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

43 lines
1.2 KiB

#include <catch2/catch_test_macros.hpp>
#include <iostream>
#include "rituals.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());
}