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

81 lines
2.3 KiB

#include <catch2/catch_test_macros.hpp>
#include <iostream>
#include "rituals.hpp"
#include "fsm.hpp"
#include "dinkyecs.hpp"
using namespace combat;
TEST_CASE("cause scared rat won't run away bug", "[combat]") {
ai::reset();
ai::init("assets/ai.json");
auto host_start = ai::load_state("Host::initial_state");
auto host_goal = ai::load_state("Host::final_state");
auto ai_start = ai::load_state("Enemy::initial_state");
auto ai_goal = ai::load_state("Enemy::final_state");
BattleEngine battle;
DinkyECS::Entity host_id = 0;
ai::EntityAI host("Host::actions", host_start, host_goal);
host.set_state("tough_personality", true);
host.set_state("health_good", true);
battle.add_enemy(host_id, host);
DinkyECS::Entity rat_id = 1;
ai::EntityAI rat("Enemy::actions", ai_start, ai_goal);
rat.set_state("tough_personality", false);
rat.set_state("health_good", true);
battle.add_enemy(rat_id, rat);
// first confirm that everyone stops fightings
bool active = battle.plan();
REQUIRE(active);
REQUIRE(host.wants_to("kill_enemy"));
REQUIRE(rat.wants_to("kill_enemy"));
// this causes the plan to read END but if you set
// health_good to false it will run_away
rat.set_state("health_good", false);
active = battle.plan();
REQUIRE(rat.wants_to("run_away"));
REQUIRE(host.wants_to("kill_enemy"));
// also the host will stop working if their health is low
host.set_state("health_good", false);
active = battle.plan();
REQUIRE(rat.wants_to("run_away"));
// THIS FAILS but I'll fix it later
// REQUIRE(host.active());
// REQUIRE(host.wants_to("kill_enemy"));
}
TEST_CASE("battle operations fantasy", "[combat]") {
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");
DinkyECS::Entity enemy_id = 0;
ai::EntityAI enemy("Enemy::actions", ai_start, ai_goal);
enemy.set_state("tough_personality", true);
enemy.set_state("health_good", true);
BattleEngine battle;
battle.add_enemy(enemy_id, enemy);
// responsible for running the AI and determining:
// 1. Which enemy gets to go.
// 2. What they want to do.
battle.plan();
// Then it will go through each in order and
// have them fight, producing the results
battle.fight([&](auto, auto& entity_ai) {
entity_ai.dump();
});
}