#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"); BattleEngine battle; DinkyECS::Entity axe_ranger = 0; ai::EntityAI axe_ai("Enemy::actions", ai_start, ai_goal); axe_ai.set_state("tough_personality", true); axe_ai.set_state("health_good", true); components::Combat axe_combat{100, 100, 20}; battle.add_enemy({axe_ranger, axe_ai, axe_combat}); DinkyECS::Entity rat = 1; ai::EntityAI rat_ai("Enemy::actions", ai_start, ai_goal); rat_ai.set_state("tough_personality", false); rat_ai.set_state("health_good", true); components::Combat rat_combat{10, 10, 2}; battle.add_enemy({rat, rat_ai, rat_combat}); battle.plan(); while(auto act = battle.next()) { auto& [entity, enemy_ai, combat] = *act; fmt::println("entity: {} wants to {} and has {} HP and {} damage", entity, enemy_ai.wants_to(), combat.hp, combat.damage); } REQUIRE(!battle.next()); }