store ship module layout in shipyard blueprint
This commit is contained in:
@@ -1,5 +1,6 @@
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#include "catch.hpp"
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#include <optional>
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#include <stdexcept>
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#include <vector>
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@@ -10,6 +11,7 @@
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#include "BlueprintSerializer.h"
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#include "BuildingType.h"
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#include "Rotation.h"
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#include "ShipLayout.h"
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namespace
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{
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@@ -26,13 +28,15 @@ Blueprint makeBlueprintWith(const std::vector<BlueprintBuilding>& buildings,
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BlueprintBuilding makeBuilding(BuildingType type,
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Rotation rotation,
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QPoint offset,
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std::string recipeId = "")
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std::string recipeId = "",
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std::optional<ShipLayoutConfig> shipLayout = std::nullopt)
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{
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BlueprintBuilding b;
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b.type = type;
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b.rotation = rotation;
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b.offset = offset;
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b.recipeId = std::move(recipeId);
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b.type = type;
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b.rotation = rotation;
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b.offset = offset;
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b.recipeId = std::move(recipeId);
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b.shipLayout = std::move(shipLayout);
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return b;
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}
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@@ -185,3 +189,77 @@ TEST_CASE("BlueprintSerializer: unknown building type throws", "[serializer]")
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BlueprintSerializer::deserialize(badToml),
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std::runtime_error);
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}
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// ---------------------------------------------------------------------------
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// Ship layout round-trip through TOML serialization
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// ---------------------------------------------------------------------------
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TEST_CASE("BlueprintSerializer: shipyard with modules round-trips ship layout", "[serializer]")
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{
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ShipLayoutConfig layout;
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PlacedModule pmA;
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pmA.moduleId = "laser_cannon";
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pmA.position = QPoint(1, 1);
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pmA.rotation = Rotation::East;
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PlacedModule pmB;
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pmB.moduleId = "sensor_booster";
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pmB.position = QPoint(0, 1);
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pmB.rotation = Rotation::South;
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layout.placedModules = { pmA, pmB };
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const Blueprint original = makeBlueprintWith(
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{ makeBuilding(BuildingType::Shipyard, Rotation::East, QPoint(0, 0),
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"interceptor", layout) },
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"Gunship");
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const std::string toml = BlueprintSerializer::serialize({ original });
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const std::vector<Blueprint> loaded = BlueprintSerializer::deserialize(toml);
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REQUIRE(loaded.size() == 1);
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REQUIRE(loaded[0].buildings.size() == 1);
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const BlueprintBuilding& b = loaded[0].buildings[0];
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REQUIRE(b.shipLayout.has_value());
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REQUIRE(b.shipLayout->placedModules.size() == 2);
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REQUIRE(b.shipLayout->placedModules[0].moduleId == "laser_cannon");
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REQUIRE(b.shipLayout->placedModules[0].position == QPoint(1, 1));
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REQUIRE(b.shipLayout->placedModules[0].rotation == Rotation::East);
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REQUIRE(b.shipLayout->placedModules[1].moduleId == "sensor_booster");
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REQUIRE(b.shipLayout->placedModules[1].position == QPoint(0, 1));
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REQUIRE(b.shipLayout->placedModules[1].rotation == Rotation::South);
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}
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TEST_CASE("BlueprintSerializer: building without ship layout round-trips with nullopt", "[serializer]")
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{
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// A shipyard with no shipLayout set — no modules key should be emitted,
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// and deserialization must leave shipLayout as nullopt.
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const Blueprint original = makeBlueprintWith(
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{ makeBuilding(BuildingType::Shipyard, Rotation::East, QPoint(0, 0), "interceptor") },
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"EmptyYard");
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const std::string toml = BlueprintSerializer::serialize({ original });
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const std::vector<Blueprint> loaded = BlueprintSerializer::deserialize(toml);
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REQUIRE(loaded.size() == 1);
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REQUIRE(loaded[0].buildings.size() == 1);
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REQUIRE_FALSE(loaded[0].buildings[0].shipLayout.has_value());
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}
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TEST_CASE("BlueprintSerializer: shipyard with empty modules list round-trips", "[serializer]")
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{
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// An explicitly empty layout (player cleared all modules) should round-trip
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// as a present but empty ShipLayoutConfig, distinct from nullopt.
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ShipLayoutConfig emptyLayout;
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const Blueprint original = makeBlueprintWith(
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{ makeBuilding(BuildingType::Shipyard, Rotation::East, QPoint(0, 0),
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"interceptor", emptyLayout) },
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"EmptyLayout");
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const std::string toml = BlueprintSerializer::serialize({ original });
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const std::vector<Blueprint> loaded = BlueprintSerializer::deserialize(toml);
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REQUIRE(loaded.size() == 1);
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REQUIRE(loaded[0].buildings.size() == 1);
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REQUIRE(loaded[0].buildings[0].shipLayout.has_value());
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REQUIRE(loaded[0].buildings[0].shipLayout->placedModules.empty());
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}
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@@ -14,6 +14,7 @@
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#include "ConfigLoader.h"
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#include "BuildingId.h"
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#include "Rotation.h"
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#include "ShipLayout.h"
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#include "Simulation.h"
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#include "SurfaceMask.h"
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#include "Tick.h"
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@@ -61,6 +62,7 @@ struct BuildingSpec
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BuildingType type;
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Rotation rotation;
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std::string recipeId; // empty = none
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std::optional<ShipLayoutConfig> shipLayout;
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};
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static Blueprint buildBlueprint(const std::vector<BuildingSpec>& specs)
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@@ -83,10 +85,11 @@ static Blueprint buildBlueprint(const std::vector<BuildingSpec>& specs)
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for (const BuildingSpec& s : specs)
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{
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BlueprintBuilding bb;
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bb.type = s.type;
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bb.rotation = s.rotation;
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bb.offset = s.anchor - center;
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bb.recipeId = s.recipeId;
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bb.type = s.type;
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bb.rotation = s.rotation;
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bb.offset = s.anchor - center;
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bb.recipeId = s.recipeId;
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bb.shipLayout = s.shipLayout;
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bp.buildings.push_back(bb);
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}
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return bp;
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@@ -665,3 +668,108 @@ TEST_CASE("Blueprint placement: repair_ship schematic is locked at game start",
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Simulation sim(loadConfig());
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REQUIRE_FALSE(sim.isSchematicUnlocked("repair_ship"));
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}
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// ---------------------------------------------------------------------------
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// Ship layout capture and re-application via blueprints
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// ---------------------------------------------------------------------------
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TEST_CASE("Blueprint: shipLayout is captured in BlueprintBuilding", "[blueprint]")
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{
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// sensor_booster has surface_mask ["O"] — fits a single buildable cell.
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// The interceptor layout ["XOX","OOO","XOX"] has a buildable cell at (1, 0).
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ShipLayoutConfig layout;
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PlacedModule pm;
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pm.moduleId = "sensor_booster";
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pm.position = QPoint(1, 0);
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pm.rotation = Rotation::North;
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layout.placedModules.push_back(pm);
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const BuildingSpec spec{
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QPoint(-5, 0), {QPoint(-5, 0)}, BuildingType::Shipyard, Rotation::East,
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"interceptor", layout
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};
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const Blueprint bp = buildBlueprint({ spec });
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REQUIRE(bp.buildings.size() == 1);
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REQUIRE(bp.buildings[0].shipLayout.has_value());
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REQUIRE(bp.buildings[0].shipLayout->placedModules.size() == 1);
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REQUIRE(bp.buildings[0].shipLayout->placedModules[0].moduleId == "sensor_booster");
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REQUIRE(bp.buildings[0].shipLayout->placedModules[0].position == QPoint(1, 0));
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REQUIRE(bp.buildings[0].shipLayout->placedModules[0].rotation == Rotation::North);
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}
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TEST_CASE("Blueprint: building without layout has nullopt shipLayout", "[blueprint]")
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{
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const BuildingSpec spec{
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QPoint(-5, 0), {QPoint(-5, 0)}, BuildingType::Shipyard, Rotation::East, "interceptor"
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};
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const Blueprint bp = buildBlueprint({ spec });
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REQUIRE(bp.buildings.size() == 1);
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REQUIRE_FALSE(bp.buildings[0].shipLayout.has_value());
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}
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TEST_CASE("Blueprint placement: setShipLayout on construction site stores layout", "[blueprint]")
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{
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Simulation sim(loadConfig());
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// Shipyard surface_mask ["AAAS>","AAAS "] with Rotation::East:
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// A-tiles at (-3,0),(-2,0),(-1,0),(-3,1),(-2,1),(-1,1) — all x < 0, valid asteroid tiles.
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// S-tile at (0,0) and (0,1) — x >= 0, valid space tiles.
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const BuildingId id = sim.tryPlaceBuilding(BuildingType::Shipyard, QPoint(-3, 0), Rotation::East);
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REQUIRE(id != kInvalidBuildingId);
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ShipLayoutConfig layout;
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PlacedModule pm;
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pm.moduleId = "laser_cannon";
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pm.position = QPoint(1, 1);
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pm.rotation = Rotation::East;
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layout.placedModules.push_back(pm);
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sim.buildings().setShipLayout(id, layout);
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const ConstructionSite* site = sim.buildings().findSite(id);
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REQUIRE(site != nullptr);
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REQUIRE(site->shipLayout.has_value());
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REQUIRE(site->shipLayout->placedModules.size() == 1);
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REQUIRE(site->shipLayout->placedModules[0].moduleId == "laser_cannon");
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}
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TEST_CASE("Blueprint placement: ship layout transfers to building after construction completes",
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"[blueprint]")
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{
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Simulation sim(loadConfig());
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const BuildingId id = sim.tryPlaceBuilding(BuildingType::Shipyard, QPoint(-3, 0), Rotation::East);
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REQUIRE(id != kInvalidBuildingId);
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ShipLayoutConfig layout;
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PlacedModule pm;
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pm.moduleId = "sensor_booster";
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pm.position = QPoint(1, 0);
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pm.rotation = Rotation::North;
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layout.placedModules.push_back(pm);
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sim.buildings().setShipLayout(id, layout);
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// Shipyard construction_time_seconds = 30 in the test config.
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double constructionTime = 0.0;
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for (const BuildingDef& def : sim.config().buildings.buildings)
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{
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if (def.type == BuildingType::Shipyard) { constructionTime = def.constructionTimeSeconds; break; }
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}
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REQUIRE(constructionTime > 0.0);
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for (int i = 0; i <= static_cast<int>(secondsToTicks(constructionTime)); ++i)
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{
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sim.tick();
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}
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const Building* b = sim.buildings().findBuilding(id);
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REQUIRE(b != nullptr);
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REQUIRE(b->shipLayout.has_value());
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REQUIRE(b->shipLayout->placedModules.size() == 1);
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REQUIRE(b->shipLayout->placedModules[0].moduleId == "sensor_booster");
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REQUIRE(b->shipLayout->placedModules[0].position == QPoint(1, 0));
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REQUIRE(b->shipLayout->placedModules[0].rotation == Rotation::North);
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}
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