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

@@ -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);
}