Remove schematic upgrades and module and ship levels

This commit is contained in:
2026-07-02 21:32:36 +02:00
parent 81b1c7a66b
commit 18e732ae99
43 changed files with 498 additions and 666 deletions

View File

@@ -238,7 +238,7 @@ TEST_CASE("BehaviorSystem: clearMovementIntents resets all ships to inactive",
"[behavior]")
{
Fixture f;
const entt::entity e = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity e = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
f.admin.get<MovementIntentComponent>(e) = MovementIntentComponent{true, QVector2D(10.0f, 0.0f)};
f.ships.clearMovementIntents();
@@ -254,7 +254,7 @@ TEST_CASE("BehaviorSystem: tickMovement advances ship by maxSpeed_tpt toward tar
"[behavior]")
{
Fixture f;
const entt::entity e = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity e = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
const float speed = f.admin.get<DynamicBodyComponent>(e).maxSpeed_tpt;
f.admin.get<MovementIntentComponent>(e) = MovementIntentComponent{true, QVector2D(100.0f, 0.0f)};
@@ -269,7 +269,7 @@ TEST_CASE("BehaviorSystem: tickMovement stops exactly at target without overshoo
"[behavior]")
{
Fixture f;
const entt::entity e = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity e = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
const float speed = f.admin.get<DynamicBodyComponent>(e).maxSpeed_tpt;
const QVector2D target(speed * 0.5f, 0.0f);
@@ -288,7 +288,7 @@ TEST_CASE("BehaviorSystem: tickMovement stops exactly at target without overshoo
TEST_CASE("BehaviorSystem: healthy player ship does not retreat", "[behavior]")
{
Fixture f;
const entt::entity e = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity e = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
f.admin.get<HealthComponent>(e).hp = f.admin.get<HealthComponent>(e).maxHp; // full HP
f.decide();
@@ -301,7 +301,7 @@ TEST_CASE("BehaviorSystem: low-HP player ship retreats toward the rally point",
Fixture f;
const QVector2D rallyPoint(-50.0f, 0.0f);
f.ships.setRallyPoint(rallyPoint);
const entt::entity e = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity e = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
f.admin.get<HealthComponent>(e).hp = f.admin.get<HealthComponent>(e).maxHp * 0.2f; // below threshold
f.decide();
@@ -316,8 +316,8 @@ TEST_CASE("BehaviorSystem: low-HP retreat outranks attacking a nearby enemy", "[
Fixture f;
const QVector2D rallyPoint(-50.0f, 0.0f);
f.ships.setRallyPoint(rallyPoint);
const entt::entity player = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
f.ships.spawn("interceptor", 1, QVector2D(5.0f, 0.0f), /*isEnemy=*/true);
const entt::entity player = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
f.ships.spawn("interceptor", QVector2D(5.0f, 0.0f), /*isEnemy=*/true);
f.admin.get<HealthComponent>(player).hp = f.admin.get<HealthComponent>(player).maxHp * 0.1f;
f.decide();
@@ -329,7 +329,7 @@ TEST_CASE("BehaviorSystem: low-HP retreat outranks attacking a nearby enemy", "[
TEST_CASE("BehaviorSystem: enemy ships never retreat even at low HP", "[behavior]")
{
Fixture f;
const entt::entity enemy = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f),
const entt::entity enemy = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f),
/*isEnemy=*/true);
f.admin.get<HealthComponent>(enemy).hp = f.admin.get<HealthComponent>(enemy).maxHp * 0.05f;
@@ -347,8 +347,8 @@ TEST_CASE("BehaviorSystem: player combat ship acquires nearest enemy ship in ran
"[behavior]")
{
Fixture f;
const entt::entity player = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity enemy = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f),
const entt::entity player = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
const entt::entity enemy = f.ships.spawn("interceptor", QVector2D(10.0f, 0.0f),
/*isEnemy=*/true);
f.decide();
@@ -364,8 +364,8 @@ TEST_CASE("BehaviorSystem: player combat ship does not target friendly ships",
"[behavior]")
{
Fixture f;
const entt::entity e1 = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
f.ships.spawn("interceptor", 1, QVector2D(5.0f, 0.0f)); // also player
const entt::entity e1 = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
f.ships.spawn("interceptor", QVector2D(5.0f, 0.0f)); // also player
f.decide();
@@ -378,8 +378,8 @@ TEST_CASE("BehaviorSystem: player combat ship ignores enemy beyond engagement ra
"[behavior]")
{
Fixture f;
const entt::entity player = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
f.ships.spawn("interceptor", 1, QVector2D(500.0f, 0.0f), /*isEnemy=*/true);
const entt::entity player = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
f.ships.spawn("interceptor", QVector2D(500.0f, 0.0f), /*isEnemy=*/true);
f.decide();
@@ -398,10 +398,10 @@ TEST_CASE("BehaviorSystem: overclaim penalty steers a ship off a claimed target"
SECTION("no claim: the nearer enemy is chosen")
{
Fixture f;
const entt::entity player = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity nearEnemy = f.ships.spawn("interceptor", 1, QVector2D(8.0f, 0.0f),
const entt::entity player = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
const entt::entity nearEnemy = f.ships.spawn("interceptor", QVector2D(8.0f, 0.0f),
/*isEnemy=*/true);
f.ships.spawn("interceptor", 1, QVector2D(0.0f, 12.0f), /*isEnemy=*/true);
f.ships.spawn("interceptor", QVector2D(0.0f, 12.0f), /*isEnemy=*/true);
f.decide();
@@ -412,15 +412,15 @@ TEST_CASE("BehaviorSystem: overclaim penalty steers a ship off a claimed target"
{
const float d = 10.0f;
Fixture f;
const entt::entity player = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity enemyA = f.ships.spawn("interceptor", 1, QVector2D(d, 0.0f),
const entt::entity player = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
const entt::entity enemyA = f.ships.spawn("interceptor", QVector2D(d, 0.0f),
/*isEnemy=*/true);
const entt::entity enemyB = f.ships.spawn("interceptor", 1, QVector2D(0.0f, d),
const entt::entity enemyB = f.ships.spawn("interceptor", QVector2D(0.0f, d),
/*isEnemy=*/true);
// A second player ship already commits to enemyA, registering a claim, so
// the penalised score of enemyA falls below the unclaimed equidistant enemyB.
const entt::entity claimant = f.ships.spawn("interceptor", 1, QVector2D(d, 1.0f));
const entt::entity claimant = f.ships.spawn("interceptor", QVector2D(d, 1.0f));
f.admin.get<AttackBehavior>(claimant).currentTarget = enemyA;
f.decide();
@@ -437,10 +437,10 @@ TEST_CASE("BehaviorSystem: hysteresis keeps a ship on its own claimed target",
{
const float d = 10.0f;
Fixture f;
const entt::entity player = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity enemyA = f.ships.spawn("interceptor", 1, QVector2D(d, 0.0f),
const entt::entity player = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
const entt::entity enemyA = f.ships.spawn("interceptor", QVector2D(d, 0.0f),
/*isEnemy=*/true);
f.ships.spawn("interceptor", 1, QVector2D(0.0f, d), /*isEnemy=*/true);
f.ships.spawn("interceptor", QVector2D(0.0f, d), /*isEnemy=*/true);
// The ship already holds enemyA; enemyB is equidistant. Without self-exclusion
// the ship's own claim would penalise enemyA and flip the choice.
@@ -459,10 +459,10 @@ TEST_CASE("BehaviorSystem: a ship switches off a heavily overclaimed target",
{
const float d = 10.0f;
Fixture f;
const entt::entity player = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity enemyA = f.ships.spawn("interceptor", 1, QVector2D(d, 0.0f),
const entt::entity player = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
const entt::entity enemyA = f.ships.spawn("interceptor", QVector2D(d, 0.0f),
/*isEnemy=*/true);
const entt::entity enemyB = f.ships.spawn("interceptor", 1, QVector2D(0.0f, d),
const entt::entity enemyB = f.ships.spawn("interceptor", QVector2D(0.0f, d),
/*isEnemy=*/true);
f.admin.get<AttackBehavior>(player).currentTarget = enemyA;
@@ -471,7 +471,7 @@ TEST_CASE("BehaviorSystem: a ship switches off a heavily overclaimed target",
for (int i = 0; i < 5; ++i)
{
const entt::entity other =
f.ships.spawn("interceptor", 1, QVector2D(d, static_cast<float>(2 + i)));
f.ships.spawn("interceptor", QVector2D(d, static_cast<float>(2 + i)));
f.admin.get<AttackBehavior>(other).currentTarget = enemyA;
}
@@ -488,8 +488,8 @@ TEST_CASE("BehaviorSystem: enemy ship acquires nearest player ship in range",
"[behavior]")
{
Fixture f;
const entt::entity player = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity enemy = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f),
const entt::entity player = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
const entt::entity enemy = f.ships.spawn("interceptor", QVector2D(10.0f, 0.0f),
/*isEnemy=*/true);
f.decide();
@@ -505,7 +505,7 @@ TEST_CASE("BehaviorSystem: enemy ship with no target advances leftward",
"[behavior]")
{
Fixture f;
const entt::entity enemy = f.ships.spawn("interceptor", 1, QVector2D(100.0f, 0.0f),
const entt::entity enemy = f.ships.spawn("interceptor", QVector2D(100.0f, 0.0f),
/*isEnemy=*/true);
f.decide();
@@ -526,7 +526,7 @@ TEST_CASE("BehaviorSystem: advancing ship targets center between enemy defence s
f.admin.spawnStation(QPoint(1000, 10), QSize(1, 1), body, 100.0f, 100.0f, /*isEnemy=*/true);
f.admin.spawnStation(QPoint(1000, 30), QSize(1, 1), body, 100.0f, 100.0f, /*isEnemy=*/true);
const entt::entity player = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f),
const entt::entity player = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f),
/*isEnemy=*/false);
// Player ships rally until departure; drop Rally so Advance is the fallback.
f.ships.triggerRallyDeparture();
@@ -549,7 +549,7 @@ TEST_CASE("BehaviorSystem: advancing ship falls back to enemy HQ, then off-world
const QVector2D hqPos(5.0f, 7.0f);
const entt::entity hq = f.admin.spawnHqProxy(hqPos, 100.0f, 100.0f);
const entt::entity enemy = f.ships.spawn("interceptor", 1, QVector2D(1000.0f, 0.0f),
const entt::entity enemy = f.ships.spawn("interceptor", QVector2D(1000.0f, 0.0f),
/*isEnemy=*/true);
f.decide();
@@ -576,9 +576,9 @@ TEST_CASE("BehaviorSystem: repair ship orbits damaged friendly ship",
{
Fixture f;
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity repairShip = f.ships.spawn("repair_ship", QVector2D(0.0f, 0.0f),
false, repairLayout);
const entt::entity friendly = f.ships.spawn("interceptor", 1, QVector2D(5.0f, 0.0f));
const entt::entity friendly = f.ships.spawn("interceptor", QVector2D(5.0f, 0.0f));
f.admin.get<HealthComponent>(friendly).hp = f.admin.get<HealthComponent>(friendly).maxHp * 0.5f;
@@ -605,10 +605,10 @@ TEST_CASE("BehaviorSystem: idle repair ship stands by with the fleet instead of
{
Fixture f;
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity repairShip = f.ships.spawn("repair_ship", QVector2D(0.0f, 0.0f),
false, repairLayout);
// A healthy ally (nothing to repair) and a far enemy station (no threat in range).
const entt::entity ally = f.ships.spawn("interceptor", 1, QVector2D(50.0f, 0.0f));
const entt::entity ally = f.ships.spawn("interceptor", QVector2D(50.0f, 0.0f));
const std::vector<QPoint> body{QPoint(0, 0)};
f.admin.spawnStation(QPoint(1000, 0), QSize(1, 1), body, 100.0f, 100.0f, /*isEnemy=*/true);
@@ -628,8 +628,8 @@ TEST_CASE("BehaviorSystem: repair ship heals damaged ally within repair range",
{
Fixture f;
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f), false, repairLayout);
const entt::entity friendly = f.ships.spawn("interceptor", 1, QVector2D(1.0f, 0.0f));
f.ships.spawn("repair_ship", QVector2D(0.0f, 0.0f), false, repairLayout);
const entt::entity friendly = f.ships.spawn("interceptor", QVector2D(1.0f, 0.0f));
const float initialHp = f.admin.get<HealthComponent>(friendly).maxHp * 0.5f;
f.admin.get<HealthComponent>(friendly).hp = initialHp;
@@ -644,8 +644,8 @@ TEST_CASE("BehaviorSystem: repair ship does not heal above maxHp", "[behavior]")
{
Fixture f;
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f), false, repairLayout);
const entt::entity friendly = f.ships.spawn("interceptor", 1, QVector2D(1.0f, 0.0f));
f.ships.spawn("repair_ship", QVector2D(0.0f, 0.0f), false, repairLayout);
const entt::entity friendly = f.ships.spawn("interceptor", QVector2D(1.0f, 0.0f));
f.admin.get<HealthComponent>(friendly).hp = f.admin.get<HealthComponent>(friendly).maxHp - 0.001f;
@@ -666,9 +666,9 @@ TEST_CASE("RepairSystem: tool heals the in-range damaged target chosen by the ex
{
Fixture f;
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity repairShip = f.ships.spawn("repair_ship", QVector2D(0.0f, 0.0f),
false, repairLayout);
const entt::entity friendly = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f));
const entt::entity friendly = f.ships.spawn("interceptor", QVector2D(10.0f, 0.0f));
const float initHp = f.admin.get<HealthComponent>(friendly).maxHp * 0.5f;
f.admin.get<HealthComponent>(friendly).hp = initHp;
@@ -688,12 +688,12 @@ TEST_CASE("RepairSystem: tool falls back to in-range target when its target is o
{
Fixture f;
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity repairShip = f.ships.spawn("repair_ship", QVector2D(0.0f, 0.0f),
false, repairLayout);
// out of repair range (80) but in sensor range (200)
const entt::entity outOfRange = f.ships.spawn("interceptor", 1, QVector2D(90.0f, 0.0f));
const entt::entity outOfRange = f.ships.spawn("interceptor", QVector2D(90.0f, 0.0f));
// within repair range
const entt::entity fallback = f.ships.spawn("interceptor", 1, QVector2D(20.0f, 0.0f));
const entt::entity fallback = f.ships.spawn("interceptor", QVector2D(20.0f, 0.0f));
const float outInitHp = f.admin.get<HealthComponent>(outOfRange).maxHp * 0.5f;
const float fallbackInitHp = f.admin.get<HealthComponent>(fallback).maxHp * 0.5f;
@@ -717,10 +717,10 @@ TEST_CASE("RepairSystem: tool falls back when its target is fully healed",
{
Fixture f;
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity repairShip = f.ships.spawn("repair_ship", QVector2D(0.0f, 0.0f),
false, repairLayout);
const entt::entity healed = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f));
const entt::entity fallback = f.ships.spawn("interceptor", 1, QVector2D(15.0f, 0.0f));
const entt::entity healed = f.ships.spawn("interceptor", QVector2D(10.0f, 0.0f));
const entt::entity fallback = f.ships.spawn("interceptor", QVector2D(15.0f, 0.0f));
f.admin.get<HealthComponent>(healed).hp = f.admin.get<HealthComponent>(healed).maxHp;
const float fallbackInitHp = f.admin.get<HealthComponent>(fallback).maxHp * 0.5f;
@@ -740,10 +740,10 @@ TEST_CASE("RepairSystem: tool falls back when its target is destroyed",
{
Fixture f;
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity repairShip = f.ships.spawn("repair_ship", QVector2D(0.0f, 0.0f),
false, repairLayout);
const entt::entity gone = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f));
const entt::entity fallback = f.ships.spawn("interceptor", 1, QVector2D(15.0f, 0.0f));
const entt::entity gone = f.ships.spawn("interceptor", QVector2D(10.0f, 0.0f));
const entt::entity fallback = f.ships.spawn("interceptor", QVector2D(15.0f, 0.0f));
const float fallbackInitHp = f.admin.get<HealthComponent>(fallback).maxHp * 0.5f;
f.admin.get<HealthComponent>(fallback).hp = fallbackInitHp;
@@ -763,10 +763,10 @@ TEST_CASE("RepairSystem: tool target is cleared when no repairable target is in
{
Fixture f;
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity repairShip = f.ships.spawn("repair_ship", QVector2D(0.0f, 0.0f),
false, repairLayout);
// damaged but beyond repair range (80)
const entt::entity outOfRange = f.ships.spawn("interceptor", 1, QVector2D(150.0f, 0.0f));
const entt::entity outOfRange = f.ships.spawn("interceptor", QVector2D(150.0f, 0.0f));
const float initHp = f.admin.get<HealthComponent>(outOfRange).maxHp * 0.5f;
f.admin.get<HealthComponent>(outOfRange).hp = initHp;
@@ -785,9 +785,9 @@ TEST_CASE("RepairSystem: two repair modules both heal the chosen target additive
{
Fixture f;
const ShipLayoutConfig repairLayout = makeTwoModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity repairShip = f.ships.spawn("repair_ship", QVector2D(0.0f, 0.0f),
false, repairLayout);
const entt::entity targetA = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f));
const entt::entity targetA = f.ships.spawn("interceptor", QVector2D(10.0f, 0.0f));
const float initHp = f.admin.get<HealthComponent>(targetA).maxHp * 0.5f;
f.admin.get<HealthComponent>(targetA).hp = initHp;
@@ -813,10 +813,10 @@ TEST_CASE("RepairSystem: two modules both fall back and heal the same target",
{
Fixture f;
const ShipLayoutConfig repairLayout = makeTwoModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity repairShip = f.ships.spawn("repair_ship", QVector2D(0.0f, 0.0f),
false, repairLayout);
const entt::entity healed = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f));
const entt::entity targetB = f.ships.spawn("interceptor", 1, QVector2D(20.0f, 0.0f));
const entt::entity healed = f.ships.spawn("interceptor", QVector2D(10.0f, 0.0f));
const entt::entity targetB = f.ships.spawn("interceptor", QVector2D(20.0f, 0.0f));
f.admin.get<HealthComponent>(healed).hp = f.admin.get<HealthComponent>(healed).maxHp;
const float initHp = f.admin.get<HealthComponent>(targetB).maxHp * 0.5f;
@@ -847,7 +847,7 @@ TEST_CASE("RepairSystem: does not crash when a tool's owner is not a repair ship
Fixture f;
// Bare child entity: RepairToolComponent + ModuleOwnerComponent, owner is a combat ship.
const entt::entity ownerShip = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity ownerShip = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
const entt::entity moduleEntity = f.admin.createModuleEntity();
RepairToolComponent rt;
rt.repairAmountHp = 1.0f;
@@ -868,7 +868,7 @@ TEST_CASE("RepairSystem: repair tool does not repair an HQ", "[behavior]")
{
Fixture f;
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity repairShip = f.ships.spawn("repair_ship", QVector2D(0.0f, 0.0f),
false, repairLayout);
// A damaged, same-faction HQ in repair range — spawned as a station and tagged
@@ -890,7 +890,7 @@ TEST_CASE("RepairSystem: repair tool still repairs a damaged defence station", "
{
Fixture f;
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity repairShip = f.ships.spawn("repair_ship", QVector2D(0.0f, 0.0f),
false, repairLayout);
// A damaged, same-faction defence station (no HQ tag) in repair range.
@@ -914,7 +914,7 @@ TEST_CASE("BehaviorSystem: salvage ship orbits nearest scrap", "[behavior]")
{
Fixture f;
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity ship = f.ships.spawn("salvage_ship", QVector2D(0.0f, 0.0f),
false, salvageLayout);
const QVector2D scrapPos(100.0f, 0.0f);
@@ -937,7 +937,7 @@ TEST_CASE("BehaviorSystem: salvage ship collects scrap on arrival", "[behavior]"
{
Fixture f;
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity ship = f.ships.spawn("salvage_ship", QVector2D(0.0f, 0.0f),
false, salvageLayout);
const entt::entity scrapEntity = f.scraps.spawn(QVector2D(0.0f, 0.0f), 1, 100000);
@@ -967,7 +967,7 @@ TEST_CASE("BehaviorSystem: full-cargo salvage ship moves toward SalvageBay", "[b
REQUIRE(f.buildings.findBuilding(bayId) != nullptr);
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(5.0f, 0.0f),
const entt::entity ship = f.ships.spawn("salvage_ship", QVector2D(5.0f, 0.0f),
false, salvageLayout);
{
REQUIRE(f.admin.isValid(firstSalvageChild(f.admin, ship)));
@@ -1001,7 +1001,7 @@ TEST_CASE("SalvagerSystem: module does not collect scrap beyond its collection r
// collection_range_m_formula = "50"; scrap at distance 55 must not be collected.
Fixture f;
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity ship = f.ships.spawn("salvage_ship", QVector2D(0.0f, 0.0f),
false, salvageLayout);
f.scraps.spawn(QVector2D(55.0f, 0.0f), 1, 100000);
@@ -1016,7 +1016,7 @@ TEST_CASE("SalvagerSystem: module collects scrap within its collection range",
// collection_range_m_formula = "50"; scrap at distance 45 must be collected.
Fixture f;
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity ship = f.ships.spawn("salvage_ship", QVector2D(0.0f, 0.0f),
false, salvageLayout);
f.scraps.spawn(QVector2D(45.0f, 0.0f), 1, 100000);
@@ -1033,7 +1033,7 @@ TEST_CASE("SalvagerSystem: collection sets cooldown on module", "[behavior]")
{
Fixture f;
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity ship = f.ships.spawn("salvage_ship", QVector2D(0.0f, 0.0f),
false, salvageLayout);
f.scraps.spawn(QVector2D(0.0f, 0.0f), 1, 100000);
@@ -1051,7 +1051,7 @@ TEST_CASE("SalvagerSystem: module on cooldown does not collect scrap", "[behavio
{
Fixture f;
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity ship = f.ships.spawn("salvage_ship", QVector2D(0.0f, 0.0f),
false, salvageLayout);
f.scraps.spawn(QVector2D(0.0f, 0.0f), 1, 100000);
@@ -1066,7 +1066,7 @@ TEST_CASE("SalvagerSystem: module collects again after cooldown expires", "[beha
{
Fixture f;
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity ship = f.ships.spawn("salvage_ship", QVector2D(0.0f, 0.0f),
false, salvageLayout);
const entt::entity sc = firstSalvageChild(f.admin, ship);
@@ -1093,7 +1093,7 @@ TEST_CASE("SalvagerSystem: two salvage modules collect independently in same tic
{
Fixture f;
const ShipLayoutConfig salvageLayout = makeTwoModuleLayout("salvager");
const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity ship = f.ships.spawn("salvage_ship", QVector2D(0.0f, 0.0f),
false, salvageLayout);
f.scraps.spawn(QVector2D(0.0f, 0.0f), 1, 100000);
@@ -1110,7 +1110,7 @@ TEST_CASE("SalvagerSystem: second salvage module does not collect when first is
// One module on cooldown, one ready: only the ready module collects.
Fixture f;
const ShipLayoutConfig salvageLayout = makeTwoModuleLayout("salvager");
const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity ship = f.ships.spawn("salvage_ship", QVector2D(0.0f, 0.0f),
false, salvageLayout);
// Put the first salvage child on cooldown.
@@ -1141,7 +1141,7 @@ TEST_CASE("SalvagerSystem: second salvage module does not collect when first is
TEST_CASE("SensorRange: sensorRange is populated from config formula at spawn", "[sensor]")
{
Fixture f;
const entt::entity e = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity e = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
REQUIRE(f.admin.get<SensorRangeComponent>(e).value_tiles == Approx(200.0f));
}
@@ -1152,8 +1152,8 @@ TEST_CASE("SensorRange: sensorRange is populated from config formula at spawn",
TEST_CASE("SensorRange: player combat ship acquires enemy just inside sensor range", "[sensor]")
{
Fixture f;
const entt::entity player = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity enemy = f.ships.spawn("interceptor", 1, QVector2D(190.0f, 0.0f),
const entt::entity player = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
const entt::entity enemy = f.ships.spawn("interceptor", QVector2D(190.0f, 0.0f),
/*isEnemy=*/true);
f.decide();
@@ -1164,8 +1164,8 @@ TEST_CASE("SensorRange: player combat ship acquires enemy just inside sensor ran
TEST_CASE("SensorRange: player combat ship ignores enemy just outside sensor range", "[sensor]")
{
Fixture f;
const entt::entity player = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
f.ships.spawn("interceptor", 1, QVector2D(210.0f, 0.0f), /*isEnemy=*/true);
const entt::entity player = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
f.ships.spawn("interceptor", QVector2D(210.0f, 0.0f), /*isEnemy=*/true);
f.decide();
@@ -1175,8 +1175,8 @@ TEST_CASE("SensorRange: player combat ship ignores enemy just outside sensor ran
TEST_CASE("SensorRange: enemy ship ignores player just outside sensor range", "[sensor]")
{
Fixture f;
f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity enemy = f.ships.spawn("interceptor", 1, QVector2D(210.0f, 0.0f),
f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
const entt::entity enemy = f.ships.spawn("interceptor", QVector2D(210.0f, 0.0f),
/*isEnemy=*/true);
f.decide();
@@ -1194,9 +1194,9 @@ TEST_CASE("SensorRange: repair ship retreats from enemy within sensor range", "[
const QVector2D rallyPoint(-100.0f, 0.0f);
f.ships.setRallyPoint(rallyPoint);
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity repairShip = f.ships.spawn("repair_ship", QVector2D(0.0f, 0.0f),
false, repairLayout);
f.ships.spawn("interceptor", 1, QVector2D(200.0f, 0.0f), /*isEnemy=*/true);
f.ships.spawn("interceptor", QVector2D(200.0f, 0.0f), /*isEnemy=*/true);
f.decide();
@@ -1208,9 +1208,9 @@ TEST_CASE("SensorRange: repair ship does not retreat from enemy beyond sensor ra
{
Fixture f;
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity repairShip = f.ships.spawn("repair_ship", QVector2D(0.0f, 0.0f),
false, repairLayout);
f.ships.spawn("interceptor", 1, QVector2D(300.0f, 0.0f), /*isEnemy=*/true);
f.ships.spawn("interceptor", QVector2D(300.0f, 0.0f), /*isEnemy=*/true);
f.decide();
@@ -1225,9 +1225,9 @@ TEST_CASE("SensorRange: repair ship does not acquire damaged ally beyond sensor
{
Fixture f;
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity repairShip = f.ships.spawn("repair_ship", QVector2D(0.0f, 0.0f),
false, repairLayout);
const entt::entity friendly = f.ships.spawn("interceptor", 1, QVector2D(300.0f, 0.0f));
const entt::entity friendly = f.ships.spawn("interceptor", QVector2D(300.0f, 0.0f));
f.admin.get<HealthComponent>(friendly).hp = f.admin.get<HealthComponent>(friendly).maxHp * 0.5f;
f.decide();
@@ -1243,7 +1243,7 @@ TEST_CASE("SensorRange: salvage ship ignores scrap beyond sensor range", "[senso
{
Fixture f;
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f),
const entt::entity ship = f.ships.spawn("salvage_ship", QVector2D(0.0f, 0.0f),
false, salvageLayout);
f.scraps.spawn(QVector2D(300.0f, 0.0f), 1, 100000);
@@ -1261,8 +1261,8 @@ TEST_CASE("Orbit: combat ship's intent carries the target center and orbit radiu
"[orbit]")
{
Fixture f;
const entt::entity player = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity enemy = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f),
const entt::entity player = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
const entt::entity enemy = f.ships.spawn("interceptor", QVector2D(10.0f, 0.0f),
/*isEnemy=*/true);
f.decide();
@@ -1282,7 +1282,7 @@ TEST_CASE("Orbit: rally ship orbits the rally point at the configured rally radi
Fixture f;
const QVector2D rallyPoint(-50.0f, 0.0f);
f.ships.setRallyPoint(rallyPoint);
const entt::entity player = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity player = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
f.decide();
@@ -1298,8 +1298,8 @@ TEST_CASE("Orbit: combat ship settles near the orbit radius and circles a statio
{
Fixture f;
const QVector2D enemyPos(80.0f, 0.0f);
const entt::entity player = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity enemy = f.ships.spawn("interceptor", 1, enemyPos, /*isEnemy=*/true);
const entt::entity player = f.ships.spawn("interceptor", QVector2D(0.0f, 0.0f));
const entt::entity enemy = f.ships.spawn("interceptor", enemyPos, /*isEnemy=*/true);
const float orbitRadius = f.admin.get<AttackBehavior>(player).orbitRadius_tiles;
REQUIRE(orbitRadius > 0.0f);

View File

@@ -107,8 +107,8 @@ TEST_CASE("CombatSystem: ship fires when cooldown=0 and target in range", "[comb
const ShipDef* combatDef = findCombatShip(f.cfg);
REQUIRE(combatDef != nullptr);
const entt::entity enemy = f.ships.spawn(combatDef->id, 1, QVector2D(5.0f, 5.0f), true);
const entt::entity player = f.ships.spawn(combatDef->id, 1, QVector2D(4.0f, 5.0f), false);
const entt::entity enemy = f.ships.spawn(combatDef->id, QVector2D(5.0f, 5.0f), true);
const entt::entity player = f.ships.spawn(combatDef->id, QVector2D(4.0f, 5.0f), false);
f.wireEnemyTarget(enemy, player);
const float hpBefore = f.admin.get<HealthComponent>(player).hp;
@@ -127,8 +127,8 @@ TEST_CASE("CombatSystem: cooldown prevents firing before it expires", "[combat]"
const ShipDef* combatDef = findCombatShip(f.cfg);
REQUIRE(combatDef != nullptr);
const entt::entity enemy = f.ships.spawn(combatDef->id, 1, QVector2D(5.0f, 5.0f), true);
const entt::entity player = f.ships.spawn(combatDef->id, 1, QVector2D(4.0f, 5.0f), false);
const entt::entity enemy = f.ships.spawn(combatDef->id, QVector2D(5.0f, 5.0f), true);
const entt::entity player = f.ships.spawn(combatDef->id, QVector2D(4.0f, 5.0f), false);
f.wireEnemyTarget(enemy, player);
{
@@ -163,8 +163,8 @@ TEST_CASE("CombatSystem: no fire when target is out of range", "[combat]")
const ShipDef* combatDef = findCombatShip(f.cfg);
REQUIRE(combatDef != nullptr);
const entt::entity enemy = f.ships.spawn(combatDef->id, 1, QVector2D(0.0f, 0.0f), true);
const entt::entity player = f.ships.spawn(combatDef->id, 1, QVector2D(500.0f, 0.0f), false);
const entt::entity enemy = f.ships.spawn(combatDef->id, QVector2D(0.0f, 0.0f), true);
const entt::entity player = f.ships.spawn(combatDef->id, QVector2D(500.0f, 0.0f), false);
f.wireEnemyTarget(enemy, player);
std::vector<BeamFiredEvent> events;
@@ -200,7 +200,7 @@ TEST_CASE("CombatSystem: player station fires at enemy ship in range", "[combat]
REQUIRE(combatDef != nullptr);
const entt::entity enemyShip = sim.ships().spawn(
combatDef->id, 1,
combatDef->id,
QVector2D(stationCenter.x() + 1.0f, stationCenter.y()),
/*isEnemy=*/true);
@@ -238,7 +238,7 @@ TEST_CASE("CombatSystem: enemy station fires at player ship in range", "[combat]
REQUIRE(combatDef != nullptr);
sim.ships().spawn(
combatDef->id, 1,
combatDef->id,
QVector2D(stationCenter.x() - 1.0f, stationCenter.y()),
/*isEnemy=*/false);
@@ -276,7 +276,7 @@ TEST_CASE("CombatSystem: player ship fires at enemy station in range", "[combat]
REQUIRE(combatDef != nullptr);
const entt::entity playerShip = sim.ships().spawn(
combatDef->id, 1,
combatDef->id,
QVector2D(stationCenter.x() - 1.0f, stationCenter.y()),
/*isEnemy=*/false);
@@ -304,8 +304,8 @@ TEST_CASE("CombatSystem: damage not applied before impact tick", "[combat]")
const ShipDef* combatDef = findCombatShip(f.cfg);
REQUIRE(combatDef != nullptr);
const entt::entity enemy = f.ships.spawn(combatDef->id, 1, QVector2D(5.0f, 5.0f), true);
const entt::entity player = f.ships.spawn(combatDef->id, 1, QVector2D(4.0f, 5.0f), false);
const entt::entity enemy = f.ships.spawn(combatDef->id, QVector2D(5.0f, 5.0f), true);
const entt::entity player = f.ships.spawn(combatDef->id, QVector2D(4.0f, 5.0f), false);
f.wireEnemyTarget(enemy, player);
const float hpBefore = f.admin.get<HealthComponent>(player).hp;
@@ -326,8 +326,8 @@ TEST_CASE("CombatSystem: damage applied exactly at impact tick", "[combat]")
const ShipDef* combatDef = findCombatShip(f.cfg);
REQUIRE(combatDef != nullptr);
const entt::entity enemy = f.ships.spawn(combatDef->id, 1, QVector2D(5.0f, 5.0f), true);
const entt::entity player = f.ships.spawn(combatDef->id, 1, QVector2D(4.0f, 5.0f), false);
const entt::entity enemy = f.ships.spawn(combatDef->id, QVector2D(5.0f, 5.0f), true);
const entt::entity player = f.ships.spawn(combatDef->id, QVector2D(4.0f, 5.0f), false);
f.wireEnemyTarget(enemy, player);
const float hpBefore = f.admin.get<HealthComponent>(player).hp;
@@ -345,8 +345,8 @@ TEST_CASE("CombatSystem: damage silently dropped if target already dead", "[comb
const ShipDef* combatDef = findCombatShip(f.cfg);
REQUIRE(combatDef != nullptr);
const entt::entity enemy = f.ships.spawn(combatDef->id, 1, QVector2D(5.0f, 5.0f), true);
const entt::entity player = f.ships.spawn(combatDef->id, 1, QVector2D(4.0f, 5.0f), false);
const entt::entity enemy = f.ships.spawn(combatDef->id, QVector2D(5.0f, 5.0f), true);
const entt::entity player = f.ships.spawn(combatDef->id, QVector2D(4.0f, 5.0f), false);
f.wireEnemyTarget(enemy, player);
std::vector<BeamFiredEvent> events;
@@ -366,8 +366,8 @@ TEST_CASE("CombatSystem: damage still applied if shooter already dead", "[combat
const ShipDef* combatDef = findCombatShip(f.cfg);
REQUIRE(combatDef != nullptr);
const entt::entity enemy = f.ships.spawn(combatDef->id, 1, QVector2D(5.0f, 5.0f), true);
const entt::entity player = f.ships.spawn(combatDef->id, 1, QVector2D(4.0f, 5.0f), false);
const entt::entity enemy = f.ships.spawn(combatDef->id, QVector2D(5.0f, 5.0f), true);
const entt::entity player = f.ships.spawn(combatDef->id, QVector2D(4.0f, 5.0f), false);
f.wireEnemyTarget(enemy, player);
const float hpBefore = f.admin.get<HealthComponent>(player).hp;
@@ -393,7 +393,7 @@ TEST_CASE("CombatSystem: dead ship is removed after tick step 9", "[combat]")
const ShipDef* combatDef = findCombatShip(sim.config());
REQUIRE(combatDef != nullptr);
const entt::entity ship = sim.ships().spawn(combatDef->id, 1,
const entt::entity ship = sim.ships().spawn(combatDef->id,
QVector2D(10.0f, 10.0f));
sim.admin().get<HealthComponent>(ship).hp = -1.0f;
@@ -411,7 +411,7 @@ TEST_CASE("CombatSystem: scrap is spawned on ship death", "[combat]")
// (REQ-RES-SCRAP-DROP): round(threat * scrap_per_threat). The interceptor's
// threat is 59.0 and the test config sets scrap_per_threat = 1.0, so it drops
// round(59.0 * 1.0) = 59 scrap.
const entt::entity ship = sim.ships().spawn("interceptor", 1,
const entt::entity ship = sim.ships().spawn("interceptor",
QVector2D(10.0f, 10.0f));
sim.admin().get<HealthComponent>(ship).hp = -1.0f;

View File

@@ -38,14 +38,13 @@ TEST_CASE("ConfigLoader: loadModules parses modules.toml", "[config][modules]")
CHECK(armor.materials.size() == 1);
CHECK(armor.materials[0].item == "iron_ingot");
CHECK(armor.materials[0].amount == 2);
CHECK(armor.playerProductionLevel == 1);
CHECK(armor.productionTimeSeconds == Approx(3.0));
CHECK(armor.fillColor == "#808080");
CHECK(armor.glyph == "A");
REQUIRE(armor.statModifiers.size() == 1);
CHECK(armor.statModifiers[0].stat == "hp");
CHECK(armor.statModifiers[0].modifierType == "multiplicative");
CHECK(armor.statModifiers[0].formula.evaluate(1.0) == Approx(1.5));
CHECK(armor.statModifiers[0].value == Approx(1.5));
}
TEST_CASE("ConfigLoader: loadModules parses additive modifiers", "[config][modules]")
@@ -58,7 +57,7 @@ TEST_CASE("ConfigLoader: loadModules parses additive modifiers", "[config][modul
REQUIRE(sensor.statModifiers.size() == 1);
CHECK(sensor.statModifiers[0].stat == "sensor_range");
CHECK(sensor.statModifiers[0].modifierType == "additive");
CHECK(sensor.statModifiers[0].formula.evaluate(1.0) == Approx(100.0));
CHECK(sensor.statModifiers[0].value == Approx(100.0));
}
TEST_CASE("ConfigLoader: multiplicative modifier with unit suffix is parsed (weapon_primer)", "[config][modules]")
@@ -70,7 +69,7 @@ TEST_CASE("ConfigLoader: multiplicative modifier with unit suffix is parsed (wea
const ModuleStatModifier* sm = findModifier(*primer, "attack_rate");
REQUIRE(sm != nullptr);
CHECK(sm->modifierType == "multiplicative");
CHECK(sm->formula.evaluate(1.0) == Approx(1.2));
CHECK(sm->value == Approx(1.2));
}
TEST_CASE("ConfigLoader: weapon_stabilizer parses two multiplicative weapon modifiers", "[config][modules]")
@@ -83,12 +82,12 @@ TEST_CASE("ConfigLoader: weapon_stabilizer parses two multiplicative weapon modi
const ModuleStatModifier* rangeMod = findModifier(*stab, "attack_range");
REQUIRE(rangeMod != nullptr);
CHECK(rangeMod->modifierType == "multiplicative");
CHECK(rangeMod->formula.evaluate(1.0) == Approx(1.5));
CHECK(rangeMod->value == Approx(1.5));
const ModuleStatModifier* rateMod = findModifier(*stab, "attack_rate");
REQUIRE(rateMod != nullptr);
CHECK(rateMod->modifierType == "multiplicative");
CHECK(rateMod->formula.evaluate(1.0) == Approx(0.8));
CHECK(rateMod->value == Approx(0.8));
}
TEST_CASE("ConfigLoader: afterburner parses multiplicative speed and additive main_acceleration", "[config][modules]")
@@ -101,12 +100,12 @@ TEST_CASE("ConfigLoader: afterburner parses multiplicative speed and additive ma
const ModuleStatModifier* speedMod = findModifier(*ab, "speed");
REQUIRE(speedMod != nullptr);
CHECK(speedMod->modifierType == "multiplicative");
CHECK(speedMod->formula.evaluate(1.0) == Approx(1.6));
CHECK(speedMod->value == Approx(1.6));
const ModuleStatModifier* accelMod = findModifier(*ab, "main_acceleration");
REQUIRE(accelMod != nullptr);
CHECK(accelMod->modifierType == "additive");
CHECK(accelMod->formula.evaluate(1.0) == Approx(60.0));
CHECK(accelMod->value == Approx(60.0));
}
TEST_CASE("ConfigLoader: maneuvering_thrusters parses multiplicative speed and additive maneuvering_acceleration", "[config][modules]")
@@ -119,12 +118,12 @@ TEST_CASE("ConfigLoader: maneuvering_thrusters parses multiplicative speed and a
const ModuleStatModifier* speedMod = findModifier(*mt, "speed");
REQUIRE(speedMod != nullptr);
CHECK(speedMod->modifierType == "multiplicative");
CHECK(speedMod->formula.evaluate(1.0) == Approx(1.2));
CHECK(speedMod->value == Approx(1.2));
const ModuleStatModifier* accelMod = findModifier(*mt, "maneuvering_acceleration");
REQUIRE(accelMod != nullptr);
CHECK(accelMod->modifierType == "additive");
CHECK(accelMod->formula.evaluate(1.0) == Approx(10.0));
CHECK(accelMod->value == Approx(10.0));
}
TEST_CASE("ConfigLoader: loadShips parses layout field", "[config][ships]")

View File

@@ -300,13 +300,6 @@ TEST_CASE("RecipeSchematic: newlyUnlockedItemNames is sorted, deduplicated, and
{
CHECK(opt.newlyUnlockedItemNames[j - 1] < opt.newlyUnlockedItemNames[j]);
}
// A level-up doesn't change the explicit unlock state, so the
// implicit unlock set - and thus this preview - must be empty.
if (!opt.isNewUnlock)
{
CHECK(opt.newlyUnlockedItemNames.empty());
}
}
SimulationTestAccess::applySchematicChoice(sim, 0);
@@ -361,3 +354,54 @@ TEST_CASE("RecipeSchematic: newlyUnlockedItemNames matches recipes that actually
}
}
// ---------------------------------------------------------------------------
// Owned ship/module schematics leave the drop pool (REQ-DEF-SCHEMATIC-DROP)
// ---------------------------------------------------------------------------
TEST_CASE("SchematicDrop: an owned ship schematic is never offered again",
"[recipe_schematic]")
{
// repair_ship has unlock_at_station_level = 0 in the test config, so it is
// locked at start and becomes eligible once a station set is destroyed.
Simulation sim(loadConfig());
REQUIRE_FALSE(sim.isSchematicUnlocked("repair_ship"));
bool wasUnlocked = false;
for (int i = 0; i < 200; ++i)
{
killEnemyStations(sim);
if (!sim.hasSchematicChoicesPending()) { continue; }
const std::vector<SchematicChoiceOption>& choices =
sim.getPendingSchematicChoices();
// Locate the repair_ship option, if present in this drop.
int repairShipIndex = -1;
for (int j = 0; j < static_cast<int>(choices.size()); ++j)
{
if (choices[j].schematicId == "repair_ship") { repairShipIndex = j; }
}
// Once owned, it must never appear in the pool again.
if (sim.isSchematicUnlocked("repair_ship"))
{
CHECK(repairShipIndex == -1);
}
// Prefer picking repair_ship the first time it shows up so we exercise
// the transition from unowned to owned; otherwise just take choice 0.
int pick = 0;
if (repairShipIndex >= 0 && !sim.isSchematicUnlocked("repair_ship"))
{
pick = repairShipIndex;
wasUnlocked = true;
}
SimulationTestAccess::applySchematicChoice(sim, pick);
}
// Sanity: we actually unlocked it at some point, so the exclusion CHECK above
// was meaningfully exercised.
CHECK(wasUnlocked);
CHECK(sim.isSchematicUnlocked("repair_ship"));
}

View File

@@ -110,11 +110,9 @@ TEST_CASE("Ship spawn: no modules leaves base stats unchanged", "[modules]")
const ShipDef* def = findSchematic(sim.config(), "interceptor");
REQUIRE(def != nullptr);
const double x = static_cast<double>(def->schematic.playerProductionLevel);
const float expectedHp = static_cast<float>(def->health.hpFormula.evaluate(x));
const float expectedHp = static_cast<float>(def->health.hp);
const entt::entity e = sim.ships().spawn("interceptor",
def->schematic.playerProductionLevel,
QVector2D(5.0f, 5.0f), false, std::nullopt);
REQUIRE(sim.admin().isValid(e));
@@ -127,8 +125,7 @@ TEST_CASE("Ship spawn: multiplicative HP module applies correctly", "[modules]")
const ShipDef* def = findSchematic(sim.config(), "interceptor");
REQUIRE(def != nullptr);
const double x = static_cast<double>(def->schematic.playerProductionLevel);
const float baseHp = static_cast<float>(def->health.hpFormula.evaluate(x));
const float baseHp = static_cast<float>(def->health.hp);
ShipLayoutConfig layout;
PlacedModule pm;
@@ -138,7 +135,6 @@ TEST_CASE("Ship spawn: multiplicative HP module applies correctly", "[modules]")
layout.placedModules.push_back(pm);
const entt::entity e = sim.ships().spawn("interceptor",
def->schematic.playerProductionLevel,
QVector2D(5.0f, 5.0f), false, layout);
REQUIRE(sim.admin().isValid(e));
@@ -154,9 +150,8 @@ TEST_CASE("Ship spawn: additive sensor module applies correctly", "[modules]")
const ShipDef* def = findSchematic(sim.config(), "interceptor");
REQUIRE(def != nullptr);
const double x = static_cast<double>(def->schematic.playerProductionLevel);
const float tileSize = static_cast<float>(sim.config().world.tileSize_m);
const float baseRange_tiles = static_cast<float>(def->sensor.sensorRangeFormula.evaluate(x)) / tileSize;
const float baseRange_tiles = static_cast<float>(def->sensor.sensorRange_m) / tileSize;
ShipLayoutConfig layout;
PlacedModule pm;
@@ -166,7 +161,6 @@ TEST_CASE("Ship spawn: additive sensor module applies correctly", "[modules]")
layout.placedModules.push_back(pm);
const entt::entity e = sim.ships().spawn("interceptor",
def->schematic.playerProductionLevel,
QVector2D(5.0f, 5.0f), false, layout);
REQUIRE(sim.admin().isValid(e));
@@ -181,8 +175,7 @@ TEST_CASE("Ship spawn: multiple modules stack correctly", "[modules]")
const ShipDef* def = findSchematic(sim.config(), "interceptor");
REQUIRE(def != nullptr);
const double x = static_cast<double>(def->schematic.playerProductionLevel);
const float baseHp = static_cast<float>(def->health.hpFormula.evaluate(x));
const float baseHp = static_cast<float>(def->health.hp);
ShipLayoutConfig layout;
for (int i = 0; i < 2; ++i)
@@ -195,7 +188,6 @@ TEST_CASE("Ship spawn: multiple modules stack correctly", "[modules]")
}
const entt::entity e = sim.ships().spawn("interceptor",
def->schematic.playerProductionLevel,
QVector2D(5.0f, 5.0f), false, layout);
REQUIRE(sim.admin().isValid(e));
@@ -321,7 +313,6 @@ TEST_CASE("Ship spawn: weapon_primer multiplies attack rate in simulation", "[mo
}
const entt::entity ship = sim.ships().spawn("interceptor",
def->schematic.playerProductionLevel,
QVector2D(5.0f, 5.0f), false, layout);
const entt::entity weapon = findFirstWeaponChild(sim.admin(), ship);
@@ -349,7 +340,6 @@ TEST_CASE("Ship spawn: weapon_stabilizer multiplies attack range in simulation",
}
const entt::entity ship = sim.ships().spawn("interceptor",
def->schematic.playerProductionLevel,
QVector2D(5.0f, 5.0f), false, layout);
const entt::entity weapon = findFirstWeaponChild(sim.admin(), ship);
@@ -364,10 +354,9 @@ TEST_CASE("Ship spawn: afterburner additive main_acceleration is converted m/s²
const ShipDef* def = findSchematic(sim.config(), "interceptor");
REQUIRE(def != nullptr);
const double x = static_cast<double>(def->schematic.playerProductionLevel);
const float tileSize = static_cast<float>(sim.config().world.tileSize_m);
const float tickRate = static_cast<float>(kTickRateHz);
const float base_mpss = static_cast<float>(def->movement.mainAccelerationFormula.evaluate(x));
const float base_mpss = static_cast<float>(def->movement.mainAcceleration_mpss);
ShipLayoutConfig layout;
PlacedModule pm;
@@ -377,7 +366,6 @@ TEST_CASE("Ship spawn: afterburner additive main_acceleration is converted m/s²
layout.placedModules.push_back(pm);
const entt::entity e = sim.ships().spawn("interceptor",
def->schematic.playerProductionLevel,
QVector2D(5.0f, 5.0f), false, layout);
// added_main_acceleration_mpss = 60; same conversion as base: / tileSize / tickRate
@@ -391,10 +379,9 @@ TEST_CASE("Ship spawn: maneuvering_thrusters additive maneuvering_acceleration i
const ShipDef* def = findSchematic(sim.config(), "interceptor");
REQUIRE(def != nullptr);
const double x = static_cast<double>(def->schematic.playerProductionLevel);
const float tileSize = static_cast<float>(sim.config().world.tileSize_m);
const float tickRate = static_cast<float>(kTickRateHz);
const float base_mpss = static_cast<float>(def->movement.maneuveringAccelerationFormula.evaluate(x));
const float base_mpss = static_cast<float>(def->movement.maneuveringAcceleration_mpss);
ShipLayoutConfig layout;
PlacedModule pm;
@@ -404,7 +391,6 @@ TEST_CASE("Ship spawn: maneuvering_thrusters additive maneuvering_acceleration i
layout.placedModules.push_back(pm);
const entt::entity e = sim.ships().spawn("interceptor",
def->schematic.playerProductionLevel,
QVector2D(5.0f, 5.0f), false, layout);
// added_maneuvering_acceleration_mpss = 10; same conversion as base: / tileSize / tickRate
@@ -433,7 +419,7 @@ TEST_CASE("calculateShipStats: weapon_primer multiplies attack rate in stats vie
}
const ShipStats stats = calculateShipStats(cfg, "interceptor",
def->schematic.playerProductionLevel, modules);
modules);
REQUIRE(stats.weapons.has_value());
// base: damage = 2, rate = 2.0 hz; weapon_primer multiplies rate by 1.2 → DPS = 2 * 2.4 = 4.8
@@ -459,7 +445,7 @@ TEST_CASE("calculateShipStats: weapon_stabilizer multiplies attack range in stat
}
const ShipStats stats = calculateShipStats(cfg, "interceptor",
def->schematic.playerProductionLevel, modules);
modules);
REQUIRE(stats.weapons.has_value());
// base range = 50 m / tileSize; weapon_stabilizer multiplier = 1.5
@@ -472,9 +458,8 @@ TEST_CASE("calculateShipStats: afterburner additive main_acceleration is convert
const ShipDef* def = findSchematic(cfg, "interceptor");
REQUIRE(def != nullptr);
const double x = static_cast<double>(def->schematic.playerProductionLevel);
const float tileSize = static_cast<float>(cfg.world.tileSize_m);
const float base_mpss = static_cast<float>(def->movement.mainAccelerationFormula.evaluate(x));
const float base_mpss = static_cast<float>(def->movement.mainAcceleration_mpss);
std::vector<PlacedModule> modules;
PlacedModule pm;
@@ -484,7 +469,7 @@ TEST_CASE("calculateShipStats: afterburner additive main_acceleration is convert
modules.push_back(pm);
const ShipStats stats = calculateShipStats(cfg, "interceptor",
def->schematic.playerProductionLevel, modules);
modules);
// added_main_acceleration_mpss = 60; converted to tiles/s²: / tileSize
const float expected = (base_mpss + 60.0f) / tileSize;
@@ -497,9 +482,8 @@ TEST_CASE("calculateShipStats: maneuvering_thrusters additive maneuvering_accele
const ShipDef* def = findSchematic(cfg, "interceptor");
REQUIRE(def != nullptr);
const double x = static_cast<double>(def->schematic.playerProductionLevel);
const float tileSize = static_cast<float>(cfg.world.tileSize_m);
const float base_mpss = static_cast<float>(def->movement.maneuveringAccelerationFormula.evaluate(x));
const float base_mpss = static_cast<float>(def->movement.maneuveringAcceleration_mpss);
std::vector<PlacedModule> modules;
PlacedModule pm;
@@ -509,7 +493,7 @@ TEST_CASE("calculateShipStats: maneuvering_thrusters additive maneuvering_accele
modules.push_back(pm);
const ShipStats stats = calculateShipStats(cfg, "interceptor",
def->schematic.playerProductionLevel, modules);
modules);
// added_maneuvering_acceleration_mpss = 10; converted to tiles/s²: / tileSize
const float expected = (base_mpss + 10.0f) / tileSize;

View File

@@ -94,7 +94,7 @@ TEST_CASE("ShipSystem: interceptor spawn has weapon child and attack behavior, n
const GameConfig cfg = loadConfig();
ShipSystem ss(cfg, admin);
const entt::entity e = ss.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity e = ss.spawn("interceptor", QVector2D(0.0f, 0.0f));
REQUIRE(admin.isValid(e));
REQUIRE(admin.isValid(firstWeaponChild(admin, e)));
@@ -118,7 +118,7 @@ TEST_CASE("ShipSystem: enemy combat ship has no rally or retreat behavior", "[sh
const GameConfig cfg = loadConfig();
ShipSystem ss(cfg, admin);
const entt::entity e = ss.spawn("interceptor", 1, QVector2D(0.0f, 0.0f), /*isEnemy=*/true);
const entt::entity e = ss.spawn("interceptor", QVector2D(0.0f, 0.0f), /*isEnemy=*/true);
REQUIRE(admin.hasAll<AttackBehavior>(e));
REQUIRE(admin.hasAll<AdvanceBehavior>(e));
@@ -133,7 +133,7 @@ TEST_CASE("ShipSystem: setRetreatEnabled(false) suppresses player retreat behavi
ShipSystem ss(cfg, admin);
ss.setRetreatEnabled(false);
const entt::entity e = ss.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity e = ss.spawn("interceptor", QVector2D(0.0f, 0.0f));
// Other player behaviors are unaffected; only retreat is suppressed.
REQUIRE(admin.hasAll<AttackBehavior>(e));
@@ -147,7 +147,7 @@ TEST_CASE("ShipSystem: interceptor level 1 stats match config formulas", "[ship]
const GameConfig cfg = loadConfig();
ShipSystem ss(cfg, admin);
const entt::entity e = ss.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity e = ss.spawn("interceptor", QVector2D(0.0f, 0.0f));
// hp_formula = "40 + 5*x" at x=1 → 45
REQUIRE(admin.get<HealthComponent>(e).maxHp == Approx(45.0f));
@@ -163,28 +163,28 @@ TEST_CASE("ShipSystem: interceptor level 1 stats match config formulas", "[ship]
REQUIRE(admin.get<WeaponComponent>(wc).cooldownTicks == Approx(0.0f));
}
TEST_CASE("ShipSystem: interceptor level 5 hp matches formula", "[ship]")
TEST_CASE("ShipSystem: interceptor hp matches config value", "[ship]")
{
EntityAdmin admin;
const GameConfig cfg = loadConfig();
ShipSystem ss(cfg, admin);
const entt::entity e = ss.spawn("interceptor", 5, QVector2D(0.0f, 0.0f));
const entt::entity e = ss.spawn("interceptor", QVector2D(0.0f, 0.0f));
// hp_formula = "40 + 5*x" at x=5 → 65
REQUIRE(admin.get<HealthComponent>(e).maxHp == Approx(65.0f));
// interceptor hp = 45 (plain value) in the test config
REQUIRE(admin.get<HealthComponent>(e).maxHp == Approx(45.0f));
}
TEST_CASE("ShipSystem: interceptor level 0 maxSpeed_tpt matches formula / tileSize / kTickRateHz", "[ship]")
TEST_CASE("ShipSystem: interceptor maxSpeed_tpt matches config value / tileSize / kTickRateHz", "[ship]")
{
EntityAdmin admin;
const GameConfig cfg = loadConfig();
ShipSystem ss(cfg, admin);
const entt::entity e = ss.spawn("interceptor", 0, QVector2D(0.0f, 0.0f));
const entt::entity e = ss.spawn("interceptor", QVector2D(0.0f, 0.0f));
// speed_mps_formula = "2000 + 50*x" m/s at x=0 → 2000 m/s; maxSpeed_tpt = 2000/(10*30)
const float expected = 2000.0f / 10.0f / static_cast<float>(kTickRateHz);
// speed_mps = 2050 m/s in the test config; maxSpeed_tpt = 2050/(10*30)
const float expected = 2050.0f / 10.0f / static_cast<float>(kTickRateHz);
REQUIRE(admin.get<DynamicBodyComponent>(e).maxSpeed_tpt == Approx(expected));
}
@@ -200,7 +200,7 @@ TEST_CASE("ShipSystem: salvage_ship spawn with salvage module has cargo child an
ShipSystem ss(cfg, admin);
const ShipLayoutConfig layout = makeSingleModuleLayout("salvager");
const entt::entity e = ss.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f), false, layout);
const entt::entity e = ss.spawn("salvage_ship", QVector2D(0.0f, 0.0f), false, layout);
REQUIRE(admin.isValid(firstSalvageChild(admin, e)));
REQUIRE(admin.hasAll<SalvageScrapBehavior>(e));
@@ -216,7 +216,7 @@ TEST_CASE("ShipSystem: salvage_ship cargo capacity matches config", "[ship]")
ShipSystem ss(cfg, admin);
const ShipLayoutConfig layout = makeSingleModuleLayout("salvager");
const entt::entity e = ss.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f), false, layout);
const entt::entity e = ss.spawn("salvage_ship", QVector2D(0.0f, 0.0f), false, layout);
// salvager: cargo_capacity_formula = "10", collection_range_m_formula = "500" m → 500/10 = 50 tiles
const entt::entity sc = firstSalvageChild(admin, e);
@@ -241,7 +241,7 @@ TEST_CASE("ShipSystem: repair_ship spawn with repair module has repair child and
ShipSystem ss(cfg, admin);
const ShipLayoutConfig layout = makeSingleModuleLayout("repair_tool");
const entt::entity e = ss.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f), false, layout);
const entt::entity e = ss.spawn("repair_ship", QVector2D(0.0f, 0.0f), false, layout);
REQUIRE(admin.isValid(firstRepairChild(admin, e)));
REQUIRE(admin.hasAll<RepairBehavior>(e));
@@ -256,7 +256,7 @@ TEST_CASE("ShipSystem: repair_ship level 1 repair stats match config formulas",
ShipSystem ss(cfg, admin);
const ShipLayoutConfig layout = makeSingleModuleLayout("repair_tool");
const entt::entity e = ss.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f), false, layout);
const entt::entity e = ss.spawn("repair_ship", QVector2D(0.0f, 0.0f), false, layout);
const entt::entity rc = firstRepairChild(admin, e);
REQUIRE(admin.isValid(rc));
@@ -280,9 +280,9 @@ TEST_CASE("ShipSystem: spawned ships are valid entities", "[ship]")
const GameConfig cfg = loadConfig();
ShipSystem ss(cfg, admin);
const entt::entity e1 = ss.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity e1 = ss.spawn("interceptor", QVector2D(0.0f, 0.0f));
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
const entt::entity e2 = ss.spawn("salvage_ship", 1, QVector2D(1.0f, 0.0f), false, salvageLayout);
const entt::entity e2 = ss.spawn("salvage_ship", QVector2D(1.0f, 0.0f), false, salvageLayout);
REQUIRE(admin.isValid(e1));
REQUIRE(admin.isValid(e2));
@@ -295,7 +295,7 @@ TEST_CASE("ShipSystem: despawn removes the ship and its weapon children", "[ship
const GameConfig cfg = loadConfig();
ShipSystem ss(cfg, admin);
const entt::entity e = ss.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity e = ss.spawn("interceptor", QVector2D(0.0f, 0.0f));
const entt::entity wc = firstWeaponChild(admin, e);
REQUIRE(admin.isValid(e));
REQUIRE(admin.isValid(wc));