fix tests
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@@ -2,8 +2,10 @@
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#include "EntityAdmin.h"
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#include "FactionComponent.h"
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#include "StationBodyComponent.h"
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#include "HealthComponent.h"
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#include "PositionComponent.h"
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#include "SensorRangeComponent.h"
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#include "ShipIdentityComponent.h"
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#include "ThreatResponseBehaviorComponent.h"
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#include "WeaponComponent.h"
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@@ -31,10 +33,11 @@ void CombatSystem::tick(Tick currentTick,
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resolveWeapon(e, weapon, pos, faction, currentTick, admin, outFireEvents);
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});
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// Station weapons.
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admin.forEach<WeaponComponent, PositionComponent, FactionComponent>(
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// Station weapons (entities with StationBodyComponent; ships are excluded because
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// they lack that component and are already handled by the ship loop above).
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admin.forEach<WeaponComponent, PositionComponent, FactionComponent, StationBodyComponent>(
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[&](entt::entity e, WeaponComponent& weapon, PositionComponent& pos,
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FactionComponent& faction)
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FactionComponent& faction, const StationBodyComponent& /*sb*/)
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{
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resolveWeapon(e, weapon, pos, faction, currentTick, admin, outFireEvents);
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});
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@@ -77,10 +80,14 @@ void CombatSystem::resolveWeapon(
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}
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}
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// Acquire a new target if needed (nearest opposing-faction ship).
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// Acquire a new target if needed.
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// Ships use their sensor range; stations fall back to weapon range.
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if (!weapon.currentTarget)
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{
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float bestDistanceSquared = weapon.range * weapon.range;
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const float acquisitionRange = admin.hasAll<SensorRangeComponent>(shipEntity)
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? admin.get<SensorRangeComponent>(shipEntity).value
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: weapon.range;
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float bestDistanceSquared = acquisitionRange * acquisitionRange;
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admin.forEach<ShipIdentityComponent, PositionComponent, FactionComponent>(
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[&](entt::entity candidate, const ShipIdentityComponent& /*si*/,
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const PositionComponent& candidatePos,
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@@ -91,9 +91,11 @@ void MovementIntentSystem::tick(EntityAdmin& admin)
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const float manAccel = body.maneuveringAccelerationPerTick;
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const float stoppingDist = (body.maxSpeedPerTick * body.maxSpeedPerTick)
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/ (2.0f * manAccel);
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const float desiredSpeed = (dist <= stoppingDist)
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// Cap to dist so the ship never overshoots the target in a single tick.
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const float baseDesiredSpeed = (dist <= stoppingDist)
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? std::sqrt(2.0f * manAccel * dist)
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: body.maxSpeedPerTick;
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const float desiredSpeed = std::min(dist, baseDesiredSpeed);
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const QVector2D desiredVel = delta.normalized() * desiredSpeed;
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const QVector2D velError = desiredVel - body.velocity;
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@@ -115,13 +115,24 @@ TEST_CASE("CombatSystem: cooldown prevents firing before it expires", "[combat]"
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f.wireEnemyTarget(enemy, player);
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f.admin.get<WeaponComponent>(enemy).cooldownTicks = 3.0f; // override to 3
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auto enemyFiredIn = [&enemy](const std::vector<FireEvent>& evts)
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{
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for (const FireEvent& evt : evts)
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{
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if (evt.shooter == enemy) { return true; }
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}
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return false;
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};
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std::vector<FireEvent> events;
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f.combat.tick(0, f.admin, f.buildings, events);
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REQUIRE_FALSE(enemyFiredIn(events));
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f.combat.tick(1, f.admin, f.buildings, events);
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REQUIRE(events.empty());
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REQUIRE_FALSE(enemyFiredIn(events));
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f.combat.tick(2, f.admin, f.buildings, events);
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REQUIRE(events.size() == 1);
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REQUIRE(enemyFiredIn(events));
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}
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TEST_CASE("CombatSystem: no fire when target is out of range", "[combat]")
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