |
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REQUIRE(blanket.is_combined()); |
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re.plan(blanket); |
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fmt::println("\n\n------------ TEST WILL DO LARGE DAMAGE BOOST"); |
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ritual.dump(); |
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blanket.dump(); |
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} |
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TEST_CASE("rituals can be finalized for the end result", "[rituals]") { |
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TEST_CASE("blanket can be finalized for the end result", "[rituals]") { |
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RitualEngine re("assets/rituals.json"); |
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auto plan = re.start(); |
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auto blanket = re.start(); |
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re.set_state(plan, "has_magick", true); |
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re.set_state(plan, "cursed_item", true); |
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re.set_state(plan, "shiny_bauble", true); |
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re.plan(plan); |
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re.set_state(blanket, "has_magick", true); |
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re.set_state(blanket, "cursed_item", true); |
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re.set_state(blanket, "shiny_bauble", true); |
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re.plan(blanket); |
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REQUIRE(blanket.is_combined()); |
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fmt::println("\n\n------------ CYCLES AVOIDED"); |
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plan.dump(); |
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blanket.dump(); |
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auto action = re.finalize(plan); |
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action.dump(); |
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auto ritual = re.finalize(blanket); |
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ritual.dump(); |
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} |
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TEST_CASE("the ritual belt works", "[rituals-belt]") { |
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RitualBelt the_belt; |
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RitualEngine re("assets/rituals.json"); |
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auto plan = re.start(); |
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auto blanket = re.start(); |
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re.set_state(plan, "has_magick", true); |
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re.plan(plan); |
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re.set_state(blanket, "has_magick", true); |
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re.plan(blanket); |
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REQUIRE(blanket.is_combined()); |
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blanket.dump(); |
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{ |
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auto action = re.finalize(plan); |
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the_belt.equip(0, action); |
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auto ritual = re.finalize(blanket); |
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the_belt.equip(0, ritual); |
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REQUIRE(the_belt.has(0)); |
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} |
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{ |
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auto action = the_belt.get(0); |
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action.dump(); |
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auto ritual = the_belt.get(0); |
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ritual.dump(); |
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} |
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{ |
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@ -90,3 +96,19 @@ TEST_CASE("the ritual belt works", "[rituals-belt]") { |
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REQUIRE(!the_belt.has(0)); |
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} |
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} |
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TEST_CASE("LevelManager makes a temp belt", "[rituals-belt]") { |
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LevelManager lm; |
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lm.temp_create_player_rituals(); |
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auto& level = lm.current(); |
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auto& the_belt = level.world->get<RitualBelt>(level.player); |
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REQUIRE(the_belt.has(0)); |
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auto& ritual = the_belt.get(0); |
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REQUIRE(ritual.damage > 0); |
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REQUIRE(the_belt.has(1)); |
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ritual = the_belt.get(1); |
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REQUIRE(ritual.damage > 1); |
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} |
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