remove unnecessary modules for first playtest

This commit is contained in:
2026-06-04 21:27:29 +02:00
parent 15d8fa4f2c
commit 42b51cc6f4
7 changed files with 100 additions and 249 deletions

View File

@@ -147,7 +147,7 @@ TEST_CASE("ShipSystem: interceptor level 0 maxSpeedPerTick matches formula / kTi
}
// ---------------------------------------------------------------------------
// Salvage ship (spawned with salvage_bay_module layout)
// Salvage ship (spawned with salvager layout)
// ---------------------------------------------------------------------------
TEST_CASE("ShipSystem: salvage_ship spawn with salvage module has cargo child and behavior, no weapon",
@@ -157,7 +157,7 @@ TEST_CASE("ShipSystem: salvage_ship spawn with salvage module has cargo child an
const GameConfig cfg = loadConfig();
ShipSystem ss(cfg, admin);
const ShipLayoutConfig layout = makeSingleModuleLayout("salvage_bay_module");
const ShipLayoutConfig layout = makeSingleModuleLayout("salvager");
const entt::entity e = ss.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f), false, layout);
REQUIRE(admin.isValid(firstSalvageChild(admin, e)));
@@ -172,10 +172,10 @@ TEST_CASE("ShipSystem: salvage_ship cargo capacity matches config", "[ship]")
const GameConfig cfg = loadConfig();
ShipSystem ss(cfg, admin);
const ShipLayoutConfig layout = makeSingleModuleLayout("salvage_bay_module");
const ShipLayoutConfig layout = makeSingleModuleLayout("salvager");
const entt::entity e = ss.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f), false, layout);
// salvage_bay_module: cargo_capacity_formula = "10", collection_range_formula = "50"
// salvager: cargo_capacity_formula = "10", collection_range_formula = "50"
const entt::entity sc = firstSalvageChild(admin, e);
REQUIRE(admin.isValid(sc));
REQUIRE(admin.get<SalvageCargoComponent>(sc).capacity == 10);
@@ -186,7 +186,7 @@ TEST_CASE("ShipSystem: salvage_ship cargo capacity matches config", "[ship]")
}
// ---------------------------------------------------------------------------
// Repair ship (spawned with repair_tool_module layout)
// Repair ship (spawned with repair_tool layout)
// ---------------------------------------------------------------------------
TEST_CASE("ShipSystem: repair_ship spawn with repair module has repair child and behavior, no weapon",
@@ -196,7 +196,7 @@ TEST_CASE("ShipSystem: repair_ship spawn with repair module has repair child and
const GameConfig cfg = loadConfig();
ShipSystem ss(cfg, admin);
const ShipLayoutConfig layout = makeSingleModuleLayout("repair_tool_module");
const ShipLayoutConfig layout = makeSingleModuleLayout("repair_tool");
const entt::entity e = ss.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f), false, layout);
REQUIRE(admin.isValid(firstRepairChild(admin, e)));
@@ -211,10 +211,10 @@ TEST_CASE("ShipSystem: repair_ship level 1 repair stats match config formulas",
const GameConfig cfg = loadConfig();
ShipSystem ss(cfg, admin);
const ShipLayoutConfig layout = makeSingleModuleLayout("repair_tool_module");
const ShipLayoutConfig layout = makeSingleModuleLayout("repair_tool");
const entt::entity e = ss.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f), false, layout);
// repair_tool_module: repair_rate_formula = "5 + x" at x=1 → 6 / kTickRateHz
// repair_tool: repair_rate_formula = "5 + x" at x=1 → 6 / kTickRateHz
const float expectedRate = 6.0f / static_cast<float>(kTickRateHz);
const entt::entity rc = firstRepairChild(admin, e);
REQUIRE(admin.isValid(rc));
@@ -235,7 +235,7 @@ TEST_CASE("ShipSystem: spawned ships are valid entities", "[ship]")
ShipSystem ss(cfg, admin);
const entt::entity e1 = ss.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvage_bay_module");
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
const entt::entity e2 = ss.spawn("salvage_ship", 1, QVector2D(1.0f, 0.0f), false, salvageLayout);
REQUIRE(admin.isValid(e1));