make ships orbit their targets
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@@ -1,5 +1,6 @@
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#include "catch.hpp"
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#include <cmath>
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#include <random>
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#include <QPoint>
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@@ -25,6 +26,7 @@
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#include "MovementIntentComponent.h"
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#include "MovementIntentSystem.h"
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#include "PositionComponent.h"
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#include "RallyBehavior.h"
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#include "RepairBehavior.h"
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#include "RepairSystem.h"
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#include "RepairToolComponent.h"
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@@ -440,7 +442,7 @@ TEST_CASE("BehaviorSystem: advancing ship falls back to enemy HQ, then off-world
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// RepairBehavior
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// ---------------------------------------------------------------------------
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TEST_CASE("BehaviorSystem: repair ship moves toward damaged friendly ship",
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TEST_CASE("BehaviorSystem: repair ship orbits damaged friendly ship",
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"[behavior]")
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{
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Fixture f;
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@@ -455,7 +457,13 @@ TEST_CASE("BehaviorSystem: repair ship moves toward damaged friendly ship",
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REQUIRE(winnerOf(f.admin, repairShip) == BehaviorKind::Repair);
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REQUIRE(intent(f.admin, repairShip).active);
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REQUIRE(intent(f.admin, repairShip).target.x() == Approx(5.0f));
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// Orbit at orbit_factor * max repair range (REQ-SHP-ORBIT): the movement
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// destination lies exactly the orbit radius from the target's center.
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const float orbitRadius = f.admin.get<RepairBehavior>(repairShip).orbitRadius_tiles;
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REQUIRE(orbitRadius > 0.0f);
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REQUIRE((intent(f.admin, repairShip).target - pos(f.admin, friendly).value).length()
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== Approx(orbitRadius));
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}
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TEST_CASE("BehaviorSystem: repair ship heals damaged ally within repair range",
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@@ -703,7 +711,7 @@ TEST_CASE("RepairSystem: does not crash when a tool's owner is not a repair ship
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// SalvageScrapBehavior / DeliverScrapBehavior
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// ---------------------------------------------------------------------------
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TEST_CASE("BehaviorSystem: salvage ship moves toward nearest scrap", "[behavior]")
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TEST_CASE("BehaviorSystem: salvage ship orbits nearest scrap", "[behavior]")
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{
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Fixture f;
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const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
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@@ -717,7 +725,11 @@ TEST_CASE("BehaviorSystem: salvage ship moves toward nearest scrap", "[behavior]
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REQUIRE(winnerOf(f.admin, ship) == BehaviorKind::SalvageScrap);
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REQUIRE(intent(f.admin, ship).active);
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REQUIRE(intent(f.admin, ship).target.x() == Approx(scrapPos.x()));
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// Orbit at orbit_factor * max collection range (REQ-SHP-ORBIT).
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const float orbitRadius = f.admin.get<SalvageScrapBehavior>(ship).orbitRadius_tiles;
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REQUIRE(orbitRadius > 0.0f);
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REQUIRE((intent(f.admin, ship).target - scrapPos).length() == Approx(orbitRadius));
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}
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TEST_CASE("BehaviorSystem: salvage ship collects scrap on arrival", "[behavior]")
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@@ -1038,3 +1050,76 @@ TEST_CASE("SensorRange: salvage ship ignores scrap beyond sensor range", "[senso
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REQUIRE_FALSE(f.admin.get<SalvageScrapBehavior>(ship).scrapTarget.has_value());
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REQUIRE(intent(f.admin, ship).target.x() > pos(f.admin, ship).value.x());
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}
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// ---------------------------------------------------------------------------
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// Orbit movement (REQ-SHP-ORBIT)
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// ---------------------------------------------------------------------------
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TEST_CASE("Orbit: combat ship aims at a point on the orbit circle around its target",
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"[orbit]")
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{
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Fixture f;
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const entt::entity player = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
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const entt::entity enemy = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f),
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/*isEnemy=*/true);
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f.decide();
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REQUIRE(winnerOf(f.admin, player) == BehaviorKind::Attack);
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const float orbitRadius = f.admin.get<AttackBehavior>(player).orbitRadius_tiles;
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REQUIRE(orbitRadius > 0.0f);
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// The movement destination lies exactly the orbit radius from the enemy center.
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REQUIRE((intent(f.admin, player).target - pos(f.admin, enemy).value).length()
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== Approx(orbitRadius));
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}
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TEST_CASE("Orbit: rally ship orbits the rally point at the configured rally radius",
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"[orbit]")
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{
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Fixture f;
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const QVector2D rallyPoint(-50.0f, 0.0f);
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f.ships.setRallyPoint(rallyPoint);
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const entt::entity player = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
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f.decide();
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REQUIRE(winnerOf(f.admin, player) == BehaviorKind::Rally);
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const float orbitRadius = f.admin.get<RallyBehavior>(player).orbitRadius_tiles;
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REQUIRE(orbitRadius == Approx(static_cast<float>(f.cfg.world.rallyOrbitRadius_tiles)));
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REQUIRE((intent(f.admin, player).target - rallyPoint).length() == Approx(orbitRadius));
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}
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TEST_CASE("Orbit: combat ship settles near the orbit radius and circles a stationary target",
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"[orbit]")
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{
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Fixture f;
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const QVector2D enemyPos(80.0f, 0.0f);
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const entt::entity player = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
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const entt::entity enemy = f.ships.spawn("interceptor", 1, enemyPos, /*isEnemy=*/true);
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const float orbitRadius = f.admin.get<AttackBehavior>(player).orbitRadius_tiles;
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REQUIRE(orbitRadius > 0.0f);
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REQUIRE(orbitRadius < enemyPos.x()); // ship must close in to reach the orbit
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// Run many full ticks, pinning the enemy in place so it is a stationary target.
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float angleBefore = 0.0f;
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for (int i = 0; i < 1200; ++i)
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{
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f.admin.get<PositionComponent>(enemy).value = enemyPos; // keep target fixed
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f.admin.get<DynamicBodyComponent>(enemy).velocity_tpt = QVector2D(0.0f, 0.0f);
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if (i == 800)
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{
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angleBefore = std::atan2(pos(f.admin, player).value.y() - enemyPos.y(),
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pos(f.admin, player).value.x() - enemyPos.x());
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}
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f.runBehaviorTick();
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}
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const float angleAfter = std::atan2(pos(f.admin, player).value.y() - enemyPos.y(),
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pos(f.admin, player).value.x() - enemyPos.x());
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// Settled close to the orbit radius (chasing a moving lead point oscillates a bit).
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const float dist = (pos(f.admin, player).value - enemyPos).length();
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REQUIRE(dist == Approx(orbitRadius).margin(0.35f * orbitRadius));
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// The ship is circling: its angular position around the target has moved.
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REQUIRE(std::abs(angleAfter - angleBefore) > 0.05f);
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}
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@@ -76,6 +76,8 @@ TEST_CASE("ConfigLoader loads the committed bin/config/ configs end-to-end", "[c
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REQUIRE(cfg.world.regions.enemyBufferWidth_tiles == 15);
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REQUIRE(cfg.world.expansion.columnsPerExpansion_tiles == 10);
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REQUIRE(cfg.world.push.bossAdvanceSeconds == Approx(60.0));
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REQUIRE(cfg.world.orbitFactor == Approx(0.8));
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REQUIRE(cfg.world.rallyOrbitRadius_tiles == Approx(5.0));
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// Spot-check that a config-derived formula computes as expected.
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// threat_rate_formula = "x": evaluates to the input value.
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@@ -163,6 +165,8 @@ belt_speed_mps = 20
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starting_building_blocks = 100
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tunnel_max_distance_tiles = 10
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departure_interval_seconds = 20
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orbit_factor = 0.8
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rally_orbit_radius_tiles = 5.0
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[regions]
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asteroid_width_tiles = 40
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@@ -211,6 +215,8 @@ belt_speed_mps = 20
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starting_building_blocks = 100
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tunnel_max_distance_tiles = 10
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departure_interval_seconds = 20
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orbit_factor = 0.8
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rally_orbit_radius_tiles = 5.0
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[regions]
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asteroid_width_tiles = 40
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