Exploring raycasters and possibly make a little "doom like" game based on it.
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raycaster/tests/combat.cpp

84 lines
2.0 KiB

#include <catch2/catch_test_macros.hpp>
#include <iostream>
#include "ai.hpp"
#include "ai_debug.hpp"
struct RitualAI {
std::string script;
ai::State start;
ai::State original;
ai::State goal;
ai::ActionPlan plan;
RitualAI(std::string script, ai::State start, ai::State goal) :
script(script), start(start), original(start), goal(goal)
{
}
RitualAI() {};
void reset() {
start = original;
}
bool will_do(std::string name) {
ai::check_valid_action(name, "RitualAI::is_able_to");
return plan.script[0].name == name;
}
void set_state(std::string name, bool setting) {
ai::set(start, name, setting);
}
void update() {
plan = ai::plan(script, start, goal);
}
void dump() {
dump_script(script, start, plan.script);
}
};
TEST_CASE("prototype combat system ideas", "[combat]") {
ai::reset();
ai::init("assets/rituals.json");
auto start = ai::load_state("initial");
auto goal = ai::load_state("final");
RitualAI ritual("actions", start, goal);
ritual.set_state("has_spikes", true);
ritual.update();
fmt::println("\n\n------------ TEST WILL DO PIERCE");
ritual.dump();
REQUIRE(ritual.will_do("pierce_type"));
ritual.reset();
ritual.set_state("has_magick", true);
ritual.set_state("has_spikes", true);
ritual.update();
fmt::println("\n\n------------ TEST WILL DO MAGICK TOO");
ritual.dump();
REQUIRE(ritual.will_do("magick_type"));
ritual.plan.script.pop_front();
REQUIRE(ritual.will_do("pierce_type"));
ritual.reset();
ritual.set_state("has_magick", true);
ritual.set_state("has_spikes", true);
ritual.set_state("shiny_bauble", true);
ritual.update();
fmt::println("\n\n------------ TEST WILL DO DAMAGE BOOST");
ritual.dump();
ritual.reset();
ritual.set_state("has_magick", true);
ritual.set_state("cursed_item", true);
ritual.set_state("shiny_bauble", true);
ritual.update();
fmt::println("\n\n------------ TEST WILL DO LARGE DAMAGE BOOST");
ritual.dump();
}