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@ -13,31 +13,45 @@ TEST_CASE("battle operations fantasy", "[combat-battle]") { |
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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 axe_ranger = 0; |
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DinkyECS::Entity player = 0; |
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ai::EntityAI player_ai("Host::actions", host_start, host_goal); |
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components::Combat player_combat{100, 100, 20}; |
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battle.add_enemy({player, player_ai, player_combat}); |
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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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axe_ai.set_state("tough_personality", true); |
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axe_ai.set_state("health_good", true); |
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components::Combat axe_combat{100, 100, 20}; |
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battle.add_enemy({axe_ranger, axe_ai, axe_combat}); |
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DinkyECS::Entity rat = 1; |
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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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rat_ai.set_state("tough_personality", false); |
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rat_ai.set_state("health_good", true); |
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components::Combat rat_combat{10, 10, 2}; |
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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.queue(player, BattleAction::ATTACK); |
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battle.queue(player, BattleAction::BLOCK); |
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battle.queue(player, BattleAction::ESCAPE); |
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battle.plan(); |
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while(auto act = battle.next()) { |
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auto& [entity, enemy_ai, combat] = *act; |
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auto& [enemy, action] = *act; |
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fmt::println("entity: {} wants to {} and has {} HP and {} damage", |
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entity, |
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enemy_ai.wants_to(), |
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combat.hp, combat.damage); |
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fmt::println("entity: {} wants to {} action={} and has {} HP and {} damage", |
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enemy.entity, enemy.ai.wants_to(), |
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int(action), enemy.combat.hp, |
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enemy.combat.damage); |
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} |
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REQUIRE(!battle.next()); |
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