store ship module layout in shipyard blueprint
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@@ -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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