#include #include #include "rituals.hpp" #include "battle.hpp" #include "fsm.hpp" #include "dinkyecs.hpp" using namespace combat; TEST_CASE("battle operations fantasy", "[combat-battle]") { ai::reset(); ai::init("assets/ai.json"); 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 player = 0; ai::EntityAI player_ai("Host::actions", host_start, host_goal); components::Combat player_combat{100, 100, 20}; battle.add_enemy({player, player_ai, player_combat}); DinkyECS::Entity axe_ranger = 1; ai::EntityAI axe_ai("Enemy::actions", ai_start, ai_goal); components::Combat axe_combat{100, 100, 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{10, 10, 2}; 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.queue(player, BattleAction::ATTACK); battle.queue(player, BattleAction::BLOCK); battle.queue(player, BattleAction::ESCAPE); battle.plan(); while(auto act = battle.next()) { auto& [enemy, action] = *act; fmt::println("entity: {} wants to {} action={} and has {} HP and {} damage", enemy.entity, enemy.ai.wants_to(), int(action), enemy.combat.hp, enemy.combat.damage); } REQUIRE(!battle.next()); }