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

@@ -4,6 +4,8 @@
#include "BuildingSystem.h"
#include "BuildingType.h"
#include "ConfigLoader.h"
#include "EcsComponents.h"
#include "EntityAdmin.h"
#include "GameConfig.h"
#include "ItemType.h"
#include "Rotation.h"
@@ -51,6 +53,14 @@ static EntityId placeShipyard(Simulation& sim, const BuildingDef& yardDef)
100.0f, 100.0f);
}
static int countShips(Simulation& sim)
{
int n = 0;
sim.admin().forEach<ShipIdentity>(
[&n](entt::entity /*e*/, const ShipIdentity& /*si*/) { ++n; });
return n;
}
static void fillMaterials(Simulation& sim, EntityId yardId, const ShipDef& def)
{
sim.buildings().forEachBuilding([&](Building& b)
@@ -80,7 +90,7 @@ TEST_CASE("Shipyard: spawns a player ship after production cycle completes",
const BuildingDef* yardDef = findShipyardDef(sim.config());
REQUIRE(yardDef != nullptr);
const int shipsBefore = static_cast<int>(sim.ships().allShips().size());
const int shipsBefore = countShips(sim);
const EntityId yardId = placeShipyard(sim, *yardDef);
REQUIRE(yardId != kInvalidEntityId);
@@ -90,7 +100,7 @@ TEST_CASE("Shipyard: spawns a player ship after production cycle completes",
// First tick: materials consumed, production cycle starts — no ship yet.
sim.tick();
REQUIRE(static_cast<int>(sim.ships().allShips().size()) == shipsBefore);
REQUIRE(countShips(sim) == shipsBefore);
// Tick until the cycle completes.
const Tick cycleTicks = secondsToTicks(def->schematic.productionTimeSeconds);
@@ -98,21 +108,21 @@ TEST_CASE("Shipyard: spawns a player ship after production cycle completes",
{
sim.tick();
}
REQUIRE(static_cast<int>(sim.ships().allShips().size()) == shipsBefore);
REQUIRE(countShips(sim) == shipsBefore);
// Final tick: cycle completes, ship spawns.
sim.tick();
REQUIRE(static_cast<int>(sim.ships().allShips().size()) == shipsBefore + 1);
REQUIRE(countShips(sim) == shipsBefore + 1);
bool foundPlayerShip = false;
for (const Ship& ship : sim.ships().allShips())
{
if (!ship.isEnemy && ship.schematicId == def->id)
sim.admin().forEach<ShipIdentity, Faction>(
[&](entt::entity /*e*/, const ShipIdentity& si, const Faction& f)
{
foundPlayerShip = true;
break;
}
}
if (!f.isEnemy && si.schematicId == def->id)
{
foundPlayerShip = true;
}
});
REQUIRE(foundPlayerShip);
}
@@ -123,13 +133,13 @@ TEST_CASE("Shipyard: does not spawn without a schematic set", "[shipyard]")
const BuildingDef* yardDef = findShipyardDef(sim.config());
REQUIRE(yardDef != nullptr);
const int shipsBefore = static_cast<int>(sim.ships().allShips().size());
const int shipsBefore = countShips(sim);
placeShipyard(sim, *yardDef);
sim.tick();
REQUIRE(static_cast<int>(sim.ships().allShips().size()) == shipsBefore);
REQUIRE(countShips(sim) == shipsBefore);
}
TEST_CASE("Shipyard: does not spawn with insufficient materials", "[shipyard]")
@@ -141,7 +151,7 @@ TEST_CASE("Shipyard: does not spawn with insufficient materials", "[shipyard]")
const BuildingDef* yardDef = findShipyardDef(sim.config());
REQUIRE(yardDef != nullptr);
const int shipsBefore = static_cast<int>(sim.ships().allShips().size());
const int shipsBefore = countShips(sim);
const EntityId yardId = placeShipyard(sim, *yardDef);
sim.buildings().setRecipe(yardId, def->id);
@@ -153,7 +163,7 @@ TEST_CASE("Shipyard: does not spawn with insufficient materials", "[shipyard]")
sim.tick();
}
REQUIRE(static_cast<int>(sim.ships().allShips().size()) == shipsBefore);
REQUIRE(countShips(sim) == shipsBefore);
}
TEST_CASE("Shipyard: spawns a second ship after materials replenished", "[shipyard]")
@@ -176,7 +186,7 @@ TEST_CASE("Shipyard: spawns a second ship after materials replenished", "[shipya
{
sim.tick();
}
const int after1 = static_cast<int>(sim.ships().allShips().size());
const int after1 = countShips(sim);
// Second cycle: capture count immediately after the next spawn tick.
fillMaterials(sim, yardId, *def);
@@ -184,7 +194,7 @@ TEST_CASE("Shipyard: spawns a second ship after materials replenished", "[shipya
{
sim.tick();
}
const int after2 = static_cast<int>(sim.ships().allShips().size());
const int after2 = countShips(sim);
// After each cycle one ship was added; ships from prior cycles may have died
// from enemy fire, so we only assert the most-recent spawn is still present.