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

@@ -1,61 +1,9 @@
[[module]]
id = "armor_plate"
surface_mask = ["OO", "OO"]
materials = [{item = "iron_ingot", amount = 2}]
player_production_level = 1
production_time_seconds = 3
threat_cost = 2.0
fill_color = "#808080"
glyph = "A"
[module.health]
multiplied_hp_formula = "1.0 + 0.2 * x"
[[module]]
id = "sensor_booster"
surface_mask = ["O"]
materials = [{item = "circuit_board", amount = 1}]
player_production_level = 1
production_time_seconds = 2
threat_cost = 1.0
fill_color = "#40A0FF"
glyph = "S"
[module.sensor]
added_sensor_range_formula = "2 + x"
[[module]]
id = "weapon_upgrade"
surface_mask = ["OO"]
materials = [{item = "iron_ingot", amount = 1}, {item = "circuit_board", amount = 1}]
player_production_level = 1
production_time_seconds = 4
threat_cost = 3.0
fill_color = "#FF4040"
glyph = "W"
[module.weapon]
multiplied_damage_formula = "1.0 + 0.15 * x"
[[module]]
id = "engine_booster"
surface_mask = ["O", "O"]
materials = [{item = "iron_ingot", amount = 2}]
player_production_level = 1
production_time_seconds = 3
threat_cost = 1.5
fill_color = "#40FF80"
glyph = "E"
[module.movement]
added_speed_formula = "0.5 * x"
[[module]]
id = "laser_cannon"
surface_mask = ["O"]
materials = [{item = "iron_ingot", amount = 1}]
materials = [{item = "laser_cannon_module", amount = 1}]
player_production_level = 1
production_time_seconds = 5
production_time_seconds = 2
threat_cost = 5.0
fill_color = "#FF8040"
glyph = "L"
@@ -66,11 +14,11 @@ attack_range_formula = "5"
attack_rate_formula = "2.0"
[[module]]
id = "salvage_bay_module"
surface_mask = ["OO"]
materials = [{item = "iron_ingot", amount = 2}]
id = "salvager"
surface_mask = ["O"]
materials = [{item = "salvager_module", amount = 1}]
player_production_level = 1
production_time_seconds = 5
production_time_seconds = 2
threat_cost = 0.0
fill_color = "#AACC44"
glyph = "Sv"
@@ -81,11 +29,11 @@ cargo_capacity_formula = "10"
collection_rate_formula = "0.5"
[[module]]
id = "repair_tool_module"
id = "repair_tool"
surface_mask = ["O"]
materials = [{item = "circuit_board", amount = 2}]
materials = [{item = "repair_tool_module", amount = 1}]
player_production_level = 1
production_time_seconds = 5
production_time_seconds = 2
threat_cost = 0.0
fill_color = "#66CCFF"
glyph = "Rp"

View File

@@ -29,10 +29,38 @@ duration_seconds = 2.5
[[recipe]]
id = "circuit_board"
building = "assembler"
inputs = [{item = "iron_ingot", amount = 3}, {item = "copper_ingot", amount = 2}]
inputs = [{item = "iron_ingot", amount = 1}, {item = "copper_ingot", amount = 2}]
outputs = [{item = "circuit_board", amount = 1}]
duration_seconds = 5.0
[[recipe]]
id = "drone_hull"
building = "assembler"
inputs = [{item = "iron_ingot", amount = 5}, {item = "circuit_board", amount = 1}]
outputs = [{item = "drone_hull", amount = 1}]
duration_seconds = 12.0
[[recipe]]
id = "laser_cannon_module"
building = "assembler"
inputs = [{item = "iron_ingot", amount = 2}, {item = "circuit_board", amount = 1}]
outputs = [{item = "laser_cannon_module", amount = 1}]
duration_seconds = 6.0
[[recipe]]
id = "salvager_module"
building = "assembler"
inputs = [{item = "iron_ingot", amount = 1}, {item = "circuit_board", amount = 1}]
outputs = [{item = "salvager_module", amount = 1}]
duration_seconds = 6.0
[[recipe]]
id = "repair_tool_module"
building = "assembler"
inputs = [{item = "iron_ingot", amount = 1}, {item = "circuit_board", amount = 2}]
outputs = [{item = "repair_tool_module", amount = 1}]
duration_seconds = 6.0
[[recipe]]
id = "building_blocks"
building = "assembler"

View File

@@ -1,13 +1,13 @@
[[ship]]
id = "fighter"
id = "drone"
available_from_start = true
layout = ["XOX", "OOO", "XOX"]
default_modules = [{type = "laser_cannon", x = 1, y = 1, rotation = "east"}]
layout = ["O"]
default_modules = [{type = "laser_cannon", x = 0, y = 0, rotation = "east"}]
[ship.schematic]
materials = [{item = "iron_ingot", amount = 3}, {item = "circuit_board", amount = 1}]
materials = [{item = "drone_hull", amount = 1}]
player_production_level = 1
production_time_seconds = 10
production_time_seconds = 5
[ship.threat]
cost_formula = "10"
@@ -27,128 +27,3 @@ sensor_range_formula = "15"
[ship.loot]
scrap_drop = 2
[[ship]]
id = "sniper"
available_from_start = true
layout = ["XOOX", "OOOO", "XOOX"]
default_modules = [{type = "laser_cannon", x = 1, y = 1, rotation = "east"}]
[ship.schematic]
materials = [{item = "iron_ingot", amount = 3}, {item = "circuit_board", amount = 1}]
player_production_level = 1
production_time_seconds = 10
[ship.threat]
cost_formula = "10"
[ship.health]
hp_formula = "8"
[ship.movement]
speed_formula = "1"
main_acceleration_formula = "1.5"
maneuvering_acceleration_formula = "0.5"
angular_acceleration_formula = "9.42"
max_rotation_speed_formula = "3.14"
[ship.sensor]
sensor_range_formula = "25"
[ship.loot]
scrap_drop = 2
[[ship]]
id = "gunship"
available_from_start = true
layout = ["XOOOX", "OOOOO", "OOOOO", "XOOOX"]
default_modules = [{type = "laser_cannon", x = 1, y = 1, rotation = "east"}]
[ship.schematic]
materials = [{item = "iron_ingot", amount = 3}, {item = "circuit_board", amount = 1}]
player_production_level = 1
production_time_seconds = 10
[ship.threat]
cost_formula = "10"
[ship.health]
hp_formula = "12"
[ship.movement]
speed_formula = "1"
main_acceleration_formula = "1.5"
maneuvering_acceleration_formula = "0.5"
angular_acceleration_formula = "15.7"
max_rotation_speed_formula = "3.14"
[ship.sensor]
sensor_range_formula = "20"
[ship.loot]
scrap_drop = 2
[[ship]]
id = "salvage_ship"
available_from_start = true
layout = ["OOO", "OOO"]
[ship.schematic]
materials = [{item = "iron_ingot", amount = 4}]
player_production_level = 3
production_time_seconds = 10
[ship.threat]
cost_formula = "0"
[ship.health]
hp_formula = "40 + 4*x"
[ship.movement]
speed_formula = "110"
main_acceleration_formula = "220"
maneuvering_acceleration_formula = "110"
angular_acceleration_formula = "12.56"
max_rotation_speed_formula = "6.28"
[ship.sensor]
sensor_range_formula = "250"
[ship.loot]
scrap_drop = 2
[[ship]]
id = "repair_ship"
available_from_start = false
layout = ["XOX", "OOO", "XOX"]
[ship.schematic]
materials = [{item = "iron_ingot", amount = 4}, {item = "circuit_board", amount = 2}]
player_production_level = 3
production_time_seconds = 15
[ship.threat]
cost_formula = "0"
[ship.health]
hp_formula = "60 + 5*x"
[ship.movement]
speed_formula = "130"
main_acceleration_formula = "260"
maneuvering_acceleration_formula = "130"
angular_acceleration_formula = "12.56"
max_rotation_speed_formula = "6.28"
[ship.sensor]
sensor_range_formula = "250"
[ship.loot]
scrap_drop = 2

View File

@@ -138,32 +138,32 @@ outline = "#302810"
fill = "#7a7268"
outline = "#201a14"
[items.drone_hull]
fill = "#1b1b1b"
outline = "#1402b3"
[items.laser_cannon_module]
fill = "#691313"
outline = "#f3ff4f"
[items.salvager_module]
fill = "#b2cfdd"
outline = "#236137"
[items.repair_tool_module]
fill = "#2e9ba3"
outline = "#689275"
# -----------------------------------------------------------------------------
# Ships
#
# Ships are drawn as oriented triangles/arrows. Color is keyed to schematic id.
# -----------------------------------------------------------------------------
[ships.fighter]
[ships.drone]
fill = "#3366ff"
outline = "#ffffff"
[ships.sniper]
fill = "#3366ff"
outline = "#ffffff"
[ships.gunship]
fill = "#3366ff"
outline = "#ffffff"
[ships.salvage_ship]
fill = "#33cc66"
outline = "#ffffff"
[ships.repair_ship]
fill = "#66ccff"
outline = "#ffffff"
# -----------------------------------------------------------------------------
# Laser beams (REQ-SHP-FIRING-BEAM)
# -----------------------------------------------------------------------------

View File

@@ -53,7 +53,7 @@ attack_range_formula = "5"
attack_rate_formula = "2.0"
[[module]]
id = "salvage_bay_module"
id = "salvager"
surface_mask = ["OO"]
materials = [{item = "iron_ingot", amount = 2}]
player_production_level = 1
@@ -68,7 +68,7 @@ cargo_capacity_formula = "10"
collection_rate_formula = "0.5"
[[module]]
id = "repair_tool_module"
id = "repair_tool"
surface_mask = ["O"]
materials = [{item = "circuit_board", amount = 2}]
player_production_level = 1

View File

@@ -363,7 +363,7 @@ TEST_CASE("BehaviorSystem: repair ship writes intent toward damaged friendly shi
"[behavior]")
{
Fixture f;
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool_module");
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
false, repairLayout);
const entt::entity friendly = f.ships.spawn("interceptor", 1, QVector2D(5.0f, 0.0f));
@@ -381,7 +381,7 @@ TEST_CASE("BehaviorSystem: repair ship heals damaged ally within repair range",
"[behavior]")
{
Fixture f;
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool_module");
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
false, repairLayout);
const entt::entity friendly = f.ships.spawn("interceptor", 1, QVector2D(1.0f, 0.0f));
@@ -399,7 +399,7 @@ TEST_CASE("BehaviorSystem: repair ship heals damaged ally within repair range",
TEST_CASE("BehaviorSystem: repair ship does not heal above maxHp", "[behavior]")
{
Fixture f;
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool_module");
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f), false, repairLayout);
const entt::entity friendly = f.ships.spawn("interceptor", 1, QVector2D(1.0f, 0.0f));
@@ -425,7 +425,7 @@ TEST_CASE("BehaviorSystem: rt.currentTarget is set to preferred target when in r
"[behavior]")
{
Fixture f;
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool_module");
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
false, repairLayout);
const entt::entity friendly = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f));
@@ -447,7 +447,7 @@ TEST_CASE("BehaviorSystem: repair module falls back to in-range target when pref
"[behavior]")
{
Fixture f;
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool_module");
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
false, repairLayout);
// preferred: within sensor range (200) but beyond repair range (80)
@@ -476,7 +476,7 @@ TEST_CASE("BehaviorSystem: repair module falls back when preferred target is ful
"[behavior]")
{
Fixture f;
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool_module");
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
false, repairLayout);
const entt::entity preferred = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f));
@@ -500,7 +500,7 @@ TEST_CASE("BehaviorSystem: repair module falls back when preferred target is des
"[behavior]")
{
Fixture f;
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool_module");
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
false, repairLayout);
const entt::entity preferred = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f));
@@ -523,7 +523,7 @@ TEST_CASE("BehaviorSystem: rt.currentTarget is cleared when no repairable target
"[behavior]")
{
Fixture f;
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool_module");
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
false, repairLayout);
// friendly is beyond repair range (80) but within sensor range (200)
@@ -545,7 +545,7 @@ TEST_CASE("BehaviorSystem: two repair modules both heal preferred target additiv
"[behavior]")
{
Fixture f;
const ShipLayoutConfig repairLayout = makeTwoModuleLayout("repair_tool_module");
const ShipLayoutConfig repairLayout = makeTwoModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
false, repairLayout);
const entt::entity targetA = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f));
@@ -573,7 +573,7 @@ TEST_CASE("BehaviorSystem: two repair modules both fall back and heal same targe
"[behavior]")
{
Fixture f;
const ShipLayoutConfig repairLayout = makeTwoModuleLayout("repair_tool_module");
const ShipLayoutConfig repairLayout = makeTwoModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
false, repairLayout);
const entt::entity preferred = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f));
@@ -628,7 +628,7 @@ TEST_CASE("BehaviorSystem: tickRepairTools does not crash when owner lacks Repai
TEST_CASE("BehaviorSystem: salvage ship writes intent toward nearest scrap", "[behavior]")
{
Fixture f;
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvage_bay_module");
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f),
false, salvageLayout);
@@ -645,7 +645,7 @@ TEST_CASE("BehaviorSystem: salvage ship writes intent toward nearest scrap", "[b
TEST_CASE("BehaviorSystem: salvage ship collects scrap on arrival", "[behavior]")
{
Fixture f;
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvage_bay_module");
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f),
false, salvageLayout);
const entt::entity scrapEntity = f.scraps.spawn(QVector2D(0.0f, 0.0f), 1, 100000);
@@ -676,7 +676,7 @@ TEST_CASE("BehaviorSystem: full-cargo salvage ship moves toward SalvageBay", "[b
}
REQUIRE(f.buildings.findBuilding(bayId) != nullptr);
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvage_bay_module");
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(5.0f, 0.0f),
false, salvageLayout);
{
@@ -714,7 +714,7 @@ TEST_CASE("BehaviorSystem: salvage module does not collect scrap beyond its coll
{
// collection_range_formula = "50"; scrap at distance 55 must not be collected.
Fixture f;
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvage_bay_module");
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f),
false, salvageLayout);
f.scraps.spawn(QVector2D(55.0f, 0.0f), 1, 100000);
@@ -730,7 +730,7 @@ TEST_CASE("BehaviorSystem: salvage module collects scrap within its collection r
{
// collection_range_formula = "50"; scrap at distance 45 must be collected.
Fixture f;
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvage_bay_module");
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f),
false, salvageLayout);
f.scraps.spawn(QVector2D(45.0f, 0.0f), 1, 100000);
@@ -748,7 +748,7 @@ TEST_CASE("BehaviorSystem: salvage module collects scrap within its collection r
TEST_CASE("BehaviorSystem: salvage collection sets cooldown on module", "[behavior]")
{
Fixture f;
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvage_bay_module");
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f),
false, salvageLayout);
f.scraps.spawn(QVector2D(0.0f, 0.0f), 1, 100000);
@@ -765,7 +765,7 @@ TEST_CASE("BehaviorSystem: salvage collection sets cooldown on module", "[behavi
TEST_CASE("BehaviorSystem: salvage module on cooldown does not collect scrap", "[behavior]")
{
Fixture f;
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvage_bay_module");
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f),
false, salvageLayout);
f.scraps.spawn(QVector2D(0.0f, 0.0f), 1, 100000);
@@ -781,7 +781,7 @@ TEST_CASE("BehaviorSystem: salvage module on cooldown does not collect scrap", "
TEST_CASE("BehaviorSystem: salvage module collects again after cooldown expires", "[behavior]")
{
Fixture f;
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvage_bay_module");
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f),
false, salvageLayout);
const entt::entity sc = firstSalvageChild(f.admin, ship);
@@ -809,7 +809,7 @@ TEST_CASE("BehaviorSystem: salvage module collects again after cooldown expires"
TEST_CASE("BehaviorSystem: two salvage modules collect independently in same tick", "[behavior]")
{
Fixture f;
const ShipLayoutConfig salvageLayout = makeTwoModuleLayout("salvage_bay_module");
const ShipLayoutConfig salvageLayout = makeTwoModuleLayout("salvager");
const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f),
false, salvageLayout);
@@ -827,7 +827,7 @@ TEST_CASE("BehaviorSystem: second salvage module does not collect when first mod
{
// One module on cooldown, one ready: only the ready module collects.
Fixture f;
const ShipLayoutConfig salvageLayout = makeTwoModuleLayout("salvage_bay_module");
const ShipLayoutConfig salvageLayout = makeTwoModuleLayout("salvager");
const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f),
false, salvageLayout);
@@ -913,7 +913,7 @@ TEST_CASE("SensorRange: enemy ship ignores player just outside sensor range", "[
TEST_CASE("SensorRange: repair ship retreats from enemy within sensor range", "[sensor]")
{
Fixture f;
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool_module");
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
false, repairLayout);
f.ships.spawn("interceptor", 1, QVector2D(200.0f, 0.0f), /*isEnemy=*/true);
@@ -928,7 +928,7 @@ TEST_CASE("SensorRange: repair ship retreats from enemy within sensor range", "[
TEST_CASE("SensorRange: repair ship does not retreat from enemy beyond sensor range", "[sensor]")
{
Fixture f;
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool_module");
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
false, repairLayout);
f.ships.spawn("interceptor", 1, QVector2D(300.0f, 0.0f), /*isEnemy=*/true);
@@ -942,7 +942,7 @@ TEST_CASE("SensorRange: repair ship does not retreat from enemy beyond sensor ra
TEST_CASE("SensorRange: repair ship does not acquire damaged ally beyond sensor range", "[sensor]")
{
Fixture f;
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool_module");
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
false, repairLayout);
const entt::entity friendly = f.ships.spawn("interceptor", 1, QVector2D(300.0f, 0.0f));
@@ -961,7 +961,7 @@ TEST_CASE("SensorRange: repair ship does not acquire damaged ally beyond sensor
TEST_CASE("SensorRange: salvage ship ignores scrap beyond sensor range", "[sensor]")
{
Fixture f;
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvage_bay_module");
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
const entt::entity ship = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f),
false, salvageLayout);
f.scraps.spawn(QVector2D(300.0f, 0.0f), 1, 100000);

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));