Unify tunnel build mode into a single Tunnel button
This commit is contained in:
@@ -12,6 +12,7 @@ SET(HDRS
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${CMAKE_CURRENT_SOURCE_DIR}/SchematicChoiceOption.h
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${CMAKE_CURRENT_SOURCE_DIR}/DisplayName.h
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${CMAKE_CURRENT_SOURCE_DIR}/BeltDragPath.h
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${CMAKE_CURRENT_SOURCE_DIR}/TunnelCompletion.h
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PARENT_SCOPE
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)
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@@ -21,6 +22,7 @@ SET(SRCS
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${CMAKE_CURRENT_SOURCE_DIR}/EntityAdmin.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/DisplayName.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/BeltDragPath.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/TunnelCompletion.cpp
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PARENT_SCOPE
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)
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115
src/lib/core/TunnelCompletion.cpp
Normal file
115
src/lib/core/TunnelCompletion.cpp
Normal file
@@ -0,0 +1,115 @@
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#include "TunnelCompletion.h"
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namespace
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{
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QPoint stepTile(QPoint tile, Rotation dir)
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{
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switch (dir)
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{
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case Rotation::North: return {tile.x(), tile.y() - 1};
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case Rotation::East: return {tile.x() + 1, tile.y() };
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case Rotation::South: return {tile.x(), tile.y() + 1};
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case Rotation::West: return {tile.x() - 1, tile.y() };
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}
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return tile;
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}
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Rotation oppositeRotation(Rotation dir)
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{
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switch (dir)
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{
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case Rotation::North: return Rotation::South;
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case Rotation::East: return Rotation::West;
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case Rotation::South: return Rotation::North;
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case Rotation::West: return Rotation::East;
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}
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return dir;
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}
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float tileCenterDistanceSq(QPoint tile, QVector2D cursorWorldPos)
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{
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const QVector2D center(static_cast<float>(tile.x()) + 0.5f,
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static_cast<float>(tile.y()) + 0.5f);
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return (center - cursorWorldPos).lengthSquared();
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}
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} // namespace
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std::optional<QPoint> firstTunnelFacing(const TunnelLookup& lookup, QPoint start,
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Rotation stepDir, Rotation targetFacing,
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int maxDistance)
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{
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QPoint probe = start;
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for (int distance = 1; distance <= maxDistance; ++distance)
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{
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probe = stepTile(probe, stepDir);
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const std::optional<TunnelTileInfo> info = lookup(probe);
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if (info.has_value() && info->rotation == targetFacing)
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{
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return probe;
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}
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}
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return std::nullopt;
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}
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TunnelCompletion resolveTunnelCompletion(const TunnelLookup& lookup, QPoint hoverTile,
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Rotation rotation, int maxDistance,
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QVector2D cursorWorldPos)
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{
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// Entry-completion: a hypothetical entry at the hovered tile searches ahead (its
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// facing direction) for a same-direction exit to pair with. The first
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// same-direction tunnel ahead completes the entry only if it is an exit.
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std::optional<QPoint> exitPartner;
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if (const std::optional<QPoint> ahead =
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firstTunnelFacing(lookup, hoverTile, rotation, rotation, maxDistance);
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ahead.has_value())
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{
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const std::optional<TunnelTileInfo> info = lookup(*ahead);
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if (info.has_value() && info->type == BuildingType::TunnelExit)
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{
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exitPartner = ahead;
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}
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}
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// Exit-completion: a hypothetical exit at the hovered tile pairs with an existing
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// entry behind it — one whose forward search (its facing direction) reaches the
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// hovered tile as its first same-direction tunnel. Scanning backwards, the first
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// same-direction tunnel completes the exit only if it is an entry.
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std::optional<QPoint> entryPartner;
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if (const std::optional<QPoint> behind =
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firstTunnelFacing(lookup, hoverTile, oppositeRotation(rotation), rotation,
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maxDistance);
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behind.has_value())
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{
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const std::optional<TunnelTileInfo> info = lookup(*behind);
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if (info.has_value() && info->type == BuildingType::TunnelEntry)
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{
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entryPartner = behind;
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}
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}
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// Default: a TunnelEntry with no partner.
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if (!entryPartner.has_value() && !exitPartner.has_value())
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{
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return TunnelCompletion{BuildingType::TunnelEntry, std::nullopt};
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}
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if (entryPartner.has_value() && !exitPartner.has_value())
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{
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return TunnelCompletion{BuildingType::TunnelExit, entryPartner};
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}
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if (exitPartner.has_value() && !entryPartner.has_value())
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{
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return TunnelCompletion{BuildingType::TunnelEntry, exitPartner};
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}
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// Both apply: complete whichever existing partner is closer to the sub-tile
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// cursor position (REQ-BLD-TUNNEL-MODE).
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const float entryDistanceSq = tileCenterDistanceSq(*entryPartner, cursorWorldPos);
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const float exitDistanceSq = tileCenterDistanceSq(*exitPartner, cursorWorldPos);
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if (entryDistanceSq <= exitDistanceSq)
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{
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return TunnelCompletion{BuildingType::TunnelExit, entryPartner};
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}
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return TunnelCompletion{BuildingType::TunnelEntry, exitPartner};
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}
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54
src/lib/core/TunnelCompletion.h
Normal file
54
src/lib/core/TunnelCompletion.h
Normal file
@@ -0,0 +1,54 @@
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#pragma once
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#include <functional>
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#include <optional>
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#include <QPoint>
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#include <QVector2D>
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#include "BuildingType.h"
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#include "Rotation.h"
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// A tunnel building occupying a single tile: whether it is an entry or an exit and
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// the direction it faces. Used by the tunnel pairing scan (REQ-BLD-TUNNEL-PAIR) and
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// the unified tunnel build mode (REQ-BLD-TUNNEL-MODE).
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struct TunnelTileInfo
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{
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BuildingType type; // TunnelEntry or TunnelExit
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Rotation rotation; // facing direction
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};
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// Given a tile, returns the tunnel building on it (entry or exit) with its facing
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// direction, or std::nullopt when the tile holds no tunnel building.
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using TunnelLookup = std::function<std::optional<TunnelTileInfo>(QPoint)>;
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// Steps from `start` in `stepDir` over the tiles at distance 1..maxDistance and
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// returns the first tile whose tunnel faces `targetFacing`. Tunnel buildings facing
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// any other direction are skipped, mirroring the "stop at the first same-direction
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// tunnel" rule of REQ-BLD-TUNNEL-PAIR. Returns std::nullopt if none is found in range.
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std::optional<QPoint> firstTunnelFacing(const TunnelLookup& lookup, QPoint start,
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Rotation stepDir, Rotation targetFacing,
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int maxDistance);
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// Result of resolving which tunnel end the ghost should become at a hovered tile
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// (REQ-BLD-TUNNEL-MODE): the type to place and the existing tunnel it would complete.
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struct TunnelCompletion
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{
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BuildingType resolvedType; // TunnelEntry (default) or TunnelExit
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std::optional<QPoint> partnerTile; // matched existing tunnel, if any
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};
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// Resolves the tunnel ghost type for a hover at `hoverTile` with the ghost facing
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// `rotation` (REQ-BLD-TUNNEL-MODE):
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// - exit-completion: placing an exit here would pair with an existing entry behind
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// it (the entry's forward search reaches this tile as its first same-direction
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// tunnel) — the ghost becomes a TunnelExit;
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// - entry-completion: placing an entry here would pair with an existing exit ahead
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// of it — the ghost stays a TunnelEntry.
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// When both apply, the end whose existing partner is closer to `cursorWorldPos` (the
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// sub-tile cursor position in world tile units) wins, so nudging the cursor within a
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// single tile can flip the target. With no match the ghost stays a TunnelEntry with
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// no partner.
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TunnelCompletion resolveTunnelCompletion(const TunnelLookup& lookup, QPoint hoverTile,
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Rotation rotation, int maxDistance,
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QVector2D cursorWorldPos);
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@@ -4,6 +4,7 @@
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#include "StateChecksum.h"
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#include "Tick.h"
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#include "TunnelCompletion.h"
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#include "tracing.h"
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// ---------------------------------------------------------------------------
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@@ -177,55 +178,57 @@ void BeltSystem::reevaluateTunnelPairing()
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std::vector<TunnelLink> oldLinks;
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std::swap(oldLinks, m_tunnelLinks);
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// Tunnel index over this system's own (completed) tunnel tiles, shared with the
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// scan primitive so the pairing rule lives in one place (REQ-BLD-TUNNEL-PAIR).
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const TunnelLookup lookup = [this](QPoint tile) -> std::optional<TunnelTileInfo>
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{
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const std::map<std::pair<int, int>, TunnelEntryTile>::const_iterator teIt =
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m_tunnelEntries.find(key(tile));
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if (teIt != m_tunnelEntries.end())
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{
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return TunnelTileInfo{BuildingType::TunnelEntry, teIt->second.direction};
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}
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const std::map<std::pair<int, int>, TunnelExitTile>::const_iterator txIt =
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m_tunnelExits.find(key(tile));
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if (txIt != m_tunnelExits.end())
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{
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return TunnelTileInfo{BuildingType::TunnelExit, txIt->second.direction};
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}
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return std::nullopt;
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};
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for (const std::pair<const std::pair<int, int>, TunnelEntryTile>& entry : m_tunnelEntries)
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{
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const QPoint entryPos(entry.first.first, entry.first.second);
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const Rotation dir = entry.second.direction;
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const int maxDist = entry.second.maxDistance;
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for (int d = 1; d <= maxDist; ++d)
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// The first same-direction tunnel ahead forms a pair only when it is an exit;
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// a same-direction entry blocks (firstTunnelFacing stops at it either way).
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const std::optional<QPoint> target =
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firstTunnelFacing(lookup, entryPos, dir, dir, maxDist);
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if (!target.has_value() || m_tunnelExits.find(key(*target)) == m_tunnelExits.end())
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{
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QPoint probe = entryPos;
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for (int step = 0; step < d; ++step)
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{
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probe = adjacentTile(probe, dir);
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}
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continue;
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}
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// Check if a same-direction tunnel entry is here (blocks pairing)
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const std::map<std::pair<int, int>, TunnelEntryTile>::const_iterator teIt =
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m_tunnelEntries.find(key(probe));
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if (teIt != m_tunnelEntries.end() && teIt->second.direction == dir)
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TunnelLink link;
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link.entryTile = entryPos;
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link.exitTile = *target;
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// The exit is colinear with the entry along `dir`, so the tile-coordinate
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// distance is the Manhattan distance.
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link.length = static_cast<double>((*target - entryPos).manhattanLength());
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for (const TunnelLink& old : oldLinks)
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{
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if (old.entryTile == entryPos && old.exitTile == *target)
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{
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link.items = old.items;
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break;
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}
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// Check if a same-direction tunnel exit is here (forms pair)
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const std::map<std::pair<int, int>, TunnelExitTile>::const_iterator txIt =
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m_tunnelExits.find(key(probe));
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if (txIt != m_tunnelExits.end())
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{
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if (txIt->second.direction == dir)
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{
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TunnelLink link;
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link.entryTile = entryPos;
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link.exitTile = probe;
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link.length = static_cast<double>(d);
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for (const TunnelLink& old : oldLinks)
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{
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if (old.entryTile == entryPos && old.exitTile == probe)
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{
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link.items = old.items;
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break;
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}
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}
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m_tunnelLinks.push_back(std::move(link));
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break;
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}
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// Different direction exit — skip, keep searching
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}
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}
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m_tunnelLinks.push_back(std::move(link));
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}
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}
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@@ -9,6 +9,7 @@ add_files(
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BeltSystemTest.cpp
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SurfaceMaskTest.cpp
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BeltDragPathTest.cpp
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TunnelCompletionTest.cpp
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BuildingTest.cpp
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BuildingConfigTest.cpp
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ShipTest.cpp
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171
src/test/TunnelCompletionTest.cpp
Normal file
171
src/test/TunnelCompletionTest.cpp
Normal file
@@ -0,0 +1,171 @@
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#include "catch.hpp"
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#include <map>
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#include <optional>
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#include <utility>
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#include <QPoint>
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#include <QVector2D>
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#include "BuildingType.h"
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#include "Rotation.h"
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#include "TunnelCompletion.h"
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// ---------------------------------------------------------------------------
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// Helpers
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// ---------------------------------------------------------------------------
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namespace
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{
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using TunnelMap = std::map<std::pair<int, int>, TunnelTileInfo>;
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TunnelLookup makeLookup(const TunnelMap& tunnels)
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{
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return [&tunnels](QPoint tile) -> std::optional<TunnelTileInfo>
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{
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const TunnelMap::const_iterator it = tunnels.find({tile.x(), tile.y()});
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if (it == tunnels.end()) { return std::nullopt; }
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return it->second;
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};
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}
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// Cursor at the centre of a tile.
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QVector2D tileCentre(QPoint tile)
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{
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return QVector2D(static_cast<float>(tile.x()) + 0.5f,
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static_cast<float>(tile.y()) + 0.5f);
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}
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} // namespace
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// ---------------------------------------------------------------------------
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// No match
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// ---------------------------------------------------------------------------
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TEST_CASE("No tunnels: ghost defaults to a Tunnel Entry with no partner")
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{
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const TunnelMap tunnels;
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const TunnelCompletion result = resolveTunnelCompletion(
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makeLookup(tunnels), QPoint(5, 5), Rotation::East, 10, tileCentre(QPoint(5, 5)));
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REQUIRE(result.resolvedType == BuildingType::TunnelEntry);
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REQUIRE(!result.partnerTile.has_value());
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}
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// ---------------------------------------------------------------------------
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// Entry-completion: an existing exit ahead keeps the ghost an entry
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// ---------------------------------------------------------------------------
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TEST_CASE("Existing exit ahead completes as an entry")
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{
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TunnelMap tunnels;
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tunnels[{8, 5}] = TunnelTileInfo{BuildingType::TunnelExit, Rotation::East};
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const TunnelCompletion result = resolveTunnelCompletion(
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makeLookup(tunnels), QPoint(5, 5), Rotation::East, 10, tileCentre(QPoint(5, 5)));
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REQUIRE(result.resolvedType == BuildingType::TunnelEntry);
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REQUIRE(result.partnerTile.has_value());
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REQUIRE(*result.partnerTile == QPoint(8, 5));
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}
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// ---------------------------------------------------------------------------
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// Exit-completion: an existing entry behind flips the ghost to an exit
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// ---------------------------------------------------------------------------
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TEST_CASE("Existing entry behind completes as an exit")
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{
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TunnelMap tunnels;
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tunnels[{2, 5}] = TunnelTileInfo{BuildingType::TunnelEntry, Rotation::East};
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const TunnelCompletion result = resolveTunnelCompletion(
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makeLookup(tunnels), QPoint(5, 5), Rotation::East, 10, tileCentre(QPoint(5, 5)));
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REQUIRE(result.resolvedType == BuildingType::TunnelExit);
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REQUIRE(result.partnerTile.has_value());
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REQUIRE(*result.partnerTile == QPoint(2, 5));
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}
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// ---------------------------------------------------------------------------
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// Both matches: the sub-tile cursor position breaks the tie
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// ---------------------------------------------------------------------------
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TEST_CASE("Both matches resolve to the partner nearer the sub-tile cursor")
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{
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TunnelMap tunnels;
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tunnels[{3, 5}] = TunnelTileInfo{BuildingType::TunnelEntry, Rotation::East}; // behind
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tunnels[{7, 5}] = TunnelTileInfo{BuildingType::TunnelExit, Rotation::East}; // ahead
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const TunnelLookup lookup = makeLookup(tunnels);
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SECTION("cursor near the left edge completes the entry (ghost becomes exit)")
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{
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const QVector2D cursor(5.1f, 5.5f);
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const TunnelCompletion result =
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resolveTunnelCompletion(lookup, QPoint(5, 5), Rotation::East, 10, cursor);
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REQUIRE(result.resolvedType == BuildingType::TunnelExit);
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REQUIRE(*result.partnerTile == QPoint(3, 5));
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}
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SECTION("cursor near the right edge completes the exit (ghost stays entry)")
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{
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const QVector2D cursor(5.9f, 5.5f);
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const TunnelCompletion result =
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resolveTunnelCompletion(lookup, QPoint(5, 5), Rotation::East, 10, cursor);
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REQUIRE(result.resolvedType == BuildingType::TunnelEntry);
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REQUIRE(*result.partnerTile == QPoint(7, 5));
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}
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}
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// ---------------------------------------------------------------------------
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// A same-direction tunnel between the ghost and a candidate blocks the pairing
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// ---------------------------------------------------------------------------
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TEST_CASE("A same-direction entry between the ghost and an exit blocks completion")
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{
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TunnelMap tunnels;
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tunnels[{7, 5}] = TunnelTileInfo{BuildingType::TunnelEntry, Rotation::East}; // blocker
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tunnels[{9, 5}] = TunnelTileInfo{BuildingType::TunnelExit, Rotation::East};
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const TunnelCompletion result = resolveTunnelCompletion(
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makeLookup(tunnels), QPoint(5, 5), Rotation::East, 10, tileCentre(QPoint(5, 5)));
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// The forward scan stops at the same-direction entry, which is not an exit, so no
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// entry-completion. Nothing behind, so no exit-completion either.
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REQUIRE(result.resolvedType == BuildingType::TunnelEntry);
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REQUIRE(!result.partnerTile.has_value());
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}
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// ---------------------------------------------------------------------------
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// Differently-facing tunnels are skipped by the scan
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// ---------------------------------------------------------------------------
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||||
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TEST_CASE("A differently-facing tunnel ahead is skipped, not treated as a match")
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||||
{
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||||
TunnelMap tunnels;
|
||||
tunnels[{6, 5}] = TunnelTileInfo{BuildingType::TunnelExit, Rotation::North}; // skipped
|
||||
tunnels[{8, 5}] = TunnelTileInfo{BuildingType::TunnelExit, Rotation::East}; // match
|
||||
|
||||
const TunnelCompletion result = resolveTunnelCompletion(
|
||||
makeLookup(tunnels), QPoint(5, 5), Rotation::East, 10, tileCentre(QPoint(5, 5)));
|
||||
|
||||
REQUIRE(result.resolvedType == BuildingType::TunnelEntry);
|
||||
REQUIRE(*result.partnerTile == QPoint(8, 5));
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Distance limit
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST_CASE("A candidate beyond the max distance is not matched")
|
||||
{
|
||||
TunnelMap tunnels;
|
||||
tunnels[{8, 5}] = TunnelTileInfo{BuildingType::TunnelExit, Rotation::East}; // distance 3
|
||||
|
||||
const TunnelCompletion result = resolveTunnelCompletion(
|
||||
makeLookup(tunnels), QPoint(5, 5), Rotation::East, 2, tileCentre(QPoint(5, 5)));
|
||||
|
||||
REQUIRE(result.resolvedType == BuildingType::TunnelEntry);
|
||||
REQUIRE(!result.partnerTile.has_value());
|
||||
}
|
||||
@@ -35,11 +35,21 @@ BuildButtonGrid::BuildButtonGrid(Simulation* sim, const GameConfig* config, QWid
|
||||
{
|
||||
continue;
|
||||
}
|
||||
// Tunnel Entry and Tunnel Exit share a single "Tunnel" button; the exit is
|
||||
// reached through the unified tunnel build mode, not its own button
|
||||
// (REQ-BLD-TUNNEL-MODE, REQ-UI-BUILD-GRID). Both stay player-placeable so
|
||||
// blueprints and cost totals still account for exits.
|
||||
if (def.type == BuildingType::TunnelExit)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
m_types.push_back(def.type);
|
||||
m_costs[def.type] = def.cost;
|
||||
|
||||
const QString label = QString::fromStdString(toDisplayName(def.id))
|
||||
+ "\n" + tr("%1 Building Blocks").arg(def.cost);
|
||||
const QString name = (def.type == BuildingType::TunnelEntry)
|
||||
? tr("Tunnel")
|
||||
: QString::fromStdString(toDisplayName(def.id));
|
||||
const QString label = name + "\n" + tr("%1 Building Blocks").arg(def.cost);
|
||||
QPushButton* btn = new QPushButton(label, this);
|
||||
btn->setCheckable(true);
|
||||
btn->setFixedHeight(48);
|
||||
|
||||
@@ -58,6 +58,7 @@
|
||||
#include "ScrapDataComponent.h"
|
||||
#include "SurfaceMask.h"
|
||||
#include "Tick.h"
|
||||
#include "TunnelCompletion.h"
|
||||
#include "EscapeMenuRequestedEvent.h"
|
||||
#include "TracePrintRequestedEvent.h"
|
||||
#include "BuildHotkeyPressedEvent.h"
|
||||
@@ -878,13 +879,68 @@ void GameWorldView::placeBlueprintAtTile(QPoint center)
|
||||
}
|
||||
}
|
||||
|
||||
bool GameWorldView::inTunnelMode() const
|
||||
{
|
||||
return m_builderType.has_value() && *m_builderType == BuildingType::TunnelEntry;
|
||||
}
|
||||
|
||||
BuildingType GameWorldView::effectiveBuilderType() const
|
||||
{
|
||||
return inTunnelMode() ? m_tunnelGhostType : *m_builderType;
|
||||
}
|
||||
|
||||
void GameWorldView::updateTunnelGhost()
|
||||
{
|
||||
m_tunnelGhostType = BuildingType::TunnelEntry;
|
||||
m_tunnelPartnerTile.reset();
|
||||
|
||||
// The connection preview and entry/exit switch only apply at a valid placement
|
||||
// (REQ-BLD-TUNNEL-MODE); at an invalid position the ghost stays a plain entry.
|
||||
if (!m_ghostValid)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Index every tunnel entry/exit — built or still a construction site — by its
|
||||
// single-cell tile, so a just-placed entry (not yet constructed) is matchable.
|
||||
std::map<std::pair<int, int>, TunnelTileInfo> tunnels;
|
||||
for (const Building& b : m_sim->getBuildings().getAllBuildings())
|
||||
{
|
||||
if (b.type == BuildingType::TunnelEntry || b.type == BuildingType::TunnelExit)
|
||||
{
|
||||
tunnels[{b.anchor.x(), b.anchor.y()}] = TunnelTileInfo{b.type, b.rotation};
|
||||
}
|
||||
}
|
||||
for (const ConstructionSite& s : m_sim->getBuildings().getAllSites())
|
||||
{
|
||||
if (s.type == BuildingType::TunnelEntry || s.type == BuildingType::TunnelExit)
|
||||
{
|
||||
tunnels[{s.anchor.x(), s.anchor.y()}] = TunnelTileInfo{s.type, s.rotation};
|
||||
}
|
||||
}
|
||||
|
||||
const TunnelLookup lookup = [&tunnels](QPoint tile) -> std::optional<TunnelTileInfo>
|
||||
{
|
||||
const std::map<std::pair<int, int>, TunnelTileInfo>::const_iterator it =
|
||||
tunnels.find({tile.x(), tile.y()});
|
||||
if (it == tunnels.end()) { return std::nullopt; }
|
||||
return it->second;
|
||||
};
|
||||
|
||||
const TunnelCompletion completion =
|
||||
resolveTunnelCompletion(lookup, m_ghostTile, m_ghostRotation,
|
||||
m_config->world.tunnelMaxDistance_tiles, m_cursorWorldPos);
|
||||
m_tunnelGhostType = completion.resolvedType;
|
||||
m_tunnelPartnerTile = completion.partnerTile;
|
||||
}
|
||||
|
||||
void GameWorldView::placeAtTile(QPoint tile)
|
||||
{
|
||||
if (!m_builderType.has_value())
|
||||
{
|
||||
return;
|
||||
}
|
||||
const BuildingType type = *m_builderType;
|
||||
const BuildingType type = effectiveBuilderType();
|
||||
|
||||
if (!isValidPlacement(type, tile, m_ghostRotation))
|
||||
{
|
||||
@@ -903,11 +959,11 @@ void GameWorldView::placeAtTile(QPoint tile)
|
||||
return;
|
||||
}
|
||||
|
||||
// For placements whose UI follow-up depends on success (the tunnel entry/exit
|
||||
// toggle), pre-validate occupancy + affordability so the optimistic UI update
|
||||
// matches what the deferred command will do — isValidPlacement (above) already
|
||||
// covered terrain/bounds. Belts are placed via the drag path (applyBeltDragPath),
|
||||
// not here.
|
||||
// For the splitter and tunnels, pre-validate occupancy + affordability so the
|
||||
// optimistic UI update matches what the deferred command will do — isValidPlacement
|
||||
// (above) already covered terrain/bounds. In tunnel mode the resolved type (entry
|
||||
// or exit) is placed as-is (REQ-BLD-TUNNEL-MODE); there is no post-placement toggle.
|
||||
// Belts are placed via the drag path (applyBeltDragPath), not here.
|
||||
if (type == BuildingType::Splitter
|
||||
|| type == BuildingType::TunnelEntry
|
||||
|| type == BuildingType::TunnelExit)
|
||||
@@ -915,14 +971,6 @@ void GameWorldView::placeAtTile(QPoint tile)
|
||||
if (!m_sim->getBuildings().isTileOccupied(tile) && canAfford(type))
|
||||
{
|
||||
enqueuePlaceBuilding(type, tile, m_ghostRotation);
|
||||
if (type == BuildingType::TunnelEntry)
|
||||
{
|
||||
m_builderType = BuildingType::TunnelExit;
|
||||
}
|
||||
else if (type == BuildingType::TunnelExit)
|
||||
{
|
||||
m_builderType = BuildingType::TunnelEntry;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -1798,7 +1846,27 @@ void GameWorldView::drawOverlays(QPainter& painter)
|
||||
}
|
||||
else
|
||||
{
|
||||
drawBuildingGhost(painter, *m_builderType, m_ghostTile,
|
||||
// In tunnel mode the ghost shows the position-resolved type (entry or
|
||||
// exit) and, when it would complete an existing tunnel, the matched end
|
||||
// and the tiles between it and the ghost are tinted green
|
||||
// (REQ-BLD-TUNNEL-MODE).
|
||||
if (inTunnelMode() && m_ghostValid && m_tunnelPartnerTile.has_value())
|
||||
{
|
||||
const QColor green = m_visuals->overlays.tunnelPreview;
|
||||
painter.fillRect(tileRect(*m_tunnelPartnerTile), green);
|
||||
|
||||
// Partner and ghost tile are colinear along the tunnel run; tint the
|
||||
// tiles strictly between them.
|
||||
const QPoint delta = *m_tunnelPartnerTile - m_ghostTile;
|
||||
const QPoint step((delta.x() > 0) - (delta.x() < 0),
|
||||
(delta.y() > 0) - (delta.y() < 0));
|
||||
for (QPoint t = m_ghostTile + step; t != *m_tunnelPartnerTile; t += step)
|
||||
{
|
||||
painter.fillRect(tileRect(t), green);
|
||||
}
|
||||
}
|
||||
|
||||
drawBuildingGhost(painter, effectiveBuilderType(), m_ghostTile,
|
||||
m_ghostRotation, m_ghostValid,
|
||||
/*showPortTargetGlyphs*/ true);
|
||||
}
|
||||
@@ -2099,8 +2167,7 @@ void GameWorldView::keyPressEvent(QKeyEvent* event)
|
||||
{
|
||||
case 1: type = BuildingType::Belt; break;
|
||||
case 2: type = BuildingType::Splitter; break;
|
||||
case 3: type = BuildingType::TunnelEntry; break;
|
||||
case 4: type = BuildingType::TunnelExit; break;
|
||||
case 3: type = BuildingType::TunnelEntry; break; // unified tunnel mode (REQ-BLD-TUNNEL-MODE); 4 unused
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -2412,6 +2479,13 @@ void GameWorldView::mouseMoveEvent(QMouseEvent* event)
|
||||
m_ghostTile = tile;
|
||||
m_ghostValid = isValidPlacement(*m_builderType, tile, m_ghostRotation);
|
||||
|
||||
if (inTunnelMode())
|
||||
{
|
||||
// Resolve entry vs exit and the completion partner for the new hover
|
||||
// position and sub-tile cursor (REQ-BLD-TUNNEL-MODE).
|
||||
updateTunnelGhost();
|
||||
}
|
||||
|
||||
if (m_dragging)
|
||||
{
|
||||
// Belt drag: update the previewed path; placement happens on release
|
||||
@@ -2587,6 +2661,8 @@ void GameWorldView::rotateGhost(bool clockwise)
|
||||
m_ghostRotation = clockwise ? rotateClockwise(m_ghostRotation)
|
||||
: rotateCounterClockwise(m_ghostRotation);
|
||||
m_ghostValid = isValidPlacement(*m_builderType, m_ghostTile, m_ghostRotation);
|
||||
// A new facing changes which tunnels the ghost could complete (REQ-BLD-TUNNEL-MODE).
|
||||
if (inTunnelMode()) { updateTunnelGhost(); }
|
||||
// Rotating during a belt drag re-picks the path's primary axis immediately,
|
||||
// without waiting for the next mouse move (REQ-BLD-BELT-DRAG).
|
||||
if (m_dragging) { recomputeBeltDragPath(m_ghostTile); }
|
||||
@@ -2701,9 +2777,11 @@ void GameWorldView::pasteConfigTo(BuildingId id)
|
||||
|
||||
void GameWorldView::enterBuilderMode(BuildingType type)
|
||||
{
|
||||
m_builderType = type;
|
||||
m_ghostRotation = Rotation::East;
|
||||
m_ghostValid = false;
|
||||
m_builderType = type;
|
||||
m_ghostRotation = Rotation::East;
|
||||
m_ghostValid = false;
|
||||
m_tunnelGhostType = BuildingType::TunnelEntry;
|
||||
m_tunnelPartnerTile.reset();
|
||||
m_demolishMode = false;
|
||||
m_blueprintMode.reset();
|
||||
EventManager::getInstance()->sendEventImmediately(
|
||||
|
||||
@@ -205,6 +205,16 @@ private:
|
||||
void stepSpeed(int delta);
|
||||
void placeAtTile(QPoint tile);
|
||||
|
||||
// Unified tunnel build mode (REQ-BLD-TUNNEL-MODE). Active while the builder type
|
||||
// is TunnelEntry; the ghost then resolves to an entry or exit by hovered position.
|
||||
bool inTunnelMode() const;
|
||||
// The building type the ghost currently represents: the position-resolved tunnel
|
||||
// type in tunnel mode, otherwise the plain builder type.
|
||||
BuildingType effectiveBuilderType() const;
|
||||
// Recomputes m_tunnelGhostType and m_tunnelPartnerTile from the current ghost
|
||||
// tile, rotation, and sub-tile cursor position. Only meaningful in tunnel mode.
|
||||
void updateTunnelGhost();
|
||||
|
||||
// Belt drag placement (REQ-BLD-BELT-DRAG).
|
||||
// Per-path-tile decision, shared by ghost drawing and release-time placement.
|
||||
enum class BeltTileAction { PlaceNew, RotateInPlace, Invalid };
|
||||
@@ -274,6 +284,12 @@ private:
|
||||
Rotation m_ghostRotation;
|
||||
QPoint m_ghostTile;
|
||||
bool m_ghostValid;
|
||||
// Unified tunnel build mode (REQ-BLD-TUNNEL-MODE): while m_builderType is
|
||||
// TunnelEntry the ghost resolves to an entry or an exit based on the hovered
|
||||
// position; m_tunnelPartnerTile is the existing tunnel it would complete (drawn
|
||||
// as the green connection preview), or unset when there is no completion match.
|
||||
BuildingType m_tunnelGhostType = BuildingType::TunnelEntry;
|
||||
std::optional<QPoint> m_tunnelPartnerTile;
|
||||
// Deferred belt drag placement (REQ-BLD-BELT-DRAG): while dragging, the
|
||||
// rectilinear anchor->cursor path is recomputed on each move and only applied
|
||||
// on release. Empty unless a belt drag is in progress.
|
||||
|
||||
@@ -51,6 +51,7 @@ struct OverlayVisuals
|
||||
QColor copyConfig;
|
||||
QColor lockedAsteroid;
|
||||
QColor modalDim;
|
||||
QColor tunnelPreview; // tunnel connection preview highlight (REQ-BLD-TUNNEL-MODE)
|
||||
};
|
||||
|
||||
struct ToastVisuals
|
||||
|
||||
@@ -227,6 +227,7 @@ VisualsConfig VisualsLoader::load(const std::string& path)
|
||||
cfg.overlays.copyConfig = parseColor(requireString(ov, "copy_config", "overlays"), "overlays.copy_config");
|
||||
cfg.overlays.lockedAsteroid = parseColor(requireString(ov, "locked_asteroid", "overlays"), "overlays.locked_asteroid");
|
||||
cfg.overlays.modalDim = parseColor(requireString(ov, "modal_dim", "overlays"), "overlays.modal_dim");
|
||||
cfg.overlays.tunnelPreview = parseColor(requireString(ov, "tunnel_preview", "overlays"), "overlays.tunnel_preview");
|
||||
}
|
||||
|
||||
// Toast
|
||||
|
||||
Reference in New Issue
Block a user