fix issue where upgrade modules are not working properly

This commit is contained in:
2026-06-09 22:58:48 +02:00
parent 121cd5407f
commit 510e37c37b
6 changed files with 419 additions and 13 deletions

View File

@@ -4,17 +4,21 @@
#include "BuildingSystem.h"
#include "BuildingType.h"
#include "ConfigLoader.h"
#include "DynamicBodyComponent.h"
#include "EntityAdmin.h"
#include "GameConfig.h"
#include "HealthComponent.h"
#include "ItemType.h"
#include "ModuleOwnerComponent.h"
#include "ModulesConfig.h"
#include "Rotation.h"
#include "SensorRangeComponent.h"
#include "ShipLayout.h"
#include "ShipStatsCalculator.h"
#include "ShipSystem.h"
#include "Simulation.h"
#include "Tick.h"
#include "WeaponComponent.h"
static GameConfig loadConfig()
{
@@ -33,6 +37,17 @@ static const ShipDef* findSchematic(const GameConfig& cfg, const std::string& id
return nullptr;
}
static entt::entity findFirstWeaponChild(EntityAdmin& admin, entt::entity ship)
{
entt::entity result = entt::null;
admin.forEach<WeaponComponent, ModuleOwnerComponent>(
[&](entt::entity ce, const WeaponComponent&, const ModuleOwnerComponent& o)
{
if (o.owner == ship && result == entt::null) { result = ce; }
});
return result;
}
static const BuildingDef* findShipyardDef(const GameConfig& cfg)
{
for (const BuildingDef& def : cfg.buildings.buildings)
@@ -283,3 +298,219 @@ TEST_CASE("Shipyard: setRecipe clears ship layout", "[modules][shipyard]")
REQUIRE(b2 != nullptr);
CHECK_FALSE(b2->shipLayout.has_value());
}
// ---------------------------------------------------------------------------
// Weapon modifier simulation tests
// ---------------------------------------------------------------------------
TEST_CASE("Ship spawn: weapon_primer multiplies attack rate in simulation", "[modules]")
{
Simulation sim(loadConfig(), 42);
const ShipDef* def = findSchematic(sim.config(), "interceptor");
REQUIRE(def != nullptr);
ShipLayoutConfig layout;
for (const std::string& id : {"laser_cannon", "weapon_primer"})
{
PlacedModule pm;
pm.moduleId = id;
pm.position = QPoint(0, 0);
pm.rotation = Rotation::East;
layout.placedModules.push_back(pm);
}
const entt::entity ship = sim.ships().spawn("interceptor",
def->schematic.playerProductionLevel,
QVector2D(5.0f, 5.0f), false, layout);
const entt::entity weapon = findFirstWeaponChild(sim.admin(), ship);
REQUIRE(sim.admin().isValid(weapon));
// base rate = 2.0 hz; weapon_primer multiplier = 1.2 → 2.4 hz
CHECK(sim.admin().get<WeaponComponent>(weapon).fireRateHz == Approx(2.4f));
}
TEST_CASE("Ship spawn: weapon_stabilizer multiplies attack range in simulation", "[modules]")
{
Simulation sim(loadConfig(), 42);
const ShipDef* def = findSchematic(sim.config(), "interceptor");
REQUIRE(def != nullptr);
const float tileSize = static_cast<float>(sim.config().world.tileSize_m);
ShipLayoutConfig layout;
for (const std::string& id : {"laser_cannon", "weapon_stabilizer"})
{
PlacedModule pm;
pm.moduleId = id;
pm.position = QPoint(0, 0);
pm.rotation = Rotation::East;
layout.placedModules.push_back(pm);
}
const entt::entity ship = sim.ships().spawn("interceptor",
def->schematic.playerProductionLevel,
QVector2D(5.0f, 5.0f), false, layout);
const entt::entity weapon = findFirstWeaponChild(sim.admin(), ship);
REQUIRE(sim.admin().isValid(weapon));
// base range = 50 m / tileSize = 5 tiles; weapon_stabilizer multiplier = 1.5 → 7.5 tiles
CHECK(sim.admin().get<WeaponComponent>(weapon).range_tiles == Approx(50.0f / tileSize * 1.5f));
}
TEST_CASE("Ship spawn: afterburner additive main_acceleration is converted m/s² to tiles/tick", "[modules]")
{
Simulation sim(loadConfig(), 42);
const ShipDef* def = findSchematic(sim.config(), "interceptor");
REQUIRE(def != nullptr);
const double x = static_cast<double>(def->schematic.playerProductionLevel);
const float tileSize = static_cast<float>(sim.config().world.tileSize_m);
const float tickRate = static_cast<float>(kTickRateHz);
const float base_mpss = static_cast<float>(def->movement.mainAccelerationFormula.evaluate(x));
ShipLayoutConfig layout;
PlacedModule pm;
pm.moduleId = "afterburner";
pm.position = QPoint(0, 0);
pm.rotation = Rotation::East;
layout.placedModules.push_back(pm);
const entt::entity e = sim.ships().spawn("interceptor",
def->schematic.playerProductionLevel,
QVector2D(5.0f, 5.0f), false, layout);
// added_main_acceleration_mpss = 60; same conversion as base: / tileSize / tickRate
const float expected = (base_mpss + 60.0f) / tileSize / tickRate;
CHECK(sim.admin().get<DynamicBodyComponent>(e).mainAcceleration_tptt == Approx(expected));
}
TEST_CASE("Ship spawn: maneuvering_thrusters additive maneuvering_acceleration is converted m/s² to tiles/tick", "[modules]")
{
Simulation sim(loadConfig(), 42);
const ShipDef* def = findSchematic(sim.config(), "interceptor");
REQUIRE(def != nullptr);
const double x = static_cast<double>(def->schematic.playerProductionLevel);
const float tileSize = static_cast<float>(sim.config().world.tileSize_m);
const float tickRate = static_cast<float>(kTickRateHz);
const float base_mpss = static_cast<float>(def->movement.maneuveringAccelerationFormula.evaluate(x));
ShipLayoutConfig layout;
PlacedModule pm;
pm.moduleId = "maneuvering_thrusters";
pm.position = QPoint(0, 0);
pm.rotation = Rotation::East;
layout.placedModules.push_back(pm);
const entt::entity e = sim.ships().spawn("interceptor",
def->schematic.playerProductionLevel,
QVector2D(5.0f, 5.0f), false, layout);
// added_maneuvering_acceleration_mpss = 10; same conversion as base: / tileSize / tickRate
const float expected = (base_mpss + 10.0f) / tileSize / tickRate;
CHECK(sim.admin().get<DynamicBodyComponent>(e).maneuveringAcceleration_tptt == Approx(expected));
}
// ---------------------------------------------------------------------------
// Weapon modifier stats view tests (calculateShipStats)
// ---------------------------------------------------------------------------
TEST_CASE("calculateShipStats: weapon_primer multiplies attack rate in stats view", "[modules]")
{
const GameConfig cfg = loadConfig();
const ShipDef* def = findSchematic(cfg, "interceptor");
REQUIRE(def != nullptr);
std::vector<PlacedModule> modules;
for (const std::string& id : {"laser_cannon", "weapon_primer"})
{
PlacedModule pm;
pm.moduleId = id;
pm.position = QPoint(0, 0);
pm.rotation = Rotation::East;
modules.push_back(pm);
}
const ShipStats stats = calculateShipStats(cfg, "interceptor",
def->schematic.playerProductionLevel, modules);
REQUIRE(stats.weapons.has_value());
// base: damage = 2, rate = 2.0 hz; weapon_primer multiplies rate by 1.2 → DPS = 2 * 2.4 = 4.8
CHECK(stats.weapons->combinedDps == Approx(4.8f));
}
TEST_CASE("calculateShipStats: weapon_stabilizer multiplies attack range in stats view", "[modules]")
{
const GameConfig cfg = loadConfig();
const ShipDef* def = findSchematic(cfg, "interceptor");
REQUIRE(def != nullptr);
const float tileSize = static_cast<float>(cfg.world.tileSize_m);
std::vector<PlacedModule> modules;
for (const std::string& id : {"laser_cannon", "weapon_stabilizer"})
{
PlacedModule pm;
pm.moduleId = id;
pm.position = QPoint(0, 0);
pm.rotation = Rotation::East;
modules.push_back(pm);
}
const ShipStats stats = calculateShipStats(cfg, "interceptor",
def->schematic.playerProductionLevel, modules);
REQUIRE(stats.weapons.has_value());
// base range = 50 m / tileSize; weapon_stabilizer multiplier = 1.5
CHECK(stats.weapons->maxRange_tiles == Approx(50.0f / tileSize * 1.5f));
}
TEST_CASE("calculateShipStats: afterburner additive main_acceleration is converted m/s² to tiles/s²", "[modules]")
{
const GameConfig cfg = loadConfig();
const ShipDef* def = findSchematic(cfg, "interceptor");
REQUIRE(def != nullptr);
const double x = static_cast<double>(def->schematic.playerProductionLevel);
const float tileSize = static_cast<float>(cfg.world.tileSize_m);
const float base_mpss = static_cast<float>(def->movement.mainAccelerationFormula.evaluate(x));
std::vector<PlacedModule> modules;
PlacedModule pm;
pm.moduleId = "afterburner";
pm.position = QPoint(0, 0);
pm.rotation = Rotation::East;
modules.push_back(pm);
const ShipStats stats = calculateShipStats(cfg, "interceptor",
def->schematic.playerProductionLevel, modules);
// added_main_acceleration_mpss = 60; converted to tiles/s²: / tileSize
const float expected = (base_mpss + 60.0f) / tileSize;
CHECK(stats.mainAcceleration_tpss == Approx(expected));
}
TEST_CASE("calculateShipStats: maneuvering_thrusters additive maneuvering_acceleration is converted m/s² to tiles/s²", "[modules]")
{
const GameConfig cfg = loadConfig();
const ShipDef* def = findSchematic(cfg, "interceptor");
REQUIRE(def != nullptr);
const double x = static_cast<double>(def->schematic.playerProductionLevel);
const float tileSize = static_cast<float>(cfg.world.tileSize_m);
const float base_mpss = static_cast<float>(def->movement.maneuveringAccelerationFormula.evaluate(x));
std::vector<PlacedModule> modules;
PlacedModule pm;
pm.moduleId = "maneuvering_thrusters";
pm.position = QPoint(0, 0);
pm.rotation = Rotation::East;
modules.push_back(pm);
const ShipStats stats = calculateShipStats(cfg, "interceptor",
def->schematic.playerProductionLevel, modules);
// added_maneuvering_acceleration_mpss = 10; converted to tiles/s²: / tileSize
const float expected = (base_mpss + 10.0f) / tileSize;
CHECK(stats.maneuveringAcceleration_tpss == Approx(expected));
}