remove unnecessary modules for first playtest
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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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