implement unlock dependencies

This commit is contained in:
2026-07-03 08:35:45 +02:00
parent 58d4586d00
commit 6ea0655eaf
13 changed files with 476 additions and 11 deletions

View File

@@ -21,6 +21,7 @@ add_files(
ShipModuleTest.cpp
ThreatCostCalculatorTest.cpp
RecipeSchematicTest.cpp
UnlockPrereqTest.cpp
ArtifactWinConditionTest.cpp
DeterminismTest.cpp
CommandTest.cpp

View File

@@ -6,6 +6,7 @@
#include <stdexcept>
#include <string>
#include <system_error>
#include <vector>
#include "BuildingType.h"
#include "ConfigLoader.h"
@@ -343,3 +344,151 @@ duration_seconds = 1.0
std::runtime_error);
}
// --- unlock_requires (REQ-LOCK-PREREQ) ------------------------------------
namespace
{
// Copies every regular file from CONFIG_DIR into dir, giving tests a full,
// valid config set they can then perturb before calling loadFromDirectory.
void copyConfigInto(const std::filesystem::path& dir)
{
for (const std::filesystem::directory_entry& entry :
std::filesystem::directory_iterator(std::string(CONFIG_DIR)))
{
if (entry.is_regular_file())
{
std::filesystem::copy_file(entry.path(), dir / entry.path().filename());
}
}
}
} // namespace
TEST_CASE("unlock_requires parses into a ship def", "[config]")
{
TempConfigDir dir;
writeFile(dir.path() / "ships.toml", R"(
[[ship]]
id = "alpha"
unlock_at_station_level = 1
unlock_requires = ["beta", "gamma"]
layout = ["O"]
[ship.schematic]
materials = []
production_time_seconds = 5
[ship.health]
hp = 10
[ship.movement]
speed_mps = 1
main_acceleration_mpss = 1
maneuvering_acceleration_mpss = 1
angular_acceleration_radpss = 1
max_rotation_speed_radps = 1
[ship.sensor]
sensor_range_m = 10
)");
const ShipsConfig cfg = ConfigLoader::loadShips((dir.path() / "ships.toml").string());
REQUIRE(cfg.ships.size() == 1);
CHECK(cfg.ships[0].unlockRequires == std::vector<std::string>{"beta", "gamma"});
}
TEST_CASE("unlock_requires parses into a module def", "[config]")
{
TempConfigDir dir;
writeFile(dir.path() / "modules.toml", R"(
[[module]]
id = "m1"
unlock_at_station_level = 0
unlock_requires = ["dep"]
surface_mask = ["O"]
materials = [{item = "iron_ingot", amount = 1}]
production_time_seconds = 1
fill_color = "#ffffff"
glyph = "M"
)");
const ModulesConfig cfg = ConfigLoader::loadModules((dir.path() / "modules.toml").string());
REQUIRE(cfg.modules.size() == 1);
CHECK(cfg.modules[0].unlockRequires == std::vector<std::string>{"dep"});
}
TEST_CASE("unlock_requires parses only for assembler recipes", "[config]")
{
TempConfigDir dir;
writeFile(dir.path() / "recipes.toml", R"(
[[recipe]]
id = "gated_asm"
building = "assembler"
unlock_at_station_level = 1
unlock_requires = ["prereq_recipe"]
inputs = []
outputs = [{item = "foo", amount = 1}]
duration_seconds = 1.0
[[recipe]]
id = "a_miner"
building = "miner"
unlock_requires = ["ignored"]
inputs = []
outputs = [{item = "ore", amount = 1}]
duration_seconds = 1.0
)");
const RecipesConfig cfg = ConfigLoader::loadRecipes((dir.path() / "recipes.toml").string());
REQUIRE(cfg.recipes.size() == 2);
CHECK(cfg.recipes[0].unlockRequires == std::vector<std::string>{"prereq_recipe"});
// The field is only consumed for assembler recipe schematics; a miner recipe
// leaves it unparsed (empty).
CHECK(cfg.recipes[1].unlockRequires.empty());
}
TEST_CASE("unlock_requires referencing an unknown schematic is rejected at load", "[config]")
{
TempConfigDir dir;
copyConfigInto(dir.path());
std::ofstream out((dir.path() / "recipes.toml").string(), std::ios::app);
out << "\n[[recipe]]\n"
"id = \"gated_bogus\"\n"
"building = \"assembler\"\n"
"unlock_at_station_level = 1\n"
"unlock_requires = [\"___does_not_exist___\"]\n"
"inputs = []\n"
"outputs = [{item = \"circuit_board\", amount = 1}]\n"
"duration_seconds = 1.0\n";
out.close();
try
{
ConfigLoader::loadFromDirectory(dir.path().string());
FAIL("Expected exception");
}
catch (const std::runtime_error& e)
{
const std::string msg = e.what();
REQUIRE(msg.find("___does_not_exist___") != std::string::npos);
}
}
TEST_CASE("unlock_requires referencing a real schematic loads without error", "[config]")
{
TempConfigDir dir;
copyConfigInto(dir.path());
// "interceptor" is a ship schematic in the test config — a valid prerequisite.
std::ofstream out((dir.path() / "recipes.toml").string(), std::ios::app);
out << "\n[[recipe]]\n"
"id = \"gated_ok\"\n"
"building = \"assembler\"\n"
"unlock_at_station_level = 1\n"
"unlock_requires = [\"interceptor\"]\n"
"inputs = []\n"
"outputs = [{item = \"circuit_board\", amount = 1}]\n"
"duration_seconds = 1.0\n";
out.close();
REQUIRE_NOTHROW(ConfigLoader::loadFromDirectory(dir.path().string()));
}

View File

@@ -0,0 +1,174 @@
// Drop-pool behaviour for unlock_requires schematic prerequisites
// (REQ-LOCK-PREREQ). A schematic enters the drop pool only when every id in its
// unlock_requires is already explicitly unlocked, on top of the station-level
// (and, for recipes, output-implicitly-unlocked) checks.
//
// Configs are built in memory (load the test config, then mutate) so each case
// is isolated and does not perturb the shared test config used by other suites.
#include <algorithm>
#include <string>
#include <utility>
#include <vector>
#include "catch.hpp"
#include "ConfigLoader.h"
#include "FactionComponent.h"
#include "GameConfig.h"
#include "HealthComponent.h"
#include "ModulesConfig.h"
#include "RecipesConfig.h"
#include "SchematicChoiceOption.h"
#include "ShipsConfig.h"
#include "Simulation.h"
#include "SimulationTestAccess.h"
#include "StationBodyComponent.h"
namespace
{
GameConfig loadConfig()
{
return ConfigLoader::loadFromDirectory(CONFIG_DIR);
}
ShipDef& findShip(GameConfig& cfg, const std::string& id)
{
for (ShipDef& def : cfg.ships.ships)
{
if (def.id == id) { return def; }
}
FAIL("ship not found: " + id);
return cfg.ships.ships.front();
}
ModuleDef& findModule(GameConfig& cfg, const std::string& id)
{
for (ModuleDef& def : cfg.modules.modules)
{
if (def.id == id) { return def; }
}
FAIL("module not found: " + id);
return cfg.modules.modules.front();
}
RecipeDef& findRecipe(GameConfig& cfg, const std::string& id)
{
for (RecipeDef& def : cfg.recipes.recipes)
{
if (def.id == id) { return def; }
}
FAIL("recipe not found: " + id);
return cfg.recipes.recipes.front();
}
// Zeros the HP of both enemy defence stations and advances one tick so that
// tickDeathsAndLoot fires, triggering the push and schematic choices.
void killEnemyStations(Simulation& sim)
{
sim.admin().forEach<StationBodyComponent, FactionComponent, HealthComponent>(
[](entt::entity, StationBodyComponent&, FactionComponent& faction, HealthComponent& health)
{
if (faction.isEnemy)
{
health.hp = 0.0f;
}
});
sim.tick();
}
void killEnemyStationsAndApply(Simulation& sim)
{
killEnemyStations(sim);
if (sim.hasSchematicChoicesPending())
{
SimulationTestAccess::applySchematicChoice(sim, 0);
}
}
bool optionOffered(const Simulation& sim, const std::string& id)
{
const std::vector<SchematicChoiceOption>& options = sim.getPendingSchematicChoices();
return std::any_of(options.begin(), options.end(),
[&](const SchematicChoiceOption& o) { return o.schematicId == id; });
}
} // namespace
TEST_CASE("UnlockPrereq: a recipe gated behind a locked ship is withheld from the pool",
"[unlock_prereq]")
{
// quick_circuit (assembler recipe, level 0, output circuit_board is implicitly
// unlocked) would normally be eligible at the first station destruction. Gate
// it behind repair_ship (ship, level 0, locked at game start).
GameConfig cfg = loadConfig();
findRecipe(cfg, "quick_circuit").unlockRequires = {"repair_ship"};
Simulation sim(std::move(cfg), 123);
REQUIRE_FALSE(sim.isSchematicUnlocked("repair_ship"));
killEnemyStations(sim); // destroyed set level 0
REQUIRE(sim.hasSchematicChoicesPending());
// Prerequisite unmet -> the gated recipe must not be offered, while the
// prerequisite schematic itself (the only other eligible pick) is.
CHECK_FALSE(optionOffered(sim, "quick_circuit"));
CHECK(optionOffered(sim, "repair_ship"));
}
TEST_CASE("UnlockPrereq: the gated recipe becomes eligible once its prerequisite is unlocked",
"[unlock_prereq]")
{
GameConfig cfg = loadConfig();
findRecipe(cfg, "quick_circuit").unlockRequires = {"repair_ship"};
Simulation sim(std::move(cfg), 123);
// Applying choice 0 each drop unlocks repair_ship first (the only eligible
// pick at level 0), which then opens quick_circuit for a later drop.
bool unlocked = false;
for (int i = 0; i < 150 && !unlocked; ++i)
{
killEnemyStationsAndApply(sim);
unlocked = sim.isRecipeUnlocked("quick_circuit");
}
CHECK(sim.isSchematicUnlocked("repair_ship")); // prerequisite got unlocked along the way
CHECK(unlocked);
}
TEST_CASE("UnlockPrereq: a module gated behind another module is withheld until it unlocks",
"[unlock_prereq]")
{
// Mirror the app-config demo (laser_cannon_m -> laser_cannon_l) using two
// test-config modules made lockable at the same station level.
GameConfig cfg = loadConfig();
findModule(cfg, "laser_cannon").unlockAtStationLevel = 0;
ModuleDef& armor = findModule(cfg, "armor_plate");
armor.unlockAtStationLevel = 0;
armor.unlockRequires = {"laser_cannon"};
Simulation sim(std::move(cfg), 7);
REQUIRE_FALSE(sim.isModuleSchematicUnlocked("laser_cannon"));
REQUIRE_FALSE(sim.isModuleSchematicUnlocked("armor_plate"));
killEnemyStations(sim); // level 0
REQUIRE(sim.hasSchematicChoicesPending());
// armor_plate is gated behind the still-locked laser_cannon module.
CHECK_FALSE(optionOffered(sim, "armor_plate"));
// Drive the drops until the gated module unlocks; it can only do so after its
// prerequisite has itself been unlocked.
bool armorUnlocked = false;
for (int i = 0; i < 300 && !armorUnlocked; ++i)
{
killEnemyStationsAndApply(sim);
armorUnlocked = sim.isModuleSchematicUnlocked("armor_plate");
if (armorUnlocked)
{
CHECK(sim.isModuleSchematicUnlocked("laser_cannon"));
}
}
CHECK(armorUnlocked);
}