implement sensor range requirements

This commit is contained in:
2026-04-29 21:01:41 +02:00
parent 58b7cda21c
commit b0320ac117
9 changed files with 178 additions and 30 deletions

View File

@@ -397,6 +397,14 @@ ShipsConfig ConfigLoader::loadShips(const std::string& path)
def.movement.speedFormula = requireFormula(mMt["speed_formula"], file, mPath + ".speed_formula");
}
// Sensor
{
const std::string snsPath = elemPath + ".sensor";
const toml::table& snsTable = requireTable(mt["sensor"], file, snsPath);
toml::table& snsMt = const_cast<toml::table&>(snsTable);
def.sensor.sensorRangeFormula = requireFormula(snsMt["sensor_range_formula"], file, snsPath + ".sensor_range_formula");
}
// Loot
{
const std::string lPath = elemPath + ".loot";

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@@ -33,6 +33,11 @@ struct ShipMovement
Formula speedFormula; // REQ-SHP-STATS, REQ-SHP-MOVEMENT
};
struct ShipSensor
{
Formula sensorRangeFormula; // REQ-SHP-SENSOR, REQ-SHP-STATS
};
struct ShipCombat
{
Formula damageFormula;
@@ -69,6 +74,7 @@ struct ShipDef
ShipThreat threat;
ShipHealth health;
ShipMovement movement;
ShipSensor sensor;
ShipLoot loot;
// Role-specific sections. A ship is a combat ship if combat is present,

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@@ -41,7 +41,6 @@ struct RepairTool
struct ThreatResponse
{
float engagementRange;
std::optional<EntityId> currentTarget;
};
@@ -78,7 +77,8 @@ struct Ship
QVector2D velocity;
float hp;
float maxHp;
float speedPerTick; // pre-evaluated from speedFormula / kTickRateHz
float speedPerTick; // pre-evaluated from speedFormula / kTickRateHz
float sensorRange; // pre-evaluated from sensorRangeFormula (REQ-SHP-SENSOR)
int level;
std::string schematicId;

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@@ -47,6 +47,7 @@ EntityId ShipSystem::spawn(const std::string& schematicId, int level, QVector2D
ship.speedPerTick = static_cast<float>(
def->movement.speedFormula.evaluate(x))
/ static_cast<float>(kTickRateHz);
ship.sensorRange = static_cast<float>(def->sensor.sensorRangeFormula.evaluate(x));
ship.level = level;
ship.schematicId = schematicId;
ship.isEnemy = isEnemy;
@@ -61,9 +62,7 @@ EntityId ShipSystem::spawn(const std::string& schematicId, int level, QVector2D
w.cooldownTicks = 0.0f;
ship.weapon = w;
ThreatResponse tr;
tr.engagementRange = w.range;
ship.threatResponse = tr;
ship.threatResponse = ThreatResponse{};
if (!isEnemy)
{
@@ -241,7 +240,7 @@ void ShipSystem::tickThreatResponse(const BuildingSystem& buildings)
continue;
}
const float range = s.threatResponse->engagementRange;
const float range = s.sensorRange;
if (!s.isEnemy)
{
@@ -394,7 +393,6 @@ void ShipSystem::tickThreatResponse(const BuildingSystem& buildings)
void ShipSystem::tickRepairBehavior(BuildingSystem& buildings)
{
const std::vector<Building> allBuildings = buildings.allBuildings();
const float kPatrolRange = 3.0f; // scan radius relative to repair range
for (Ship& s : m_ships)
{
@@ -410,7 +408,7 @@ void ShipSystem::tickRepairBehavior(BuildingSystem& buildings)
for (const Ship& candidate : m_ships)
{
if (candidate.isEnemy
&& (candidate.position - s.position).length() <= repairRange)
&& (candidate.position - s.position).length() <= s.sensorRange)
{
enemyNearby = true;
break;
@@ -450,7 +448,7 @@ void ShipSystem::tickRepairBehavior(BuildingSystem& buildings)
{
s.repairBehavior->currentTarget = std::nullopt;
currentId = kInvalidEntityId;
float bestDist = repairRange * kPatrolRange;
float bestDist = s.sensorRange;
for (const Ship& candidate : m_ships)
{
@@ -640,8 +638,7 @@ void ShipSystem::tickScrapCollector(ScrapSystem& scraps, const BuildingSystem& b
else
{
// Scan for nearest scrap within sensor range.
const float sensorRange = collectRange * 5.0f;
float bestDist = sensorRange;
float bestDist = s.sensorRange;
std::optional<QVector2D> bestPos;
for (const Scrap& sc : scraps.allScraps())
{

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@@ -439,3 +439,132 @@ TEST_CASE("BehaviorSystem: full-cargo salvage ship moves toward SalvageBay", "[b
REQUIRE(s->intent.priority == 1);
REQUIRE(s->intent.target.x() < s->position.x());
}
// ---------------------------------------------------------------------------
// Sensor range — spawn
// ---------------------------------------------------------------------------
TEST_CASE("SensorRange: sensorRange is populated from config formula at spawn", "[sensor]")
{
Fixture f;
// interceptor sensor_range_formula = "200" (test config); verify at level 1.
const EntityId id = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
REQUIRE(f.ships.findShip(id)->sensorRange == Approx(200.0f));
}
// ---------------------------------------------------------------------------
// Sensor range — tickThreatResponse
// ---------------------------------------------------------------------------
TEST_CASE("SensorRange: player combat ship acquires enemy just inside sensor range", "[sensor]")
{
Fixture f;
// interceptor sensor_range = 200 (test config); enemy at 190 tiles.
const EntityId playerId = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const EntityId enemyId = f.ships.spawn("interceptor", 1, QVector2D(190.0f, 0.0f),
/*isEnemy=*/true);
f.ships.clearMovementIntents();
f.ships.tickThreatResponse(f.buildings);
const Ship* player = f.ships.findShip(playerId);
REQUIRE(player->threatResponse->currentTarget == enemyId);
}
TEST_CASE("SensorRange: player combat ship ignores enemy just outside sensor range", "[sensor]")
{
Fixture f;
// interceptor sensor_range = 200 (test config); enemy at 210 tiles.
const EntityId playerId = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
f.ships.spawn("interceptor", 1, QVector2D(210.0f, 0.0f), /*isEnemy=*/true);
f.ships.clearMovementIntents();
f.ships.tickThreatResponse(f.buildings);
const Ship* player = f.ships.findShip(playerId);
REQUIRE_FALSE(player->threatResponse->currentTarget.has_value());
}
TEST_CASE("SensorRange: enemy ship ignores player just outside sensor range", "[sensor]")
{
Fixture f;
// interceptor sensor_range = 200 (test config); player at 210 tiles from enemy.
f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const EntityId enemyId = f.ships.spawn("interceptor", 1, QVector2D(210.0f, 0.0f),
/*isEnemy=*/true);
f.ships.clearMovementIntents();
f.ships.tickThreatResponse(f.buildings);
const Ship* enemy = f.ships.findShip(enemyId);
REQUIRE_FALSE(enemy->threatResponse->currentTarget.has_value());
}
// ---------------------------------------------------------------------------
// Sensor range — tickRepairBehavior
// ---------------------------------------------------------------------------
TEST_CASE("SensorRange: repair ship retreats from enemy within sensor range", "[sensor]")
{
Fixture f;
// repair_ship sensor_range = 250; enemy at 200 tiles.
const EntityId repairId = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f));
f.ships.spawn("interceptor", 1, QVector2D(200.0f, 0.0f), /*isEnemy=*/true);
f.ships.clearMovementIntents();
f.ships.tickRepairBehavior(f.buildings);
const Ship* repair = f.ships.findShip(repairId);
REQUIRE(repair->intent.priority == 2);
REQUIRE(repair->intent.target.x() < 0.0f); // retreating leftward
}
TEST_CASE("SensorRange: repair ship does not retreat from enemy beyond sensor range", "[sensor]")
{
Fixture f;
// repair_ship sensor_range = 250; enemy at 300 tiles.
const EntityId repairId = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f));
f.ships.spawn("interceptor", 1, QVector2D(300.0f, 0.0f), /*isEnemy=*/true);
f.ships.clearMovementIntents();
f.ships.tickRepairBehavior(f.buildings);
// Enemy outside sensor range → repair ship patrols rightward instead of retreating.
const Ship* repair = f.ships.findShip(repairId);
REQUIRE(repair->intent.target.x() > repair->position.x());
}
TEST_CASE("SensorRange: repair ship does not acquire damaged ally beyond sensor range", "[sensor]")
{
Fixture f;
// repair_ship sensor_range = 250; damaged friendly at 300 tiles.
const EntityId repairId = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f));
const EntityId friendlyId = f.ships.spawn("interceptor", 1, QVector2D(300.0f, 0.0f));
f.ships.forEach([friendlyId](Ship& s) {
if (s.id == friendlyId) { s.hp = s.maxHp * 0.5f; }
});
f.ships.clearMovementIntents();
f.ships.tickRepairBehavior(f.buildings);
REQUIRE_FALSE(f.ships.findShip(repairId)->repairBehavior->currentTarget.has_value());
}
// ---------------------------------------------------------------------------
// Sensor range — tickScrapCollector
// ---------------------------------------------------------------------------
TEST_CASE("SensorRange: salvage ship ignores scrap beyond sensor range", "[sensor]")
{
Fixture f;
// salvage_ship sensor_range = 250; scrap at 300 tiles.
const EntityId shipId = f.ships.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f));
f.scraps.spawn(QVector2D(300.0f, 0.0f), 1, 100000);
f.ships.clearMovementIntents();
f.ships.tickScrapCollector(f.scraps, f.buildings);
const Ship* s = f.ships.findShip(shipId);
REQUIRE(s->scrapCollector->scrapTarget == std::nullopt);
REQUIRE(s->intent.target.x() > s->position.x()); // patrolling rightward
}

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@@ -58,8 +58,8 @@ TEST_CASE("ShipSystem: interceptor level 1 stats match config formulas", "[ship]
REQUIRE(ship->weapon->damage == Approx(12.0f));
// attack_range_formula = "150"
REQUIRE(ship->weapon->range == Approx(150.0f));
// threatResponse.engagementRange mirrors weapon range
REQUIRE(ship->threatResponse->engagementRange == Approx(150.0f));
// sensor_range_formula = "200"
REQUIRE(ship->sensorRange == Approx(200.0f));
// cooldownTicks starts at 0
REQUIRE(ship->weapon->cooldownTicks == Approx(0.0f));
}

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@@ -16,6 +16,9 @@ hp_formula = "40 + 5*x"
[ship.movement]
speed_formula = "200 + 5*x"
[ship.sensor]
sensor_range_formula = "200"
[ship.combat]
damage_formula = "10 + 2*x"
attack_range_formula = "150"
@@ -43,6 +46,9 @@ hp_formula = "120 + 15*x"
[ship.movement]
speed_formula = "120"
[ship.sensor]
sensor_range_formula = "300"
[ship.combat]
damage_formula = "12 + 2*x"
attack_range_formula = "250"
@@ -70,6 +76,9 @@ hp_formula = "40 + 4*x"
[ship.movement]
speed_formula = "110"
[ship.sensor]
sensor_range_formula = "250"
[ship.salvage]
collection_range = 50
cargo_capacity = 10
@@ -96,6 +105,9 @@ hp_formula = "60 + 5*x"
[ship.movement]
speed_formula = "130"
[ship.sensor]
sensor_range_formula = "250"
[ship.repair]
repair_rate_formula = "5 + x"
repair_range_formula = "80"

View File

@@ -804,23 +804,7 @@ void GameWorldView::drawDebugSensorRanges(QPainter& painter)
m_visuals->ships.find(role);
if (it == m_visuals->ships.end()) { continue; }
float range = 0.0f;
if (ship.weapon.has_value())
{
range = ship.weapon->range;
}
else if (ship.repairTool.has_value())
{
range = ship.repairTool->range;
}
else if (ship.cargo.has_value())
{
range = ship.cargo->collectionRange * 5.0f;
}
else
{
continue;
}
const float range = ship.sensorRange;
const QPointF center = worldToWidget(ship.position);
const qreal radiusPx = static_cast<qreal>(range)