switch to ECS architecture

This commit is contained in:
2026-05-22 20:31:39 +02:00
parent c18c4e4804
commit ca07cbaf0e
34 changed files with 1943 additions and 2074 deletions

View File

@@ -8,6 +8,8 @@
#include "BuildingType.h"
#include "CombatSystem.h"
#include "ConfigLoader.h"
#include "EcsComponents.h"
#include "EntityAdmin.h"
#include "FireEvent.h"
#include "ScrapSystem.h"
#include "Ship.h"
@@ -20,7 +22,6 @@ static GameConfig loadConfig()
return ConfigLoader::loadFromDirectory(CONFIG_DIR);
}
// Find the first ShipDef with a combat component.
static const ShipDef* findCombatShip(const GameConfig& cfg)
{
for (const ShipDef& def : cfg.ships.ships)
@@ -33,159 +34,104 @@ static const ShipDef* findCombatShip(const GameConfig& cfg)
return nullptr;
}
// Helper fixture for unit tests that need ships + combat but not a full Simulation.
struct CombatFixture
{
GameConfig cfg;
std::mt19937 rng;
EntityAdmin admin;
EntityId nextBldId;
BeltSystem belts;
ShipSystem ships;
BuildingSystem buildings;
CombatSystem combat;
explicit CombatFixture()
: cfg(loadConfig())
, rng(42)
, nextBldId(1)
, belts(cfg.world.beltSpeedTilesPerSecond)
, ships(cfg, admin)
, buildings(cfg, belts,
[this]() { return nextBldId++; },
[](int){},
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
rng)
, combat(cfg)
{
}
void wireEnemyTarget(entt::entity enemy, entt::entity playerTarget)
{
if (admin.hasAll<Weapon>(enemy))
{
admin.get<Weapon>(enemy).currentTarget = playerTarget;
admin.get<Weapon>(enemy).cooldownTicks = 0.0f;
}
if (admin.hasAll<ThreatResponse>(enemy))
{
admin.get<ThreatResponse>(enemy).currentTarget = playerTarget;
}
}
};
// ---------------------------------------------------------------------------
// Ship weapon firing
// ---------------------------------------------------------------------------
TEST_CASE("CombatSystem: ship fires when cooldown=0 and target in range", "[combat]")
{
const GameConfig cfg = loadConfig();
std::mt19937 rng(42);
const ShipDef* combatDef = findCombatShip(cfg);
CombatFixture f;
const ShipDef* combatDef = findCombatShip(f.cfg);
REQUIRE(combatDef != nullptr);
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
EntityId nextShipId = 1;
EntityId nextBldId = 100;
ShipSystem ships(cfg, [&nextShipId]() { return nextShipId++; });
BuildingSystem buildings(cfg, belts,
[&nextBldId]() { return nextBldId++; },
[](int){},
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
rng);
const entt::entity enemy = f.ships.spawn(combatDef->id, 1, QVector2D(5.0f, 5.0f), true);
const entt::entity player = f.ships.spawn(combatDef->id, 1, QVector2D(4.0f, 5.0f), false);
f.wireEnemyTarget(enemy, player);
// Spawn an enemy combat ship close to the player side.
const EntityId enemyId = ships.spawn(combatDef->id, 1,
QVector2D(5.0f, 5.0f), /*isEnemy=*/true);
const float hpBefore = f.admin.get<Health>(player).hp;
// Spawn a player combat ship in front of the enemy.
const EntityId playerId = ships.spawn(combatDef->id, 1,
QVector2D(4.0f, 5.0f), /*isEnemy=*/false);
// Wire the enemy's weapon target manually.
ships.forEach([&](Ship& s)
{
if (s.id == enemyId && s.weapon)
{
s.weapon->currentTarget = playerId;
s.weapon->cooldownTicks = 0.0f;
if (s.threatResponse)
{
s.threatResponse->currentTarget = playerId;
}
}
});
// Record player HP before combat.
float hpBefore = 0.0f;
for (const Ship& s : ships.allShips())
{
if (s.id == playerId) { hpBefore = s.hp; }
}
CombatSystem combat(cfg);
std::vector<FireEvent> events;
combat.tick(0, ships, buildings, events);
combat.applyPendingDamage(5, ships, buildings);
f.combat.tick(0, f.admin, f.buildings, events);
f.combat.applyPendingDamage(5, f.admin);
float hpAfter = 0.0f;
for (const Ship& s : ships.allShips())
{
if (s.id == playerId) { hpAfter = s.hp; }
}
REQUIRE(hpAfter < hpBefore);
REQUIRE(f.admin.get<Health>(player).hp < hpBefore);
REQUIRE(events.size() >= 1);
}
TEST_CASE("CombatSystem: cooldown prevents firing before it expires", "[combat]")
{
const GameConfig cfg = loadConfig();
std::mt19937 rng(42);
const ShipDef* combatDef = findCombatShip(cfg);
CombatFixture f;
const ShipDef* combatDef = findCombatShip(f.cfg);
REQUIRE(combatDef != nullptr);
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
EntityId nextShipId = 1;
EntityId nextBldId = 100;
ShipSystem ships(cfg, [&nextShipId]() { return nextShipId++; });
BuildingSystem buildings(cfg, belts,
[&nextBldId]() { return nextBldId++; },
[](int){},
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
rng);
const entt::entity enemy = f.ships.spawn(combatDef->id, 1, QVector2D(5.0f, 5.0f), true);
const entt::entity player = f.ships.spawn(combatDef->id, 1, QVector2D(4.0f, 5.0f), false);
const EntityId enemyId = ships.spawn(combatDef->id, 1, QVector2D(5.0f, 5.0f), true);
const EntityId playerId = ships.spawn(combatDef->id, 1, QVector2D(4.0f, 5.0f), false);
f.wireEnemyTarget(enemy, player);
f.admin.get<Weapon>(enemy).cooldownTicks = 3.0f; // override to 3
// Set cooldown to 3 so it won't fire on tick 0 or 1 or 2.
ships.forEach([&](Ship& s)
{
if (s.id == enemyId && s.weapon)
{
s.weapon->currentTarget = playerId;
s.weapon->cooldownTicks = 3.0f;
if (s.threatResponse)
{
s.threatResponse->currentTarget = playerId;
}
}
});
CombatSystem combat(cfg);
std::vector<FireEvent> events;
// Ticks 0 and 1: cooldown still > 0 after decrement → no fire.
combat.tick(0, ships, buildings, events);
combat.tick(1, ships, buildings, events);
f.combat.tick(0, f.admin, f.buildings, events);
f.combat.tick(1, f.admin, f.buildings, events);
REQUIRE(events.empty());
// Tick 2: cooldown reaches 0 → fires.
combat.tick(2, ships, buildings, events);
f.combat.tick(2, f.admin, f.buildings, events);
REQUIRE(events.size() == 1);
}
TEST_CASE("CombatSystem: no fire when target is out of range", "[combat]")
{
const GameConfig cfg = loadConfig();
std::mt19937 rng(42);
const ShipDef* combatDef = findCombatShip(cfg);
CombatFixture f;
const ShipDef* combatDef = findCombatShip(f.cfg);
REQUIRE(combatDef != nullptr);
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
EntityId nextShipId = 1;
EntityId nextBldId = 100;
ShipSystem ships(cfg, [&nextShipId]() { return nextShipId++; });
BuildingSystem buildings(cfg, belts,
[&nextBldId]() { return nextBldId++; },
[](int){},
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
rng);
const entt::entity enemy = f.ships.spawn(combatDef->id, 1, QVector2D(0.0f, 0.0f), true);
const entt::entity player = f.ships.spawn(combatDef->id, 1, QVector2D(500.0f, 0.0f), false);
f.wireEnemyTarget(enemy, player);
const EntityId enemyId = ships.spawn(combatDef->id, 1, QVector2D(0.0f, 0.0f), true);
const EntityId playerId = ships.spawn(combatDef->id, 1, QVector2D(500.0f, 0.0f), false);
ships.forEach([&](Ship& s)
{
if (s.id == enemyId && s.weapon)
{
s.weapon->currentTarget = playerId;
s.weapon->cooldownTicks = 0.0f;
if (s.threatResponse)
{
s.threatResponse->currentTarget = playerId;
}
}
});
CombatSystem combat(cfg);
std::vector<FireEvent> events;
combat.tick(0, ships, buildings, events);
f.combat.tick(0, f.admin, f.buildings, events);
REQUIRE(events.empty());
}
@@ -197,49 +143,37 @@ TEST_CASE("CombatSystem: player station fires at enemy ship in range", "[combat]
{
Simulation sim(loadConfig(), 42);
// Find the player defence station.
EntityId stationId = kInvalidEntityId;
for (const Building& b : sim.buildings().allBuildings())
{
if (b.type == BuildingType::PlayerDefenceStation)
{
stationId = b.id;
break;
}
}
REQUIRE(stationId != kInvalidEntityId);
// Place an enemy ship close to the player station.
// Find the player station entity via ECS.
entt::entity stationEntity = entt::null;
QVector2D stationCenter;
for (const Building& b : sim.buildings().allBuildings())
{
if (b.id == stationId)
sim.admin().forEach<StationBody, Faction>(
[&](entt::entity e, const StationBody& sb, const Faction& f)
{
stationCenter = QVector2D(
b.anchor.x() + b.footprint.width() / 2.0f,
b.anchor.y() + b.footprint.height() / 2.0f);
break;
}
}
if (!f.isEnemy && stationEntity == entt::null)
{
stationEntity = e;
stationCenter = QVector2D(
sb.anchor.x() + sb.footprint.width() / 2.0f,
sb.anchor.y() + sb.footprint.height() / 2.0f);
}
});
REQUIRE(sim.admin().isValid(stationEntity));
// Find a combat ship schematic for the enemy.
const ShipDef* combatDef = findCombatShip(sim.config());
REQUIRE(combatDef != nullptr);
const EntityId enemyId = sim.ships().spawn(
const entt::entity enemyShip = sim.ships().spawn(
combatDef->id, 1,
QVector2D(stationCenter.x() + 1.0f, stationCenter.y()),
/*isEnemy=*/true);
// Tick to let station auto-acquire and fire.
sim.tick();
// Check that a fire event was emitted with stationId as shooter.
const std::vector<FireEvent> events = sim.drainFireEvents();
bool stationFired = false;
for (const FireEvent& e : events)
for (const FireEvent& evt : events)
{
if (e.shooter == stationId) { stationFired = true; }
if (evt.shooter == stationEntity) { stationFired = true; }
}
REQUIRE(stationFired);
}
@@ -248,26 +182,24 @@ TEST_CASE("CombatSystem: enemy station fires at player ship in range", "[combat]
{
Simulation sim(loadConfig(), 42);
// Find the enemy defence station.
EntityId stationId = kInvalidEntityId;
entt::entity stationEntity = entt::null;
QVector2D stationCenter;
for (const Building& b : sim.buildings().allBuildings())
{
if (b.type == BuildingType::EnemyDefenceStation)
sim.admin().forEach<StationBody, Faction>(
[&](entt::entity e, const StationBody& sb, const Faction& f)
{
stationId = b.id;
stationCenter = QVector2D(
b.anchor.x() + b.footprint.width() / 2.0f,
b.anchor.y() + b.footprint.height() / 2.0f);
break;
}
}
REQUIRE(stationId != kInvalidEntityId);
if (f.isEnemy && stationEntity == entt::null)
{
stationEntity = e;
stationCenter = QVector2D(
sb.anchor.x() + sb.footprint.width() / 2.0f,
sb.anchor.y() + sb.footprint.height() / 2.0f);
}
});
REQUIRE(sim.admin().isValid(stationEntity));
const ShipDef* combatDef = findCombatShip(sim.config());
REQUIRE(combatDef != nullptr);
// Spawn a player ship right next to the enemy station.
sim.ships().spawn(
combatDef->id, 1,
QVector2D(stationCenter.x() - 1.0f, stationCenter.y()),
@@ -277,9 +209,9 @@ TEST_CASE("CombatSystem: enemy station fires at player ship in range", "[combat]
const std::vector<FireEvent> events = sim.drainFireEvents();
bool stationFired = false;
for (const FireEvent& e : events)
for (const FireEvent& evt : events)
{
if (e.shooter == stationId) { stationFired = true; }
if (evt.shooter == stationEntity) { stationFired = true; }
}
REQUIRE(stationFired);
}
@@ -288,25 +220,25 @@ TEST_CASE("CombatSystem: player ship fires at enemy station in range", "[combat]
{
Simulation sim(loadConfig(), 42);
EntityId stationId = kInvalidEntityId;
entt::entity stationEntity = entt::null;
QVector2D stationCenter;
for (const Building& b : sim.buildings().allBuildings())
{
if (b.type == BuildingType::EnemyDefenceStation)
sim.admin().forEach<StationBody, Faction>(
[&](entt::entity e, const StationBody& sb, const Faction& f)
{
stationId = b.id;
stationCenter = QVector2D(
b.anchor.x() + b.footprint.width() / 2.0f,
b.anchor.y() + b.footprint.height() / 2.0f);
break;
}
}
REQUIRE(stationId != kInvalidEntityId);
if (f.isEnemy && stationEntity == entt::null)
{
stationEntity = e;
stationCenter = QVector2D(
sb.anchor.x() + sb.footprint.width() / 2.0f,
sb.anchor.y() + sb.footprint.height() / 2.0f);
}
});
REQUIRE(sim.admin().isValid(stationEntity));
const ShipDef* combatDef = findCombatShip(sim.config());
REQUIRE(combatDef != nullptr);
const EntityId playerId = sim.ships().spawn(
const entt::entity playerShip = sim.ships().spawn(
combatDef->id, 1,
QVector2D(stationCenter.x() - 1.0f, stationCenter.y()),
/*isEnemy=*/false);
@@ -315,9 +247,9 @@ TEST_CASE("CombatSystem: player ship fires at enemy station in range", "[combat]
const std::vector<FireEvent> events = sim.drainFireEvents();
bool playerFiredAtStation = false;
for (const FireEvent& e : events)
for (const FireEvent& evt : events)
{
if (e.shooter == playerId && e.target == stationId)
if (evt.shooter == playerShip && evt.target == stationEntity)
{
playerFiredAtStation = true;
}
@@ -331,219 +263,86 @@ TEST_CASE("CombatSystem: player ship fires at enemy station in range", "[combat]
TEST_CASE("CombatSystem: damage not applied before impact tick", "[combat]")
{
const GameConfig cfg = loadConfig();
std::mt19937 rng(42);
const ShipDef* combatDef = findCombatShip(cfg);
CombatFixture f;
const ShipDef* combatDef = findCombatShip(f.cfg);
REQUIRE(combatDef != nullptr);
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
EntityId nextShipId = 1;
EntityId nextBldId = 100;
ShipSystem ships(cfg, [&nextShipId]() { return nextShipId++; });
BuildingSystem buildings(cfg, belts,
[&nextBldId]() { return nextBldId++; },
[](int){},
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
rng);
const entt::entity enemy = f.ships.spawn(combatDef->id, 1, QVector2D(5.0f, 5.0f), true);
const entt::entity player = f.ships.spawn(combatDef->id, 1, QVector2D(4.0f, 5.0f), false);
f.wireEnemyTarget(enemy, player);
const EntityId enemyId = ships.spawn(combatDef->id, 1, QVector2D(5.0f, 5.0f), true);
const EntityId playerId = ships.spawn(combatDef->id, 1, QVector2D(4.0f, 5.0f), false);
const float hpBefore = f.admin.get<Health>(player).hp;
ships.forEach([&](Ship& s)
{
if (s.id == enemyId && s.weapon)
{
s.weapon->currentTarget = playerId;
s.weapon->cooldownTicks = 0.0f;
if (s.threatResponse)
{
s.threatResponse->currentTarget = playerId;
}
}
});
float hpBefore = 0.0f;
for (const Ship& s : ships.allShips())
{
if (s.id == playerId) { hpBefore = s.hp; }
}
CombatSystem combat(cfg);
std::vector<FireEvent> events;
combat.tick(0, ships, buildings, events);
f.combat.tick(0, f.admin, f.buildings, events);
// Ticks 1-4: damage must not have arrived yet.
for (Tick t = 1; t < 5; ++t)
{
combat.applyPendingDamage(t, ships, buildings);
float hp = 0.0f;
for (const Ship& s : ships.allShips())
{
if (s.id == playerId) { hp = s.hp; }
}
REQUIRE(hp == Approx(hpBefore));
f.combat.applyPendingDamage(t, f.admin);
REQUIRE(f.admin.get<Health>(player).hp == Approx(hpBefore));
}
}
TEST_CASE("CombatSystem: damage applied exactly at impact tick", "[combat]")
{
const GameConfig cfg = loadConfig();
std::mt19937 rng(42);
const ShipDef* combatDef = findCombatShip(cfg);
CombatFixture f;
const ShipDef* combatDef = findCombatShip(f.cfg);
REQUIRE(combatDef != nullptr);
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
EntityId nextShipId = 1;
EntityId nextBldId = 100;
ShipSystem ships(cfg, [&nextShipId]() { return nextShipId++; });
BuildingSystem buildings(cfg, belts,
[&nextBldId]() { return nextBldId++; },
[](int){},
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
rng);
const entt::entity enemy = f.ships.spawn(combatDef->id, 1, QVector2D(5.0f, 5.0f), true);
const entt::entity player = f.ships.spawn(combatDef->id, 1, QVector2D(4.0f, 5.0f), false);
f.wireEnemyTarget(enemy, player);
const EntityId enemyId = ships.spawn(combatDef->id, 1, QVector2D(5.0f, 5.0f), true);
const EntityId playerId = ships.spawn(combatDef->id, 1, QVector2D(4.0f, 5.0f), false);
const float hpBefore = f.admin.get<Health>(player).hp;
ships.forEach([&](Ship& s)
{
if (s.id == enemyId && s.weapon)
{
s.weapon->currentTarget = playerId;
s.weapon->cooldownTicks = 0.0f;
if (s.threatResponse)
{
s.threatResponse->currentTarget = playerId;
}
}
});
float hpBefore = 0.0f;
for (const Ship& s : ships.allShips())
{
if (s.id == playerId) { hpBefore = s.hp; }
}
CombatSystem combat(cfg);
std::vector<FireEvent> events;
combat.tick(0, ships, buildings, events);
combat.applyPendingDamage(5, ships, buildings);
f.combat.tick(0, f.admin, f.buildings, events);
f.combat.applyPendingDamage(5, f.admin);
float hpAfter = 0.0f;
for (const Ship& s : ships.allShips())
{
if (s.id == playerId) { hpAfter = s.hp; }
}
REQUIRE(hpAfter < hpBefore);
REQUIRE(f.admin.get<Health>(player).hp < hpBefore);
}
TEST_CASE("CombatSystem: damage silently dropped if target already dead", "[combat]")
{
const GameConfig cfg = loadConfig();
std::mt19937 rng(42);
const ShipDef* combatDef = findCombatShip(cfg);
CombatFixture f;
const ShipDef* combatDef = findCombatShip(f.cfg);
REQUIRE(combatDef != nullptr);
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
EntityId nextShipId = 1;
EntityId nextBldId = 100;
ShipSystem ships(cfg, [&nextShipId]() { return nextShipId++; });
BuildingSystem buildings(cfg, belts,
[&nextBldId]() { return nextBldId++; },
[](int){},
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
rng);
const entt::entity enemy = f.ships.spawn(combatDef->id, 1, QVector2D(5.0f, 5.0f), true);
const entt::entity player = f.ships.spawn(combatDef->id, 1, QVector2D(4.0f, 5.0f), false);
f.wireEnemyTarget(enemy, player);
const EntityId enemyId = ships.spawn(combatDef->id, 1, QVector2D(5.0f, 5.0f), true);
const EntityId playerId = ships.spawn(combatDef->id, 1, QVector2D(4.0f, 5.0f), false);
ships.forEach([&](Ship& s)
{
if (s.id == enemyId && s.weapon)
{
s.weapon->currentTarget = playerId;
s.weapon->cooldownTicks = 0.0f;
if (s.threatResponse)
{
s.threatResponse->currentTarget = playerId;
}
}
});
CombatSystem combat(cfg);
std::vector<FireEvent> events;
combat.tick(0, ships, buildings, events);
f.combat.tick(0, f.admin, f.buildings, events);
// Target is removed before impact.
ships.despawn(playerId);
f.ships.despawn(player);
// Should not crash; damage is silently dropped.
combat.applyPendingDamage(5, ships, buildings);
// Should not crash.
f.combat.applyPendingDamage(5, f.admin);
REQUIRE(ships.findShip(playerId) == nullptr);
REQUIRE_FALSE(f.admin.isValid(player));
}
TEST_CASE("CombatSystem: damage still applied if shooter already dead", "[combat]")
{
const GameConfig cfg = loadConfig();
std::mt19937 rng(42);
const ShipDef* combatDef = findCombatShip(cfg);
CombatFixture f;
const ShipDef* combatDef = findCombatShip(f.cfg);
REQUIRE(combatDef != nullptr);
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
EntityId nextShipId = 1;
EntityId nextBldId = 100;
ShipSystem ships(cfg, [&nextShipId]() { return nextShipId++; });
BuildingSystem buildings(cfg, belts,
[&nextBldId]() { return nextBldId++; },
[](int){},
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
rng);
const entt::entity enemy = f.ships.spawn(combatDef->id, 1, QVector2D(5.0f, 5.0f), true);
const entt::entity player = f.ships.spawn(combatDef->id, 1, QVector2D(4.0f, 5.0f), false);
f.wireEnemyTarget(enemy, player);
const EntityId enemyId = ships.spawn(combatDef->id, 1, QVector2D(5.0f, 5.0f), true);
const EntityId playerId = ships.spawn(combatDef->id, 1, QVector2D(4.0f, 5.0f), false);
const float hpBefore = f.admin.get<Health>(player).hp;
ships.forEach([&](Ship& s)
{
if (s.id == enemyId && s.weapon)
{
s.weapon->currentTarget = playerId;
s.weapon->cooldownTicks = 0.0f;
if (s.threatResponse)
{
s.threatResponse->currentTarget = playerId;
}
}
});
float hpBefore = 0.0f;
for (const Ship& s : ships.allShips())
{
if (s.id == playerId) { hpBefore = s.hp; }
}
CombatSystem combat(cfg);
std::vector<FireEvent> events;
combat.tick(0, ships, buildings, events);
f.combat.tick(0, f.admin, f.buildings, events);
// Shooter is removed before impact.
ships.despawn(enemyId);
f.ships.despawn(enemy);
// Damage must still land on the target.
combat.applyPendingDamage(5, ships, buildings);
f.combat.applyPendingDamage(5, f.admin);
float hpAfter = 0.0f;
for (const Ship& s : ships.allShips())
{
if (s.id == playerId) { hpAfter = s.hp; }
}
REQUIRE(hpAfter < hpBefore);
REQUIRE(f.admin.get<Health>(player).hp < hpBefore);
}
// ---------------------------------------------------------------------------
@@ -557,22 +356,20 @@ TEST_CASE("CombatSystem: dead ship is removed after tick step 9", "[combat]")
const ShipDef* combatDef = findCombatShip(sim.config());
REQUIRE(combatDef != nullptr);
const EntityId shipId = sim.ships().spawn(combatDef->id, 1,
const entt::entity ship = sim.ships().spawn(combatDef->id, 1,
QVector2D(10.0f, 10.0f));
// Set hp to lethal.
sim.ships().damageShip(shipId, 9999.0f);
sim.admin().get<Health>(ship).hp = -1.0f;
sim.tick();
REQUIRE(sim.ships().findShip(shipId) == nullptr);
REQUIRE_FALSE(sim.admin().isValid(ship));
}
TEST_CASE("CombatSystem: scrap is spawned on ship death", "[combat]")
{
Simulation sim(loadConfig(), 42);
// Find a ship def that drops scrap.
const ShipDef* droppingDef = nullptr;
for (const ShipDef& def : sim.config().ships.ships)
{
@@ -584,27 +381,25 @@ TEST_CASE("CombatSystem: scrap is spawned on ship death", "[combat]")
}
REQUIRE(droppingDef != nullptr);
const EntityId shipId = sim.ships().spawn(droppingDef->id, 1,
const entt::entity ship = sim.ships().spawn(droppingDef->id, 1,
QVector2D(10.0f, 10.0f));
sim.ships().damageShip(shipId, 9999.0f);
sim.admin().get<Health>(ship).hp = -1.0f;
sim.tick();
// At least one scrap entity should now exist.
REQUIRE(!sim.scraps().allScraps().empty());
REQUIRE(!sim.scraps().allScrapInfo().empty());
}
TEST_CASE("CombatSystem: HQ death sets game over", "[combat]")
{
Simulation sim(loadConfig(), 42);
sim.buildings().forEachBuilding([](Building& b)
{
if (b.type == BuildingType::Hq)
// Damage the HQ proxy entity (has HqProxy + Health).
sim.admin().forEach<HqProxy, Health>(
[](entt::entity /*e*/, const HqProxy& /*hq*/, Health& h)
{
b.hp = -1.0f;
}
});
h.hp = -1.0f;
});
sim.tick();