fix bug where selecting the same layout for a shipyard discarded the current progress and buffers

This commit is contained in:
2026-08-06 19:18:45 +02:00
parent cd31af2611
commit 9a3b6c10d6
4 changed files with 160 additions and 2 deletions

View File

@@ -284,6 +284,21 @@ void BuildingSystem::setShipLayout(FactoryState& state, BuildingId id, const Shi
{ {
if (building.id == id) if (building.id == id)
{ {
// No-op if the layout is unchanged, so re-applying the layout a shipyard
// already has does not cancel its production cycle or wipe its buffers
// (REQ-MAT-INPUT-BUFFER, REQ-BLD-SHIPYARD). Confirming the layout dialog
// without editing anything, and a blueprint configuration transfer onto an
// already-matching shipyard (REQ-UI-BLUEPRINT-TRANSFER), both land here.
// An unset layout counts as an empty one: the two are equivalent for
// buffers, production, and the spawned ship (see the spawn path below),
// so an empty layout arriving at an unconfigured shipyard changes nothing.
const bool unchanged = building.shipLayout.has_value()
? *building.shipLayout == layout
: layout.placedModules.empty();
if (unchanged)
{
return;
}
if (building.production.has_value()) if (building.production.has_value())
{ {
building.production = std::nullopt; building.production = std::nullopt;

View File

@@ -15,8 +15,23 @@ struct PlacedModule
Rotation rotation; Rotation rotation;
}; };
inline bool operator==(const PlacedModule& a, const PlacedModule& b)
{
return a.moduleId == b.moduleId && a.position == b.position && a.rotation == b.rotation;
}
// The complete module configuration for a shipyard's current ship (REQ-MOD-CONFIG). // The complete module configuration for a shipyard's current ship (REQ-MOD-CONFIG).
struct ShipLayoutConfig struct ShipLayoutConfig
{ {
std::vector<PlacedModule> placedModules; std::vector<PlacedModule> placedModules;
}; };
// Deliberately order-sensitive: two layouts holding the same modules in a different
// vector order compare unequal. This only decides whether applying a layout is a no-op
// (REQ-MAT-INPUT-BUFFER), so the conservative answer is the safe one -- reporting a
// change that is not one costs a buffer reset, reporting no change when there is one
// would leave the shipyard stale.
inline bool operator==(const ShipLayoutConfig& a, const ShipLayoutConfig& b)
{
return a.placedModules == b.placedModules;
}

View File

@@ -103,14 +103,25 @@ TEST_CASE("readBuildingConfig returns a shipyard's schematic and layout",
const BuildingId id = placeOperational(sim, cfg, BuildingType::Shipyard, QPoint(0, 0)); const BuildingId id = placeOperational(sim, cfg, BuildingType::Shipyard, QPoint(0, 0));
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), id, schematic->id); SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), id, schematic->id);
SimulationTestAccess::buildings(sim).setShipLayout(SimulationTestAccess::state(sim), id, ShipLayoutConfig{});
// A real layout, not an empty one: applying an empty layout to a shipyard that has
// none is a no-op (REQ-MAT-INPUT-BUFFER), so it would leave nothing to read back.
ShipLayoutConfig layout;
PlacedModule placed;
placed.moduleId = "armor_plate";
placed.position = QPoint(0, 0);
placed.rotation = Rotation::East;
layout.placedModules.push_back(placed);
SimulationTestAccess::buildings(sim).setShipLayout(SimulationTestAccess::state(sim), id, layout);
const std::optional<BuildingConfig> config = readBuildingConfig(sim, id); const std::optional<BuildingConfig> config = readBuildingConfig(sim, id);
REQUIRE(config.has_value()); REQUIRE(config.has_value());
CHECK(config->type == BuildingType::Shipyard); CHECK(config->type == BuildingType::Shipyard);
REQUIRE(config->recipeId.has_value()); REQUIRE(config->recipeId.has_value());
CHECK(*config->recipeId == schematic->id); CHECK(*config->recipeId == schematic->id);
CHECK(config->shipLayout.has_value()); REQUIRE(config->shipLayout.has_value());
REQUIRE(config->shipLayout->placedModules.size() == 1);
CHECK(config->shipLayout->placedModules[0].moduleId == "armor_plate");
} }
TEST_CASE("readBuildingConfig reads a queued construction site", "[blueprint]") TEST_CASE("readBuildingConfig reads a queued construction site", "[blueprint]")

View File

@@ -262,6 +262,123 @@ TEST_CASE("Shipyard: setShipLayout cancels in-progress production",
CHECK_FALSE(b2->production.has_value()); CHECK_FALSE(b2->production.has_value());
} }
// Applying a configuration a building already has is a no-op (REQ-MAT-INPUT-BUFFER).
// setRecipe has always worked this way; setShipLayout did not, and wiped the shipyard
// on every re-apply. That matters now that a blueprint configuration transfer
// (REQ-UI-BLUEPRINT-TRANSFER) can be clicked repeatedly onto matching shipyards.
TEST_CASE("Shipyard: re-applying the same layout keeps production and buffers",
"[modules][shipyard]")
{
Simulation sim(loadTestConfig(), 42);
const ShipDef* def = findSchematic(sim.getConfig(), "interceptor");
REQUIRE(def != nullptr);
const BuildingDef* yardDef = findShipyardDef(sim.getConfig());
REQUIRE(yardDef != nullptr);
const BuildingId yardId = placeShipyard(sim, *yardDef);
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), yardId, "interceptor");
ShipLayoutConfig layout;
PlacedModule pm;
pm.moduleId = "armor_plate";
pm.position = QPoint(0, 0);
pm.rotation = Rotation::East;
layout.placedModules.push_back(pm);
SimulationTestAccess::buildings(sim).setShipLayout(SimulationTestAccess::state(sim), yardId, layout);
fillMaterials(sim, yardId, *def, layout);
sim.tick();
const Building* before = findBuilding(sim.getFactoryState(), yardId);
REQUIRE(before != nullptr);
REQUIRE(before->production.has_value());
const Tick completesAt = before->production->completesAt;
// A separately built but equal layout: equality is by value, not by identity.
ShipLayoutConfig sameLayout;
sameLayout.placedModules.push_back(pm);
SimulationTestAccess::buildings(sim).setShipLayout(SimulationTestAccess::state(sim), yardId, sameLayout);
const Building* after = findBuilding(sim.getFactoryState(), yardId);
REQUIRE(after != nullptr);
REQUIRE(after->production.has_value());
CHECK(after->production->completesAt == completesAt);
CHECK(after->inputBuffer.caps.at(ItemType{"iron_ingot"}) == 10);
}
TEST_CASE("Shipyard: an empty layout on an unconfigured shipyard changes nothing",
"[modules][shipyard]")
{
// An unset layout and an empty one are the same state everywhere that matters, so
// clearing an already-unconfigured shipyard must not cancel its cycle. This is the
// case a transfer from a layout-less source shipyard produces.
Simulation sim(loadTestConfig(), 42);
const ShipDef* def = findSchematic(sim.getConfig(), "interceptor");
REQUIRE(def != nullptr);
const BuildingDef* yardDef = findShipyardDef(sim.getConfig());
REQUIRE(yardDef != nullptr);
const BuildingId yardId = placeShipyard(sim, *yardDef);
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), yardId, "interceptor");
ShipLayoutConfig emptyLayout;
fillMaterials(sim, yardId, *def, emptyLayout);
sim.tick();
const Building* before = findBuilding(sim.getFactoryState(), yardId);
REQUIRE(before != nullptr);
REQUIRE(before->production.has_value());
REQUIRE_FALSE(before->shipLayout.has_value());
SimulationTestAccess::buildings(sim).setShipLayout(SimulationTestAccess::state(sim), yardId, emptyLayout);
const Building* after = findBuilding(sim.getFactoryState(), yardId);
REQUIRE(after != nullptr);
CHECK(after->production.has_value());
CHECK_FALSE(after->shipLayout.has_value());
}
TEST_CASE("Shipyard: the same modules in a different order count as a change",
"[modules][shipyard]")
{
// Layout equality is deliberately order-sensitive (see ShipLayout.h): the safe
// answer when in doubt is "changed", which costs a buffer reset rather than
// leaving a shipyard building the wrong ship.
Simulation sim(loadTestConfig(), 42);
const ShipDef* def = findSchematic(sim.getConfig(), "interceptor");
REQUIRE(def != nullptr);
const BuildingDef* yardDef = findShipyardDef(sim.getConfig());
REQUIRE(yardDef != nullptr);
const BuildingId yardId = placeShipyard(sim, *yardDef);
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), yardId, "interceptor");
PlacedModule armor;
armor.moduleId = "armor_plate";
armor.position = QPoint(0, 0);
armor.rotation = Rotation::East;
PlacedModule sensor;
sensor.moduleId = "sensor_booster";
sensor.position = QPoint(1, 0);
sensor.rotation = Rotation::East;
ShipLayoutConfig layout;
layout.placedModules.push_back(armor);
layout.placedModules.push_back(sensor);
SimulationTestAccess::buildings(sim).setShipLayout(SimulationTestAccess::state(sim), yardId, layout);
fillMaterials(sim, yardId, *def, layout);
sim.tick();
REQUIRE(findBuilding(sim.getFactoryState(), yardId)->production.has_value());
ShipLayoutConfig reordered;
reordered.placedModules.push_back(sensor);
reordered.placedModules.push_back(armor);
SimulationTestAccess::buildings(sim).setShipLayout(SimulationTestAccess::state(sim), yardId, reordered);
CHECK_FALSE(findBuilding(sim.getFactoryState(), yardId)->production.has_value());
}
TEST_CASE("Shipyard: builds a bare hull when no layout is configured", TEST_CASE("Shipyard: builds a bare hull when no layout is configured",
"[modules][shipyard]") "[modules][shipyard]")
{ {