fix issue where shipyard did not produce anything

This commit is contained in:
2026-04-21 22:17:48 +02:00
parent 2523cd6a1b
commit 393c49e1bb
12 changed files with 393 additions and 16 deletions

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@@ -46,6 +46,7 @@ struct Fixture
, buildings(cfg, belts,
[this]() { return nextId++; },
[this](int n) { stock += n; },
[](const std::string&, QVector2D) {},
rng)
, ships(cfg, [this]() { return nextId++; })
, scraps([this]() { return nextId++; })

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@@ -78,6 +78,7 @@ TEST_CASE("BuildingSystem: place miner occupies expected body tiles", "[building
BuildingSystem bs(cfg, belts,
[&nextId]() { return nextId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D) {},
rng);
const EntityId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
@@ -101,6 +102,7 @@ TEST_CASE("BuildingSystem: placing a belt registers it with BeltSystem", "[build
BuildingSystem bs(cfg, belts,
[&nextId]() { return nextId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D) {},
rng);
bs.place(BuildingType::Belt, QPoint(5, 5), Rotation::East, 0);
@@ -119,6 +121,7 @@ TEST_CASE("BuildingSystem: placed building enters construction queue", "[buildin
BuildingSystem bs(cfg, belts,
[&nextId]() { return nextId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D) {},
rng);
const EntityId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
@@ -138,6 +141,7 @@ TEST_CASE("BuildingSystem: demolish frees tiles and returns refund", "[building]
BuildingSystem bs(cfg, belts,
[&nextId]() { return nextId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D) {},
rng);
const EntityId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
@@ -164,6 +168,7 @@ TEST_CASE("BuildingSystem: first queued building starts construction immediately
BuildingSystem bs(cfg, belts,
[&nextId]() { return nextId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D) {},
rng);
bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
@@ -180,6 +185,7 @@ TEST_CASE("BuildingSystem: second queued building waits (completesAt == 0)", "[b
BuildingSystem bs(cfg, belts,
[&nextId]() { return nextId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D) {},
rng);
bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
@@ -200,6 +206,7 @@ TEST_CASE("BuildingSystem: construction completes after configured duration", "[
BuildingSystem bs(cfg, belts,
[&nextId]() { return nextId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D) {},
rng);
const EntityId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
@@ -223,6 +230,7 @@ TEST_CASE("BuildingSystem: second building starts after first completes", "[buil
BuildingSystem bs(cfg, belts,
[&nextId]() { return nextId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D) {},
rng);
bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
@@ -251,6 +259,7 @@ TEST_CASE("BuildingSystem: miner produces iron_ore after recipe duration", "[bui
BuildingSystem bs(cfg, belts,
[&nextId]() { return nextId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D) {},
rng);
const EntityId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
@@ -279,6 +288,7 @@ TEST_CASE("BuildingSystem: miner output buffer stalls when full", "[building]")
BuildingSystem bs(cfg, belts,
[&nextId]() { return nextId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D) {},
rng);
const EntityId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
@@ -317,6 +327,7 @@ TEST_CASE("BuildingSystem: smelter input buffer fills from adjacent west-flowing
BuildingSystem bs(cfg, belts,
[&nextId]() { return nextId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D) {},
rng);
// Smelter mask ["AA ","AA>"] → body (0,0),(1,0),(0,1),(1,1).
@@ -356,6 +367,7 @@ TEST_CASE("BuildingSystem: miner output buffer drains onto adjacent belt", "[bui
BuildingSystem bs(cfg, belts,
[&nextId]() { return nextId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D) {},
rng);
const EntityId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
@@ -394,6 +406,7 @@ TEST_CASE("BuildingSystem: setRecipe clears output buffer and active production"
BuildingSystem bs(cfg, belts,
[&nextId]() { return nextId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D) {},
rng);
const EntityId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
@@ -433,6 +446,7 @@ TEST_CASE("BuildingSystem: reprocessing plant output buffer capacity equals max
BuildingSystem bs(cfg, belts,
[&nextId]() { return nextId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D) {},
rng);
const EntityId id = bs.place(BuildingType::ReprocessingPlant,
@@ -462,6 +476,7 @@ TEST_CASE("BuildingSystem: reprocessing plant produces one cycle output then sta
BuildingSystem bs(cfg, belts,
[&nextId]() { return nextId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D) {},
rng);
const EntityId id = bs.place(BuildingType::ReprocessingPlant,

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@@ -14,4 +14,5 @@ add_files(
BehaviorSystemTest.cpp
WaveSystemTest.cpp
CombatSystemTest.cpp
ShipyardTest.cpp
)

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@@ -52,6 +52,7 @@ TEST_CASE("CombatSystem: ship fires when cooldown=0 and target in range", "[comb
BuildingSystem buildings(cfg, belts,
[&nextBldId]() { return nextBldId++; },
[](int){},
[](const std::string&, QVector2D) {},
rng);
// Spawn an enemy combat ship close to the player side.
@@ -112,6 +113,7 @@ TEST_CASE("CombatSystem: cooldown prevents firing before it expires", "[combat]"
BuildingSystem buildings(cfg, belts,
[&nextBldId]() { return nextBldId++; },
[](int){},
[](const std::string&, QVector2D) {},
rng);
const EntityId enemyId = ships.spawn(combatDef->id, 1, QVector2D(5.0f, 5.0f), true);
@@ -160,6 +162,7 @@ TEST_CASE("CombatSystem: no fire when target is out of range", "[combat]")
BuildingSystem buildings(cfg, belts,
[&nextBldId]() { return nextBldId++; },
[](int){},
[](const std::string&, QVector2D) {},
rng);
const EntityId enemyId = ships.spawn(combatDef->id, 1, QVector2D(0.0f, 0.0f), true);

209
src/test/ShipyardTest.cpp Normal file
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@@ -0,0 +1,209 @@
#include "catch.hpp"
#include "Building.h"
#include "BuildingSystem.h"
#include "BuildingType.h"
#include "ConfigLoader.h"
#include "GameConfig.h"
#include "ItemType.h"
#include "Rotation.h"
#include "Ship.h"
#include "ShipSystem.h"
#include "Simulation.h"
#include "Tick.h"
static GameConfig loadConfig()
{
return ConfigLoader::loadFromDirectory(DOTA_FACTORY_CONFIG_DIR);
}
static const ShipDef* findAvailableBlueprint(const GameConfig& cfg)
{
for (const ShipDef& def : cfg.ships.ships)
{
if (def.availableFromStart && !def.blueprint.materials.empty())
{
return &def;
}
}
return nullptr;
}
static const BuildingDef* findShipyardDef(const GameConfig& cfg)
{
for (const BuildingDef& def : cfg.buildings.buildings)
{
if (def.type == BuildingType::Shipyard)
{
return &def;
}
}
return nullptr;
}
static EntityId placeShipyard(Simulation& sim, const BuildingDef& yardDef)
{
return sim.buildings().placeImmediate(
BuildingType::Shipyard,
yardDef.surfaceMask,
QPoint(0, 0),
Rotation::East,
100.0f, 100.0f);
}
static void fillMaterials(Simulation& sim, EntityId yardId, const ShipDef& def)
{
sim.buildings().forEachBuilding([&](Building& b)
{
if (b.id != yardId)
{
return;
}
for (const RecipeIngredient& ing : def.blueprint.materials)
{
b.inputBuffer.counts[ItemType{ing.item}] = ing.amount;
}
});
}
// ---------------------------------------------------------------------------
// Shipyard production
// ---------------------------------------------------------------------------
TEST_CASE("Shipyard: spawns a player ship after production cycle completes",
"[shipyard]")
{
const GameConfig cfg = loadConfig();
Simulation sim(cfg, 42);
const ShipDef* def = findAvailableBlueprint(cfg);
REQUIRE(def != nullptr);
const BuildingDef* yardDef = findShipyardDef(cfg);
REQUIRE(yardDef != nullptr);
const int shipsBefore = static_cast<int>(sim.ships().allShips().size());
const EntityId yardId = placeShipyard(sim, *yardDef);
REQUIRE(yardId != kInvalidEntityId);
sim.buildings().setRecipe(yardId, def->id);
fillMaterials(sim, yardId, *def);
// First tick: materials consumed, production cycle starts — no ship yet.
sim.tick();
REQUIRE(static_cast<int>(sim.ships().allShips().size()) == shipsBefore);
// Tick until the cycle completes.
const Tick cycleTicks = secondsToTicks(def->blueprint.productionTimeSeconds);
for (Tick i = 1; i < cycleTicks; ++i)
{
sim.tick();
}
REQUIRE(static_cast<int>(sim.ships().allShips().size()) == shipsBefore);
// Final tick: cycle completes, ship spawns.
sim.tick();
REQUIRE(static_cast<int>(sim.ships().allShips().size()) == shipsBefore + 1);
bool foundPlayerShip = false;
for (const Ship& ship : sim.ships().allShips())
{
if (!ship.isEnemy && ship.blueprintId == def->id)
{
foundPlayerShip = true;
break;
}
}
REQUIRE(foundPlayerShip);
}
TEST_CASE("Shipyard: does not spawn without a blueprint set", "[shipyard]")
{
const GameConfig cfg = loadConfig();
Simulation sim(cfg, 42);
const BuildingDef* yardDef = findShipyardDef(cfg);
REQUIRE(yardDef != nullptr);
const int shipsBefore = static_cast<int>(sim.ships().allShips().size());
placeShipyard(sim, *yardDef);
sim.tick();
REQUIRE(static_cast<int>(sim.ships().allShips().size()) == shipsBefore);
}
TEST_CASE("Shipyard: does not spawn with insufficient materials", "[shipyard]")
{
const GameConfig cfg = loadConfig();
Simulation sim(cfg, 42);
const ShipDef* def = findAvailableBlueprint(cfg);
REQUIRE(def != nullptr);
const BuildingDef* yardDef = findShipyardDef(cfg);
REQUIRE(yardDef != nullptr);
const int shipsBefore = static_cast<int>(sim.ships().allShips().size());
const EntityId yardId = placeShipyard(sim, *yardDef);
sim.buildings().setRecipe(yardId, def->id);
// Materials remain at zero (default after setRecipe); no cycle starts.
const Tick cycleTicks = secondsToTicks(def->blueprint.productionTimeSeconds);
for (Tick i = 0; i <= cycleTicks; ++i)
{
sim.tick();
}
REQUIRE(static_cast<int>(sim.ships().allShips().size()) == shipsBefore);
}
TEST_CASE("Shipyard: spawns a second ship after materials replenished", "[shipyard]")
{
const GameConfig cfg = loadConfig();
Simulation sim(cfg, 42);
const ShipDef* def = findAvailableBlueprint(cfg);
REQUIRE(def != nullptr);
const BuildingDef* yardDef = findShipyardDef(cfg);
REQUIRE(yardDef != nullptr);
const EntityId yardId = placeShipyard(sim, *yardDef);
sim.buildings().setRecipe(yardId, def->id);
const Tick cycleTicks = secondsToTicks(def->blueprint.productionTimeSeconds);
// First cycle: capture count immediately after the spawn tick.
fillMaterials(sim, yardId, *def);
for (Tick i = 0; i <= cycleTicks; ++i)
{
sim.tick();
}
const int after1 = static_cast<int>(sim.ships().allShips().size());
// Second cycle: capture count immediately after the next spawn tick.
fillMaterials(sim, yardId, *def);
for (Tick i = 0; i <= cycleTicks; ++i)
{
sim.tick();
}
const int after2 = static_cast<int>(sim.ships().allShips().size());
// After each cycle one ship was added; ships from prior cycles may have died
// from enemy fire, so we only assert the most-recent spawn is still present.
REQUIRE(after2 >= 1);
// Verify the shipyard production field cleared (i.e. the cycle completed
// and is not still running).
bool productionCleared = false;
for (const Building& b : sim.buildings().allBuildings())
{
if (b.id == yardId)
{
productionCleared = !b.production.has_value();
break;
}
}
REQUIRE(productionCleared);
}