remove unnecessary modules for first playtest
This commit is contained in:
@@ -363,7 +363,7 @@ TEST_CASE("BehaviorSystem: repair ship writes intent toward damaged friendly shi
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"[behavior]")
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{
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Fixture f;
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const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool_module");
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const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
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const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
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false, repairLayout);
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const entt::entity friendly = f.ships.spawn("interceptor", 1, QVector2D(5.0f, 0.0f));
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@@ -381,7 +381,7 @@ TEST_CASE("BehaviorSystem: repair ship heals damaged ally within repair range",
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"[behavior]")
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{
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Fixture f;
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const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool_module");
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const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
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const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
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false, repairLayout);
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const entt::entity friendly = f.ships.spawn("interceptor", 1, QVector2D(1.0f, 0.0f));
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@@ -399,7 +399,7 @@ TEST_CASE("BehaviorSystem: repair ship heals damaged ally within repair range",
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TEST_CASE("BehaviorSystem: repair ship does not heal above maxHp", "[behavior]")
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{
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Fixture f;
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const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool_module");
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const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
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f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f), false, repairLayout);
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const entt::entity friendly = f.ships.spawn("interceptor", 1, QVector2D(1.0f, 0.0f));
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@@ -425,7 +425,7 @@ TEST_CASE("BehaviorSystem: rt.currentTarget is set to preferred target when in r
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"[behavior]")
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{
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Fixture f;
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const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool_module");
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const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
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const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
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false, repairLayout);
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const entt::entity friendly = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f));
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@@ -447,7 +447,7 @@ TEST_CASE("BehaviorSystem: repair module falls back to in-range target when pref
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"[behavior]")
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{
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Fixture f;
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const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool_module");
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const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
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const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
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false, repairLayout);
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// preferred: within sensor range (200) but beyond repair range (80)
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@@ -476,7 +476,7 @@ TEST_CASE("BehaviorSystem: repair module falls back when preferred target is ful
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"[behavior]")
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{
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Fixture f;
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const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool_module");
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const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
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const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
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false, repairLayout);
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const entt::entity preferred = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f));
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@@ -500,7 +500,7 @@ TEST_CASE("BehaviorSystem: repair module falls back when preferred target is des
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"[behavior]")
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{
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Fixture f;
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const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool_module");
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const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
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const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
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false, repairLayout);
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const entt::entity preferred = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f));
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@@ -523,7 +523,7 @@ TEST_CASE("BehaviorSystem: rt.currentTarget is cleared when no repairable target
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"[behavior]")
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{
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Fixture f;
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const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool_module");
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const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
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const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
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false, repairLayout);
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// friendly is beyond repair range (80) but within sensor range (200)
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@@ -545,7 +545,7 @@ TEST_CASE("BehaviorSystem: two repair modules both heal preferred target additiv
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"[behavior]")
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{
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Fixture f;
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const ShipLayoutConfig repairLayout = makeTwoModuleLayout("repair_tool_module");
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const ShipLayoutConfig repairLayout = makeTwoModuleLayout("repair_tool");
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const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
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false, repairLayout);
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const entt::entity targetA = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f));
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@@ -573,7 +573,7 @@ TEST_CASE("BehaviorSystem: two repair modules both fall back and heal same targe
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"[behavior]")
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{
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Fixture f;
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const ShipLayoutConfig repairLayout = makeTwoModuleLayout("repair_tool_module");
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const ShipLayoutConfig repairLayout = makeTwoModuleLayout("repair_tool");
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const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
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false, repairLayout);
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const entt::entity preferred = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f));
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@@ -628,7 +628,7 @@ TEST_CASE("BehaviorSystem: tickRepairTools does not crash when owner lacks Repai
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TEST_CASE("BehaviorSystem: salvage ship writes intent toward nearest scrap", "[behavior]")
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{
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Fixture f;
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const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvage_bay_module");
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const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
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const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f),
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false, salvageLayout);
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@@ -645,7 +645,7 @@ TEST_CASE("BehaviorSystem: salvage ship writes intent toward nearest scrap", "[b
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TEST_CASE("BehaviorSystem: salvage ship collects scrap on arrival", "[behavior]")
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{
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Fixture f;
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const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvage_bay_module");
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const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
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const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f),
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false, salvageLayout);
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const entt::entity scrapEntity = f.scraps.spawn(QVector2D(0.0f, 0.0f), 1, 100000);
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@@ -676,7 +676,7 @@ TEST_CASE("BehaviorSystem: full-cargo salvage ship moves toward SalvageBay", "[b
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}
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REQUIRE(f.buildings.findBuilding(bayId) != nullptr);
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const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvage_bay_module");
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const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
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const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(5.0f, 0.0f),
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false, salvageLayout);
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{
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@@ -714,7 +714,7 @@ TEST_CASE("BehaviorSystem: salvage module does not collect scrap beyond its coll
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{
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// collection_range_formula = "50"; scrap at distance 55 must not be collected.
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Fixture f;
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const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvage_bay_module");
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const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
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const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f),
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false, salvageLayout);
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f.scraps.spawn(QVector2D(55.0f, 0.0f), 1, 100000);
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@@ -730,7 +730,7 @@ TEST_CASE("BehaviorSystem: salvage module collects scrap within its collection r
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{
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// collection_range_formula = "50"; scrap at distance 45 must be collected.
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Fixture f;
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const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvage_bay_module");
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const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
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const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f),
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false, salvageLayout);
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f.scraps.spawn(QVector2D(45.0f, 0.0f), 1, 100000);
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@@ -748,7 +748,7 @@ TEST_CASE("BehaviorSystem: salvage module collects scrap within its collection r
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TEST_CASE("BehaviorSystem: salvage collection sets cooldown on module", "[behavior]")
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{
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Fixture f;
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const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvage_bay_module");
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const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
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const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f),
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false, salvageLayout);
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f.scraps.spawn(QVector2D(0.0f, 0.0f), 1, 100000);
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@@ -765,7 +765,7 @@ TEST_CASE("BehaviorSystem: salvage collection sets cooldown on module", "[behavi
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TEST_CASE("BehaviorSystem: salvage module on cooldown does not collect scrap", "[behavior]")
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{
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Fixture f;
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const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvage_bay_module");
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const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
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const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f),
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false, salvageLayout);
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f.scraps.spawn(QVector2D(0.0f, 0.0f), 1, 100000);
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@@ -781,7 +781,7 @@ TEST_CASE("BehaviorSystem: salvage module on cooldown does not collect scrap", "
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TEST_CASE("BehaviorSystem: salvage module collects again after cooldown expires", "[behavior]")
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{
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Fixture f;
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const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvage_bay_module");
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const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
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const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f),
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false, salvageLayout);
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const entt::entity sc = firstSalvageChild(f.admin, ship);
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@@ -809,7 +809,7 @@ TEST_CASE("BehaviorSystem: salvage module collects again after cooldown expires"
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TEST_CASE("BehaviorSystem: two salvage modules collect independently in same tick", "[behavior]")
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{
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Fixture f;
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const ShipLayoutConfig salvageLayout = makeTwoModuleLayout("salvage_bay_module");
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const ShipLayoutConfig salvageLayout = makeTwoModuleLayout("salvager");
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const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f),
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false, salvageLayout);
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@@ -827,7 +827,7 @@ TEST_CASE("BehaviorSystem: second salvage module does not collect when first mod
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{
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// One module on cooldown, one ready: only the ready module collects.
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Fixture f;
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const ShipLayoutConfig salvageLayout = makeTwoModuleLayout("salvage_bay_module");
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const ShipLayoutConfig salvageLayout = makeTwoModuleLayout("salvager");
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const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f),
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false, salvageLayout);
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@@ -913,7 +913,7 @@ TEST_CASE("SensorRange: enemy ship ignores player just outside sensor range", "[
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TEST_CASE("SensorRange: repair ship retreats from enemy within sensor range", "[sensor]")
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{
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Fixture f;
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const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool_module");
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const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
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const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
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false, repairLayout);
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f.ships.spawn("interceptor", 1, QVector2D(200.0f, 0.0f), /*isEnemy=*/true);
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@@ -928,7 +928,7 @@ TEST_CASE("SensorRange: repair ship retreats from enemy within sensor range", "[
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TEST_CASE("SensorRange: repair ship does not retreat from enemy beyond sensor range", "[sensor]")
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{
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Fixture f;
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const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool_module");
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const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
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const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
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false, repairLayout);
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f.ships.spawn("interceptor", 1, QVector2D(300.0f, 0.0f), /*isEnemy=*/true);
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@@ -942,7 +942,7 @@ TEST_CASE("SensorRange: repair ship does not retreat from enemy beyond sensor ra
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TEST_CASE("SensorRange: repair ship does not acquire damaged ally beyond sensor range", "[sensor]")
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{
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Fixture f;
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const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool_module");
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const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
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const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
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false, repairLayout);
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const entt::entity friendly = f.ships.spawn("interceptor", 1, QVector2D(300.0f, 0.0f));
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@@ -961,7 +961,7 @@ TEST_CASE("SensorRange: repair ship does not acquire damaged ally beyond sensor
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TEST_CASE("SensorRange: salvage ship ignores scrap beyond sensor range", "[sensor]")
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{
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Fixture f;
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const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvage_bay_module");
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const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
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const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f),
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false, salvageLayout);
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f.scraps.spawn(QVector2D(300.0f, 0.0f), 1, 100000);
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@@ -147,7 +147,7 @@ TEST_CASE("ShipSystem: interceptor level 0 maxSpeedPerTick matches formula / kTi
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}
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// ---------------------------------------------------------------------------
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// Salvage ship (spawned with salvage_bay_module layout)
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// Salvage ship (spawned with salvager layout)
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// ---------------------------------------------------------------------------
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TEST_CASE("ShipSystem: salvage_ship spawn with salvage module has cargo child and behavior, no weapon",
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@@ -157,7 +157,7 @@ TEST_CASE("ShipSystem: salvage_ship spawn with salvage module has cargo child an
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const GameConfig cfg = loadConfig();
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ShipSystem ss(cfg, admin);
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const ShipLayoutConfig layout = makeSingleModuleLayout("salvage_bay_module");
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const ShipLayoutConfig layout = makeSingleModuleLayout("salvager");
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const entt::entity e = ss.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f), false, layout);
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REQUIRE(admin.isValid(firstSalvageChild(admin, e)));
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@@ -172,10 +172,10 @@ TEST_CASE("ShipSystem: salvage_ship cargo capacity matches config", "[ship]")
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const GameConfig cfg = loadConfig();
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ShipSystem ss(cfg, admin);
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const ShipLayoutConfig layout = makeSingleModuleLayout("salvage_bay_module");
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const ShipLayoutConfig layout = makeSingleModuleLayout("salvager");
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const entt::entity e = ss.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f), false, layout);
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// salvage_bay_module: cargo_capacity_formula = "10", collection_range_formula = "50"
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// salvager: cargo_capacity_formula = "10", collection_range_formula = "50"
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const entt::entity sc = firstSalvageChild(admin, e);
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REQUIRE(admin.isValid(sc));
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REQUIRE(admin.get<SalvageCargoComponent>(sc).capacity == 10);
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@@ -186,7 +186,7 @@ TEST_CASE("ShipSystem: salvage_ship cargo capacity matches config", "[ship]")
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}
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// ---------------------------------------------------------------------------
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// Repair ship (spawned with repair_tool_module layout)
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// Repair ship (spawned with repair_tool layout)
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// ---------------------------------------------------------------------------
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TEST_CASE("ShipSystem: repair_ship spawn with repair module has repair child and behavior, no weapon",
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@@ -196,7 +196,7 @@ TEST_CASE("ShipSystem: repair_ship spawn with repair module has repair child and
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const GameConfig cfg = loadConfig();
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ShipSystem ss(cfg, admin);
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const ShipLayoutConfig layout = makeSingleModuleLayout("repair_tool_module");
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const ShipLayoutConfig layout = makeSingleModuleLayout("repair_tool");
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const entt::entity e = ss.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f), false, layout);
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REQUIRE(admin.isValid(firstRepairChild(admin, e)));
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@@ -211,10 +211,10 @@ TEST_CASE("ShipSystem: repair_ship level 1 repair stats match config formulas",
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const GameConfig cfg = loadConfig();
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ShipSystem ss(cfg, admin);
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const ShipLayoutConfig layout = makeSingleModuleLayout("repair_tool_module");
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const ShipLayoutConfig layout = makeSingleModuleLayout("repair_tool");
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const entt::entity e = ss.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f), false, layout);
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// repair_tool_module: repair_rate_formula = "5 + x" at x=1 → 6 / kTickRateHz
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// repair_tool: repair_rate_formula = "5 + x" at x=1 → 6 / kTickRateHz
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const float expectedRate = 6.0f / static_cast<float>(kTickRateHz);
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const entt::entity rc = firstRepairChild(admin, e);
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REQUIRE(admin.isValid(rc));
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@@ -235,7 +235,7 @@ TEST_CASE("ShipSystem: spawned ships are valid entities", "[ship]")
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ShipSystem ss(cfg, admin);
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const entt::entity e1 = ss.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
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const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvage_bay_module");
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const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
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const entt::entity e2 = ss.spawn("salvage_ship", 1, QVector2D(1.0f, 0.0f), false, salvageLayout);
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REQUIRE(admin.isValid(e1));
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