implement ship behaviors
This commit is contained in:
440
src/test/BehaviorSystemTest.cpp
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440
src/test/BehaviorSystemTest.cpp
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#include "catch.hpp"
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#include <random>
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#include <QVector2D>
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#include "BeltSystem.h"
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#include "Building.h"
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#include "BuildingSystem.h"
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#include "BuildingType.h"
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#include "ConfigLoader.h"
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#include "Rotation.h"
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#include "Scrap.h"
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#include "ScrapSystem.h"
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#include "Ship.h"
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#include "ShipSystem.h"
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#include "Tick.h"
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// ---------------------------------------------------------------------------
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// Fixture
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// ---------------------------------------------------------------------------
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static GameConfig loadConfig()
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{
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return ConfigLoader::loadFromDirectory(DOTA_FACTORY_CONFIG_DIR);
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}
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struct Fixture
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{
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GameConfig cfg;
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BeltSystem belts;
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EntityId nextId;
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int stock;
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std::mt19937 rng;
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BuildingSystem buildings;
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ShipSystem ships;
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ScrapSystem scraps;
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Tick tick;
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explicit Fixture()
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: cfg(loadConfig())
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, belts(cfg.world.beltSpeedTilesPerSecond)
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, nextId(1)
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, stock(0)
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, rng(42)
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, buildings(cfg, belts,
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[this]() { return nextId++; },
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[this](int n) { stock += n; },
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rng)
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, ships(cfg, [this]() { return nextId++; })
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, scraps([this]() { return nextId++; })
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, tick(0)
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{
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}
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// Run one full behavior+movement tick (steps 7 and 10).
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void runBehaviorTick()
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{
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ships.clearMovementIntents();
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ships.tickHomeReturn();
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ships.tickThreatResponse(buildings);
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ships.tickRepairBehavior(buildings);
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ships.tickScrapCollector(scraps, buildings);
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ships.tickMovement();
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++tick;
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}
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};
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// ---------------------------------------------------------------------------
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// clearMovementIntents
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// ---------------------------------------------------------------------------
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TEST_CASE("BehaviorSystem: clearMovementIntents resets all ships to priority 0",
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"[behavior]")
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{
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Fixture f;
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const EntityId id = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
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// Manually write a non-zero intent.
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f.ships.forEach([](Ship& s) {
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s.intent = MovementIntent{3, QVector2D(10.0f, 0.0f)};
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});
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f.ships.clearMovementIntents();
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const Ship* s = f.ships.findShip(id);
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REQUIRE(s != nullptr);
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REQUIRE(s->intent.priority == 0);
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}
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// ---------------------------------------------------------------------------
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// tickMovement
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// ---------------------------------------------------------------------------
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TEST_CASE("BehaviorSystem: tickMovement advances ship by speedPerTick toward target",
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"[behavior]")
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{
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Fixture f;
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const EntityId id = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
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const float speed = f.ships.findShip(id)->speedPerTick;
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const QVector2D target(100.0f, 0.0f);
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f.ships.forEach([&target](Ship& s) {
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s.intent = MovementIntent{1, target};
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});
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f.ships.tickMovement();
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const Ship* s = f.ships.findShip(id);
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REQUIRE(s->position.x() == Approx(speed));
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REQUIRE(s->position.y() == Approx(0.0f));
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}
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TEST_CASE("BehaviorSystem: tickMovement stops exactly at target without overshoot",
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"[behavior]")
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{
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Fixture f;
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const EntityId id = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
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// Place target closer than one tick's travel.
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const float speed = f.ships.findShip(id)->speedPerTick;
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const QVector2D target(speed * 0.5f, 0.0f);
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f.ships.forEach([&target](Ship& s) {
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s.intent = MovementIntent{1, target};
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});
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f.ships.tickMovement();
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const Ship* s = f.ships.findShip(id);
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REQUIRE(s->position.x() == Approx(target.x()));
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REQUIRE(s->position.y() == Approx(target.y()));
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}
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// ---------------------------------------------------------------------------
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// tickHomeReturn
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// ---------------------------------------------------------------------------
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TEST_CASE("BehaviorSystem: tickHomeReturn does nothing when HP is above threshold",
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"[behavior]")
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{
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Fixture f;
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const EntityId id = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
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f.ships.forEach([](Ship& s) {
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s.homeReturn = HomeReturn{0.3f, QVector2D(-10.0f, 0.0f)};
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s.hp = s.maxHp; // full HP — above threshold
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});
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f.ships.clearMovementIntents();
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f.ships.tickHomeReturn();
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REQUIRE(f.ships.findShip(id)->intent.priority == 0);
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}
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TEST_CASE("BehaviorSystem: tickHomeReturn writes priority-4 intent toward homePos when HP is low",
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"[behavior]")
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{
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Fixture f;
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const EntityId id = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
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const QVector2D homePos(-10.0f, 0.0f);
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f.ships.forEach([&homePos](Ship& s) {
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s.homeReturn = HomeReturn{0.5f, homePos};
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s.hp = s.maxHp * 0.2f; // below 50% threshold
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});
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f.ships.clearMovementIntents();
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f.ships.tickHomeReturn();
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const Ship* s = f.ships.findShip(id);
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REQUIRE(s->intent.priority == 4);
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REQUIRE(s->intent.target.x() == Approx(homePos.x()));
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}
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TEST_CASE("BehaviorSystem: tickHomeReturn priority-4 beats tickThreatResponse priority-3",
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"[behavior]")
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{
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Fixture f;
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// Player ship with both homeReturn (low HP) and an enemy in range.
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const EntityId playerId = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
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f.ships.spawn("interceptor", 1, QVector2D(5.0f, 0.0f), /*isEnemy=*/true);
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const QVector2D homePos(-50.0f, 0.0f);
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f.ships.forEach([&homePos, playerId](Ship& s) {
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if (s.id == playerId)
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{
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s.homeReturn = HomeReturn{0.5f, homePos};
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s.hp = s.maxHp * 0.1f;
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}
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});
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f.ships.clearMovementIntents();
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f.ships.tickHomeReturn();
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f.ships.tickThreatResponse(f.buildings);
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const Ship* s = f.ships.findShip(playerId);
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REQUIRE(s->intent.priority == 4);
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REQUIRE(s->intent.target.x() == Approx(homePos.x()));
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}
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// ---------------------------------------------------------------------------
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// tickThreatResponse — player ships
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// ---------------------------------------------------------------------------
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TEST_CASE("BehaviorSystem: player combat ship acquires nearest enemy ship in range",
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"[behavior]")
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{
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Fixture f;
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const EntityId playerId = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
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// Spawn enemy within attack range (150 tile units).
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const EntityId enemyId = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f),
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/*isEnemy=*/true);
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f.ships.clearMovementIntents();
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f.ships.tickThreatResponse(f.buildings);
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const Ship* player = f.ships.findShip(playerId);
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REQUIRE(player->threatResponse.has_value());
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REQUIRE(player->threatResponse->currentTarget.has_value());
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REQUIRE(*player->threatResponse->currentTarget == enemyId);
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}
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TEST_CASE("BehaviorSystem: player combat ship does not target friendly ships",
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"[behavior]")
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{
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Fixture f;
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const EntityId id1 = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
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f.ships.spawn("interceptor", 1, QVector2D(5.0f, 0.0f)); // also player (isEnemy=false)
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f.ships.clearMovementIntents();
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f.ships.tickThreatResponse(f.buildings);
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const Ship* s = f.ships.findShip(id1);
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REQUIRE(s->threatResponse.has_value());
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REQUIRE_FALSE(s->threatResponse->currentTarget.has_value());
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}
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TEST_CASE("BehaviorSystem: player combat ship ignores enemy beyond engagement range",
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"[behavior]")
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{
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Fixture f;
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const EntityId playerId = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
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// Place enemy far beyond engagement range (150 tile units).
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f.ships.spawn("interceptor", 1, QVector2D(500.0f, 0.0f), /*isEnemy=*/true);
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f.ships.clearMovementIntents();
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f.ships.tickThreatResponse(f.buildings);
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const Ship* s = f.ships.findShip(playerId);
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REQUIRE_FALSE(s->threatResponse->currentTarget.has_value());
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}
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// ---------------------------------------------------------------------------
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// tickThreatResponse — enemy ships
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// ---------------------------------------------------------------------------
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TEST_CASE("BehaviorSystem: enemy ship acquires nearest player ship in range",
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"[behavior]")
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{
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Fixture f;
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const EntityId playerId = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
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const EntityId enemyId = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f),
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/*isEnemy=*/true);
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f.ships.clearMovementIntents();
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f.ships.tickThreatResponse(f.buildings);
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const Ship* enemy = f.ships.findShip(enemyId);
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REQUIRE(enemy->threatResponse.has_value());
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REQUIRE(enemy->threatResponse->currentTarget.has_value());
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REQUIRE(*enemy->threatResponse->currentTarget == playerId);
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}
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TEST_CASE("BehaviorSystem: enemy ship with no target writes leftward movement intent",
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"[behavior]")
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{
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Fixture f;
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const EntityId enemyId = f.ships.spawn("interceptor", 1, QVector2D(100.0f, 0.0f),
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/*isEnemy=*/true);
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f.ships.clearMovementIntents();
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f.ships.tickThreatResponse(f.buildings);
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const Ship* enemy = f.ships.findShip(enemyId);
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REQUIRE(enemy->intent.priority == 3);
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REQUIRE(enemy->intent.target.x() < 0.0f); // moving leftward (toward asteroid)
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}
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// ---------------------------------------------------------------------------
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// tickRepairBehavior
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// ---------------------------------------------------------------------------
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TEST_CASE("BehaviorSystem: repair ship writes intent toward damaged friendly ship",
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"[behavior]")
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{
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Fixture f;
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const EntityId repairId = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f));
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const EntityId friendlyId = f.ships.spawn("interceptor", 1, QVector2D(5.0f, 0.0f));
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// Damage the friendly ship.
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f.ships.forEach([friendlyId](Ship& s) {
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if (s.id == friendlyId)
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{
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s.hp = s.maxHp * 0.5f;
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}
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});
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f.ships.clearMovementIntents();
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f.ships.tickRepairBehavior(f.buildings);
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const Ship* repair = f.ships.findShip(repairId);
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REQUIRE(repair->intent.priority == 2);
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REQUIRE(repair->intent.target.x() == Approx(5.0f));
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}
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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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// Repair range = 80 tile units; place ships close together.
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const EntityId repairId = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f));
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const EntityId friendlyId = f.ships.spawn("interceptor", 1, QVector2D(1.0f, 0.0f));
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const float initialHp = f.ships.findShip(friendlyId)->maxHp * 0.5f;
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f.ships.forEach([friendlyId, initialHp](Ship& s) {
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if (s.id == friendlyId)
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{
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s.hp = initialHp;
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}
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});
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f.ships.clearMovementIntents();
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f.ships.tickRepairBehavior(f.buildings);
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// repair_rate_formula = "5 + x" at x=1 → 6; hp should have increased.
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const Ship* friendly = f.ships.findShip(friendlyId);
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REQUIRE(friendly->hp > initialHp);
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}
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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 EntityId repairId = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f));
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const EntityId friendlyId = f.ships.spawn("interceptor", 1, QVector2D(1.0f, 0.0f));
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// Nearly full HP — one repair tick must not exceed maxHp.
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f.ships.forEach([friendlyId](Ship& s) {
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if (s.id == friendlyId)
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{
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s.hp = s.maxHp - 0.001f;
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}
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});
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for (int i = 0; i < 5; ++i)
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{
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f.ships.clearMovementIntents();
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f.ships.tickRepairBehavior(f.buildings);
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}
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const Ship* friendly = f.ships.findShip(friendlyId);
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REQUIRE(friendly->hp <= friendly->maxHp);
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REQUIRE(friendly->hp == Approx(friendly->maxHp));
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}
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// ---------------------------------------------------------------------------
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// tickScrapCollector
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// ---------------------------------------------------------------------------
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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 EntityId shipId = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f));
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// Scrap beyond collectionRange (50) but within sensorRange (250).
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const QVector2D scrapPos(100.0f, 0.0f);
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const Tick farFuture = 100000;
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f.scraps.spawn(scrapPos, 1, farFuture);
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f.ships.clearMovementIntents();
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f.ships.tickScrapCollector(f.scraps, f.buildings);
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const Ship* s = f.ships.findShip(shipId);
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REQUIRE(s->intent.priority == 1);
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REQUIRE(s->intent.target.x() == Approx(scrapPos.x()));
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}
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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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// Place scrap exactly at ship position so it is within collectionRange immediately.
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const EntityId shipId = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f));
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const Tick farFuture = 100000;
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const EntityId scrapId = f.scraps.spawn(QVector2D(0.0f, 0.0f), 1, farFuture);
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f.ships.clearMovementIntents();
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f.ships.tickScrapCollector(f.scraps, f.buildings);
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const Ship* s = f.ships.findShip(shipId);
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REQUIRE(s->cargo->current == 1);
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REQUIRE(f.scraps.findScrap(scrapId) == nullptr); // consumed
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}
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TEST_CASE("BehaviorSystem: full-cargo salvage ship moves toward SalvageBay", "[behavior]")
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{
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Fixture f;
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// Place a SalvageBay building so the ship has somewhere to deliver.
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// The SalvageBay occupies asteroid tiles (x < 0 convention); use negative coords.
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// We bypass construction time by ticking until it is operational.
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const EntityId bayId = f.buildings.place(BuildingType::SalvageBay,
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QPoint(-4, 0), Rotation::East, 0);
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Tick tick = 0;
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// SalvageBay construction_time_seconds = 15 → 450 ticks; run 500 to be safe.
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for (int i = 0; i < 500; ++i)
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{
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f.buildings.tickConstruction(tick++);
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if (f.buildings.findBuilding(bayId) != nullptr)
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{
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break;
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}
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}
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REQUIRE(f.buildings.findBuilding(bayId) != nullptr);
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// Spawn salvage ship and fill its cargo.
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const EntityId shipId = f.ships.spawn("salvage_ship", 1, QVector2D(5.0f, 0.0f));
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f.ships.forEach([](Ship& s) {
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if (s.cargo)
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{
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s.cargo->current = s.cargo->capacity; // full cargo
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}
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});
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f.ships.clearMovementIntents();
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f.ships.tickScrapCollector(f.scraps, f.buildings);
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// Intent should point toward the bay (x < 0 area), not rightward.
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const Ship* s = f.ships.findShip(shipId);
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REQUIRE(s->intent.priority == 1);
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REQUIRE(s->intent.target.x() < s->position.x());
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}
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