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

62 lines
1.7 KiB

#include <catch2/catch_test_macros.hpp>
#include <iostream>
#include "rituals.hpp"
#include "fsm.hpp"
#include "dinkyecs.hpp"
using namespace combat;
TEST_CASE("RitualEngine basic tests", "[rituals]") {
RitualEngine re("assets/rituals.json");
auto ritual = re.start();
re.set_state(ritual, "has_spikes", true);
re.plan(ritual);
fmt::println("\n\n------------ TEST WILL DO PIERCE");
ritual.dump();
REQUIRE(ritual.will_do("pierce_type"));
REQUIRE(ritual.start != ritual.original);
re.reset(ritual);
REQUIRE(ritual.start == ritual.original);
re.set_state(ritual, "has_magick", true);
re.set_state(ritual, "has_spikes", true);
re.plan(ritual);
fmt::println("\n\n------------ TEST WILL DO MAGICK TOO");
ritual.dump();
REQUIRE(ritual.will_do("magick_type"));
ritual.pop();
REQUIRE(ritual.will_do("pierce_type"));
re.reset(ritual);
re.set_state(ritual, "has_magick", true);
re.set_state(ritual, "has_spikes", true);
re.set_state(ritual, "shiny_bauble", true);
re.plan(ritual);
fmt::println("\n\n------------ TEST WILL DO DAMAGE BOOST");
ritual.dump();
re.reset(ritual);
re.set_state(ritual, "has_magick", true);
re.set_state(ritual, "cursed_item", true);
re.set_state(ritual, "shiny_bauble", true);
re.plan(ritual);
fmt::println("\n\n------------ TEST WILL DO LARGE DAMAGE BOOST");
ritual.dump();
}
TEST_CASE("confirm that cycles are avoided/detected", "[rituals]") {
RitualEngine re("assets/rituals.json");
auto ritual = re.start();
re.set_state(ritual, "has_magick", true);
re.set_state(ritual, "cursed_item", true);
re.set_state(ritual, "shiny_bauble", true);
fmt::println("\n\n------------ CYCLES AVOIDED");
ritual.dump();
}