use meters in config

This commit is contained in:
2026-06-05 19:54:39 +02:00
parent 4e3e3ac715
commit 7669245229
37 changed files with 265 additions and 231 deletions

View File

@@ -71,7 +71,7 @@ static void runTicks(BuildingSystem& bs, BeltSystem& belts, int n, Tick& tick)
TEST_CASE("BuildingSystem: place miner occupies expected body tiles", "[building]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
@@ -96,7 +96,7 @@ TEST_CASE("BuildingSystem: placing a belt registers it with BeltSystem after con
"[building]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
@@ -124,7 +124,7 @@ TEST_CASE("BuildingSystem: placing a belt registers it with BeltSystem after con
TEST_CASE("BuildingSystem: placed building enters construction queue", "[building]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
@@ -144,7 +144,7 @@ TEST_CASE("BuildingSystem: placed building enters construction queue", "[buildin
TEST_CASE("BuildingSystem: demolish frees tiles and returns refund", "[building]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
@@ -177,7 +177,7 @@ TEST_CASE("BuildingSystem: first queued building starts construction immediately
"[building]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
@@ -194,7 +194,7 @@ TEST_CASE("BuildingSystem: first queued building starts construction immediately
TEST_CASE("BuildingSystem: second queued building waits (completesAt == 0)", "[building]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
@@ -215,7 +215,7 @@ TEST_CASE("BuildingSystem: second queued building waits (completesAt == 0)", "[b
TEST_CASE("BuildingSystem: construction completes after configured duration", "[building]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
@@ -239,7 +239,7 @@ TEST_CASE("BuildingSystem: construction completes after configured duration", "[
TEST_CASE("BuildingSystem: second building starts after first completes", "[building]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
@@ -268,7 +268,7 @@ TEST_CASE("BuildingSystem: second building starts after first completes", "[buil
TEST_CASE("BuildingSystem: miner produces iron_ore after recipe duration", "[building]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
@@ -297,7 +297,7 @@ TEST_CASE("BuildingSystem: miner produces iron_ore after recipe duration", "[bui
TEST_CASE("BuildingSystem: miner output buffer stalls when full", "[building]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
@@ -456,7 +456,7 @@ TEST_CASE("BuildingSystem: reprocessing plant output buffer capacity equals max
"[building]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
@@ -544,7 +544,7 @@ TEST_CASE("BuildingSystem: findRotateInPlaceTarget returns nullopt when tile is
"[building][rotate-in-place]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
@@ -562,7 +562,7 @@ TEST_CASE("BuildingSystem: findRotateInPlaceTarget returns the site id for a que
"[building][rotate-in-place]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
@@ -584,7 +584,7 @@ TEST_CASE("BuildingSystem: findRotateInPlaceTarget returns the building id for a
"[building][rotate-in-place]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
@@ -610,7 +610,7 @@ TEST_CASE("BuildingSystem: findRotateInPlaceTarget returns nullopt when building
"[building][rotate-in-place]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
@@ -631,7 +631,7 @@ TEST_CASE("BuildingSystem: findRotateInPlaceTarget returns nullopt when footprin
"[building][rotate-in-place]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
@@ -654,7 +654,7 @@ TEST_CASE("BuildingSystem: findRotateInPlaceTarget works for a symmetric multi-t
"[building][rotate-in-place]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
@@ -682,7 +682,7 @@ TEST_CASE("BuildingSystem: rotateInPlace updates the rotation field of a constru
"[building][rotate-in-place]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
@@ -704,7 +704,7 @@ TEST_CASE("BuildingSystem: rotateInPlace preserves the construction progress of
"[building][rotate-in-place]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
@@ -727,7 +727,7 @@ TEST_CASE("BuildingSystem: rotateInPlace updates rotation and output port direct
"[building][rotate-in-place]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
@@ -757,7 +757,7 @@ TEST_CASE("BuildingSystem: rotateInPlace re-registers a belt tile with BeltSyste
"[building][rotate-in-place]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;