Unify tunnel build mode into a single Tunnel button
This commit is contained in:
@@ -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
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171
src/test/TunnelCompletionTest.cpp
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@@ -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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TEST_CASE("A differently-facing tunnel ahead is skipped, not treated as a match")
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{
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TunnelMap tunnels;
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tunnels[{6, 5}] = TunnelTileInfo{BuildingType::TunnelExit, Rotation::North}; // skipped
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tunnels[{8, 5}] = TunnelTileInfo{BuildingType::TunnelExit, Rotation::East}; // match
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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 == QPoint(8, 5));
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}
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// ---------------------------------------------------------------------------
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// Distance limit
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// ---------------------------------------------------------------------------
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TEST_CASE("A candidate beyond the max distance is not matched")
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{
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TunnelMap tunnels;
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tunnels[{8, 5}] = TunnelTileInfo{BuildingType::TunnelExit, Rotation::East}; // distance 3
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const TunnelCompletion result = resolveTunnelCompletion(
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makeLookup(tunnels), QPoint(5, 5), Rotation::East, 2, 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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