store ship module layout in shipyard blueprint

This commit is contained in:
2026-06-04 21:38:46 +02:00
parent 42b51cc6f4
commit 3e19e44f24
6 changed files with 252 additions and 18 deletions

View File

@@ -7,6 +7,7 @@
#include "BuildingType.h"
#include "Rotation.h"
#include "ShipLayout.h"
namespace
{
@@ -50,6 +51,20 @@ std::string serialize(const std::vector<Blueprint>& blueprints)
bldTbl.insert("offset_x", static_cast<int64_t>(b.offset.x()));
bldTbl.insert("offset_y", static_cast<int64_t>(b.offset.y()));
bldTbl.insert("recipe_id", b.recipeId);
if (b.shipLayout.has_value())
{
toml::array modArr;
for (const PlacedModule& pm : b.shipLayout->placedModules)
{
toml::table modTbl;
modTbl.insert("type", pm.moduleId);
modTbl.insert("x", static_cast<int64_t>(pm.position.x()));
modTbl.insert("y", static_cast<int64_t>(pm.position.y()));
modTbl.insert("rotation", rotationToString(pm.rotation));
modArr.push_back(std::move(modTbl));
}
bldTbl.insert("modules", std::move(modArr));
}
bldArr.push_back(std::move(bldTbl));
}
@@ -123,6 +138,27 @@ std::vector<Blueprint> deserialize(const std::string& tomlContent)
bb.offset.setX(static_cast<int>((*bldTbl)["offset_x"].value_or(int64_t{0})));
bb.offset.setY(static_cast<int>((*bldTbl)["offset_y"].value_or(int64_t{0})));
bb.recipeId = (*bldTbl)["recipe_id"].value_or(std::string{});
const toml::array* modArr = (*bldTbl)["modules"].as_array();
if (modArr)
{
ShipLayoutConfig layout;
for (std::size_t k = 0; k < modArr->size(); ++k)
{
const toml::table* modTbl = (*modArr)[k].as_table();
if (!modTbl) { continue; }
const std::optional<std::string> modType = (*modTbl)["type"].value<std::string>();
const std::optional<int64_t> x = (*modTbl)["x"].value<int64_t>();
const std::optional<int64_t> y = (*modTbl)["y"].value<int64_t>();
const std::optional<std::string> rotStr = (*modTbl)["rotation"].value<std::string>();
if (!modType || !x || !y || !rotStr) { continue; }
PlacedModule pm;
pm.moduleId = *modType;
pm.position = QPoint(static_cast<int>(*x), static_cast<int>(*y));
pm.rotation = parseRotation(*rotStr);
layout.placedModules.push_back(std::move(pm));
}
bb.shipLayout = std::move(layout);
}
bp.buildings.push_back(std::move(bb));
}
}

View File

@@ -1,5 +1,6 @@
#pragma once
#include <optional>
#include <string>
#include <vector>
@@ -8,6 +9,7 @@
#include "BuildingType.h"
#include "Rotation.h"
#include "ShipLayout.h"
struct BlueprintBuilding
{
@@ -15,6 +17,7 @@ struct BlueprintBuilding
Rotation rotation;
QPoint offset; // tile offset from bounding-box center (floor for even sizes)
std::string recipeId; // empty = none selected
std::optional<ShipLayoutConfig> shipLayout;
};
struct Blueprint

View File

@@ -1,5 +1,6 @@
#include "catch.hpp"
#include <optional>
#include <stdexcept>
#include <vector>
@@ -10,6 +11,7 @@
#include "BlueprintSerializer.h"
#include "BuildingType.h"
#include "Rotation.h"
#include "ShipLayout.h"
namespace
{
@@ -26,13 +28,15 @@ Blueprint makeBlueprintWith(const std::vector<BlueprintBuilding>& buildings,
BlueprintBuilding makeBuilding(BuildingType type,
Rotation rotation,
QPoint offset,
std::string recipeId = "")
std::string recipeId = "",
std::optional<ShipLayoutConfig> shipLayout = std::nullopt)
{
BlueprintBuilding b;
b.type = type;
b.rotation = rotation;
b.offset = offset;
b.recipeId = std::move(recipeId);
b.type = type;
b.rotation = rotation;
b.offset = offset;
b.recipeId = std::move(recipeId);
b.shipLayout = std::move(shipLayout);
return b;
}
@@ -185,3 +189,77 @@ TEST_CASE("BlueprintSerializer: unknown building type throws", "[serializer]")
BlueprintSerializer::deserialize(badToml),
std::runtime_error);
}
// ---------------------------------------------------------------------------
// Ship layout round-trip through TOML serialization
// ---------------------------------------------------------------------------
TEST_CASE("BlueprintSerializer: shipyard with modules round-trips ship layout", "[serializer]")
{
ShipLayoutConfig layout;
PlacedModule pmA;
pmA.moduleId = "laser_cannon";
pmA.position = QPoint(1, 1);
pmA.rotation = Rotation::East;
PlacedModule pmB;
pmB.moduleId = "sensor_booster";
pmB.position = QPoint(0, 1);
pmB.rotation = Rotation::South;
layout.placedModules = { pmA, pmB };
const Blueprint original = makeBlueprintWith(
{ makeBuilding(BuildingType::Shipyard, Rotation::East, QPoint(0, 0),
"interceptor", layout) },
"Gunship");
const std::string toml = BlueprintSerializer::serialize({ original });
const std::vector<Blueprint> loaded = BlueprintSerializer::deserialize(toml);
REQUIRE(loaded.size() == 1);
REQUIRE(loaded[0].buildings.size() == 1);
const BlueprintBuilding& b = loaded[0].buildings[0];
REQUIRE(b.shipLayout.has_value());
REQUIRE(b.shipLayout->placedModules.size() == 2);
REQUIRE(b.shipLayout->placedModules[0].moduleId == "laser_cannon");
REQUIRE(b.shipLayout->placedModules[0].position == QPoint(1, 1));
REQUIRE(b.shipLayout->placedModules[0].rotation == Rotation::East);
REQUIRE(b.shipLayout->placedModules[1].moduleId == "sensor_booster");
REQUIRE(b.shipLayout->placedModules[1].position == QPoint(0, 1));
REQUIRE(b.shipLayout->placedModules[1].rotation == Rotation::South);
}
TEST_CASE("BlueprintSerializer: building without ship layout round-trips with nullopt", "[serializer]")
{
// A shipyard with no shipLayout set — no modules key should be emitted,
// and deserialization must leave shipLayout as nullopt.
const Blueprint original = makeBlueprintWith(
{ makeBuilding(BuildingType::Shipyard, Rotation::East, QPoint(0, 0), "interceptor") },
"EmptyYard");
const std::string toml = BlueprintSerializer::serialize({ original });
const std::vector<Blueprint> loaded = BlueprintSerializer::deserialize(toml);
REQUIRE(loaded.size() == 1);
REQUIRE(loaded[0].buildings.size() == 1);
REQUIRE_FALSE(loaded[0].buildings[0].shipLayout.has_value());
}
TEST_CASE("BlueprintSerializer: shipyard with empty modules list round-trips", "[serializer]")
{
// An explicitly empty layout (player cleared all modules) should round-trip
// as a present but empty ShipLayoutConfig, distinct from nullopt.
ShipLayoutConfig emptyLayout;
const Blueprint original = makeBlueprintWith(
{ makeBuilding(BuildingType::Shipyard, Rotation::East, QPoint(0, 0),
"interceptor", emptyLayout) },
"EmptyLayout");
const std::string toml = BlueprintSerializer::serialize({ original });
const std::vector<Blueprint> loaded = BlueprintSerializer::deserialize(toml);
REQUIRE(loaded.size() == 1);
REQUIRE(loaded[0].buildings.size() == 1);
REQUIRE(loaded[0].buildings[0].shipLayout.has_value());
REQUIRE(loaded[0].buildings[0].shipLayout->placedModules.empty());
}

View File

@@ -14,6 +14,7 @@
#include "ConfigLoader.h"
#include "BuildingId.h"
#include "Rotation.h"
#include "ShipLayout.h"
#include "Simulation.h"
#include "SurfaceMask.h"
#include "Tick.h"
@@ -61,6 +62,7 @@ struct BuildingSpec
BuildingType type;
Rotation rotation;
std::string recipeId; // empty = none
std::optional<ShipLayoutConfig> shipLayout;
};
static Blueprint buildBlueprint(const std::vector<BuildingSpec>& specs)
@@ -83,10 +85,11 @@ static Blueprint buildBlueprint(const std::vector<BuildingSpec>& specs)
for (const BuildingSpec& s : specs)
{
BlueprintBuilding bb;
bb.type = s.type;
bb.rotation = s.rotation;
bb.offset = s.anchor - center;
bb.recipeId = s.recipeId;
bb.type = s.type;
bb.rotation = s.rotation;
bb.offset = s.anchor - center;
bb.recipeId = s.recipeId;
bb.shipLayout = s.shipLayout;
bp.buildings.push_back(bb);
}
return bp;
@@ -665,3 +668,108 @@ TEST_CASE("Blueprint placement: repair_ship schematic is locked at game start",
Simulation sim(loadConfig());
REQUIRE_FALSE(sim.isSchematicUnlocked("repair_ship"));
}
// ---------------------------------------------------------------------------
// Ship layout capture and re-application via blueprints
// ---------------------------------------------------------------------------
TEST_CASE("Blueprint: shipLayout is captured in BlueprintBuilding", "[blueprint]")
{
// sensor_booster has surface_mask ["O"] — fits a single buildable cell.
// The interceptor layout ["XOX","OOO","XOX"] has a buildable cell at (1, 0).
ShipLayoutConfig layout;
PlacedModule pm;
pm.moduleId = "sensor_booster";
pm.position = QPoint(1, 0);
pm.rotation = Rotation::North;
layout.placedModules.push_back(pm);
const BuildingSpec spec{
QPoint(-5, 0), {QPoint(-5, 0)}, BuildingType::Shipyard, Rotation::East,
"interceptor", layout
};
const Blueprint bp = buildBlueprint({ spec });
REQUIRE(bp.buildings.size() == 1);
REQUIRE(bp.buildings[0].shipLayout.has_value());
REQUIRE(bp.buildings[0].shipLayout->placedModules.size() == 1);
REQUIRE(bp.buildings[0].shipLayout->placedModules[0].moduleId == "sensor_booster");
REQUIRE(bp.buildings[0].shipLayout->placedModules[0].position == QPoint(1, 0));
REQUIRE(bp.buildings[0].shipLayout->placedModules[0].rotation == Rotation::North);
}
TEST_CASE("Blueprint: building without layout has nullopt shipLayout", "[blueprint]")
{
const BuildingSpec spec{
QPoint(-5, 0), {QPoint(-5, 0)}, BuildingType::Shipyard, Rotation::East, "interceptor"
};
const Blueprint bp = buildBlueprint({ spec });
REQUIRE(bp.buildings.size() == 1);
REQUIRE_FALSE(bp.buildings[0].shipLayout.has_value());
}
TEST_CASE("Blueprint placement: setShipLayout on construction site stores layout", "[blueprint]")
{
Simulation sim(loadConfig());
// Shipyard surface_mask ["AAAS>","AAAS "] with Rotation::East:
// A-tiles at (-3,0),(-2,0),(-1,0),(-3,1),(-2,1),(-1,1) — all x < 0, valid asteroid tiles.
// S-tile at (0,0) and (0,1) — x >= 0, valid space tiles.
const BuildingId id = sim.tryPlaceBuilding(BuildingType::Shipyard, QPoint(-3, 0), Rotation::East);
REQUIRE(id != kInvalidBuildingId);
ShipLayoutConfig layout;
PlacedModule pm;
pm.moduleId = "laser_cannon";
pm.position = QPoint(1, 1);
pm.rotation = Rotation::East;
layout.placedModules.push_back(pm);
sim.buildings().setShipLayout(id, layout);
const ConstructionSite* site = sim.buildings().findSite(id);
REQUIRE(site != nullptr);
REQUIRE(site->shipLayout.has_value());
REQUIRE(site->shipLayout->placedModules.size() == 1);
REQUIRE(site->shipLayout->placedModules[0].moduleId == "laser_cannon");
}
TEST_CASE("Blueprint placement: ship layout transfers to building after construction completes",
"[blueprint]")
{
Simulation sim(loadConfig());
const BuildingId id = sim.tryPlaceBuilding(BuildingType::Shipyard, QPoint(-3, 0), Rotation::East);
REQUIRE(id != kInvalidBuildingId);
ShipLayoutConfig layout;
PlacedModule pm;
pm.moduleId = "sensor_booster";
pm.position = QPoint(1, 0);
pm.rotation = Rotation::North;
layout.placedModules.push_back(pm);
sim.buildings().setShipLayout(id, layout);
// Shipyard construction_time_seconds = 30 in the test config.
double constructionTime = 0.0;
for (const BuildingDef& def : sim.config().buildings.buildings)
{
if (def.type == BuildingType::Shipyard) { constructionTime = def.constructionTimeSeconds; break; }
}
REQUIRE(constructionTime > 0.0);
for (int i = 0; i <= static_cast<int>(secondsToTicks(constructionTime)); ++i)
{
sim.tick();
}
const Building* b = sim.buildings().findBuilding(id);
REQUIRE(b != nullptr);
REQUIRE(b->shipLayout.has_value());
REQUIRE(b->shipLayout->placedModules.size() == 1);
REQUIRE(b->shipLayout->placedModules[0].moduleId == "sensor_booster");
REQUIRE(b->shipLayout->placedModules[0].position == QPoint(1, 0));
REQUIRE(b->shipLayout->placedModules[0].rotation == Rotation::North);
}

View File

@@ -182,10 +182,11 @@ Blueprint BlueprintPanel::createBlueprintFromSelection() const
for (const Entry& e : entries)
{
BlueprintBuilding bb;
bb.type = e.building->type;
bb.rotation = e.building->rotation;
bb.offset = e.building->anchor - center;
bb.recipeId = e.building->recipeId;
bb.type = e.building->type;
bb.rotation = e.building->rotation;
bb.offset = e.building->anchor - center;
bb.recipeId = e.building->recipeId;
bb.shipLayout = e.building->shipLayout;
bp.buildings.push_back(bb);
}
return bp;

View File

@@ -504,18 +504,26 @@ void GameWorldView::placeBlueprintAtTile(QPoint center)
}
const BuildingId id = m_sim->tryPlaceBuilding(bb.type, anchor, bb.rotation);
if (id == kInvalidBuildingId || bb.recipeId.empty()) { continue; }
if (id == kInvalidBuildingId) { continue; }
if (bb.type == BuildingType::Shipyard)
if (!bb.recipeId.empty())
{
if (m_sim->isSchematicUnlocked(bb.recipeId))
if (bb.type == BuildingType::Shipyard)
{
if (m_sim->isSchematicUnlocked(bb.recipeId))
{
m_sim->buildings().setRecipe(id, bb.recipeId);
}
}
else
{
m_sim->buildings().setRecipe(id, bb.recipeId);
}
}
else
if (bb.shipLayout.has_value())
{
m_sim->buildings().setRecipe(id, bb.recipeId);
m_sim->buildings().setShipLayout(id, *bb.shipLayout);
}
}
}