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

108 lines
2.8 KiB

#include <catch2/catch_test_macros.hpp>
#include <iostream>
#include "rituals.hpp"
#include "fsm.hpp"
#include "dinkyecs.hpp"
#include "levelmanager.hpp"
TEST_CASE("ritual::Engine basic tests", "[rituals]") {
ritual::Engine re("assets/rituals.json");
auto craft_state = re.start();
re.set_state(craft_state, "has_spikes", true);
re.plan(craft_state);
fmt::println("\n\n------------ TEST WILL DO PIERCE");
craft_state.dump();
REQUIRE(craft_state.will_do("pierce_type"));
REQUIRE(craft_state.start != craft_state.original);
craft_state.reset();
REQUIRE(craft_state.start == craft_state.original);
re.set_state(craft_state, "has_magick", true);
re.set_state(craft_state, "has_spikes", true);
re.plan(craft_state);
fmt::println("\n\n------------ TEST WILL DO MAGICK TOO");
craft_state.dump();
REQUIRE(craft_state.will_do("pierce_type"));
craft_state.pop();
REQUIRE(craft_state.will_do("magick_type"));
craft_state.reset();
re.set_state(craft_state, "has_magick", true);
re.set_state(craft_state, "has_spikes", true);
re.set_state(craft_state, "shiny_bauble", true);
REQUIRE(craft_state.is_combined());
re.plan(craft_state);
fmt::println("\n\n------------ TEST WILL DO DAMAGE BOOST");
craft_state.dump();
craft_state.reset();
re.set_state(craft_state, "has_magick", true);
re.set_state(craft_state, "cursed_item", true);
re.set_state(craft_state, "shiny_bauble", true);
REQUIRE(craft_state.is_combined());
re.plan(craft_state);
fmt::println("\n\n------------ TEST WILL DO LARGE DAMAGE BOOST");
craft_state.dump();
}
TEST_CASE("craft_state can be finalized for the end result", "[rituals]") {
ritual::Engine re("assets/rituals.json");
auto craft_state = re.start();
re.set_state(craft_state, "has_magick", true);
re.set_state(craft_state, "cursed_item", true);
re.set_state(craft_state, "shiny_bauble", true);
re.plan(craft_state);
REQUIRE(craft_state.is_combined());
fmt::println("\n\n------------ CYCLES AVOIDED");
craft_state.dump();
auto ritual = re.finalize(craft_state);
ritual.dump();
}
TEST_CASE("the ritual belt works", "[rituals]") {
ritual::Belt the_belt;
ritual::Engine re;
auto craft_state = re.start();
re.set_state(craft_state, "has_magick", true);
re.plan(craft_state);
REQUIRE(craft_state.is_combined());
craft_state.dump();
{
auto ritual = re.finalize(craft_state);
the_belt.equip(0, ritual);
REQUIRE(the_belt.has(0));
}
{
auto ritual = the_belt.get(0);
ritual.dump();
}
{
the_belt.unequip(0);
REQUIRE(!the_belt.has(0));
}
}
TEST_CASE("ritual blanket basic operations", "[rituals]") {
ritual::Blanket blanket;
DinkyECS::Entity ent = blanket.add("severed_finger");
auto& name = blanket.get(ent);
REQUIRE(name == "severed_finger");
REQUIRE(blanket.has(ent));
blanket.remove(ent);
REQUIRE(!blanket.has(ent));
}