rename behavior components

This commit is contained in:
2026-05-23 08:26:10 +02:00
parent b57299fd2a
commit f5f4453e2c
11 changed files with 104 additions and 104 deletions

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@@ -240,10 +240,10 @@ void ArenaSimulation::tick()
{ {
// Ship behavior systems (tick step 7). // Ship behavior systems (tick step 7).
m_shipSystem->clearMovementIntents(); m_shipSystem->clearMovementIntents();
m_aiSystem->tickHomeReturn(m_admin); m_aiSystem->tickHomeReturnBehavior(m_admin);
m_aiSystem->tickThreatResponse(m_admin, *m_buildingSystem); m_aiSystem->tickThreatResponseBehavior(m_admin, *m_buildingSystem);
m_aiSystem->tickRepairBehavior(m_admin, *m_buildingSystem); m_aiSystem->tickRepairBehavior(m_admin, *m_buildingSystem);
m_aiSystem->tickScrapCollector(m_admin, *m_scrapSystem, *m_buildingSystem); m_aiSystem->tickSalvageBehavior(m_admin, *m_scrapSystem, *m_buildingSystem);
// Combat resolution (tick step 8). // Combat resolution (tick step 8).
std::vector<FireEvent> fireEvents; std::vector<FireEvent> fireEvents;

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@@ -69,8 +69,8 @@ struct ShipIdentity
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
// Ship optional components (hardware + behavior, in Ship.h) // Ship optional components (hardware + behavior, in Ship.h)
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
// Weapon, SalvageCargo, RepairTool, ThreatResponse, ScrapCollector, // Weapon, SalvageCargo, RepairTool, ThreatResponseBehavior, SalvageBehavior,
// RepairBehavior, HomeReturn, RallyBehavior remain defined in Ship.h. // RepairBehavior, HomeReturnBehavior, RallyBehavior remain defined in Ship.h.
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
// Station components // Station components

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@@ -16,29 +16,29 @@
#include "Ship.h" #include "Ship.h"
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
// tickHomeReturn (priority 4) // tickHomeReturnBehavior (priority 4)
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
void AiSystem::tickHomeReturn(EntityAdmin& admin) void AiSystem::tickHomeReturnBehavior(EntityAdmin& admin)
{ {
admin.forEach<HomeReturn, Health, MovementIntent>( admin.forEach<HomeReturnBehavior, Health, MovementIntent>(
[](entt::entity /*e*/, const HomeReturn& hr, const Health& h, MovementIntent& intent) [](entt::entity /*e*/, const HomeReturnBehavior& homeReturnBehavior, const Health& h, MovementIntent& intent)
{ {
if (h.hp / h.maxHp < hr.retreatHpFraction) if (h.hp / h.maxHp < homeReturnBehavior.retreatHpFraction)
{ {
if (4 > intent.priority) if (4 > intent.priority)
{ {
intent = MovementIntent{4, hr.homePos}; intent = MovementIntent{4, homeReturnBehavior.homePos};
} }
} }
}); });
} }
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
// tickThreatResponse (priority 3) // tickThreatResponseBehavior (priority 3)
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
void AiSystem::tickThreatResponse(EntityAdmin& admin, const BuildingSystem& buildings) void AiSystem::tickThreatResponseBehavior(EntityAdmin& admin, const BuildingSystem& buildings)
{ {
// Snapshot all combatant entities for target acquisition. // Snapshot all combatant entities for target acquisition.
struct CombatantInfo struct CombatantInfo
@@ -68,17 +68,17 @@ void AiSystem::tickThreatResponse(EntityAdmin& admin, const BuildingSystem& buil
combatants.push_back({e, pos.value, f.isEnemy, true}); combatants.push_back({e, pos.value, f.isEnemy, true});
}); });
admin.forEach<ThreatResponse, Position, Faction, SensorRange, MovementIntent>( admin.forEach<ThreatResponseBehavior, Position, Faction, SensorRange, MovementIntent>(
[&](entt::entity e, ThreatResponse& threat, Position& pos, Faction& faction, [&](entt::entity e, ThreatResponseBehavior& threatResponseBehavior, Position& pos, Faction& faction,
SensorRange& sensor, MovementIntent& intent) SensorRange& sensor, MovementIntent& intent)
{ {
const float range = sensor.value; const float range = sensor.value;
// Validate current target. // Validate current target.
bool targetValid = false; bool targetValid = false;
if (threat.currentTarget) if (threatResponseBehavior.currentTarget)
{ {
const entt::entity t = *threat.currentTarget; const entt::entity t = *threatResponseBehavior.currentTarget;
if (admin.isValid(t) && admin.hasAll<Position>(t)) if (admin.isValid(t) && admin.hasAll<Position>(t))
{ {
const float dist = (admin.get<Position>(t).value - pos.value).length(); const float dist = (admin.get<Position>(t).value - pos.value).length();
@@ -91,7 +91,7 @@ void AiSystem::tickThreatResponse(EntityAdmin& admin, const BuildingSystem& buil
if (!targetValid) if (!targetValid)
{ {
threat.currentTarget = std::nullopt; threatResponseBehavior.currentTarget = std::nullopt;
float bestDist = range; float bestDist = range;
for (const CombatantInfo& c : combatants) for (const CombatantInfo& c : combatants)
@@ -113,14 +113,14 @@ void AiSystem::tickThreatResponse(EntityAdmin& admin, const BuildingSystem& buil
if (dist < bestDist) if (dist < bestDist)
{ {
bestDist = dist; bestDist = dist;
threat.currentTarget = c.entity; threatResponseBehavior.currentTarget = c.entity;
} }
} }
} }
if (threat.currentTarget) if (threatResponseBehavior.currentTarget)
{ {
const entt::entity t = *threat.currentTarget; const entt::entity t = *threatResponseBehavior.currentTarget;
QVector2D dest = pos.value; QVector2D dest = pos.value;
if (admin.isValid(t) && admin.hasAll<Position>(t)) if (admin.isValid(t) && admin.hasAll<Position>(t))
{ {
@@ -298,11 +298,11 @@ void AiSystem::tickRepairBehavior(EntityAdmin& admin, BuildingSystem& buildings)
} }
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
// tickScrapCollector (priority 1) // tickSalvageBehavior (priority 1)
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
void AiSystem::tickScrapCollector(EntityAdmin& admin, ScrapSystem& scraps, void AiSystem::tickSalvageBehavior(EntityAdmin& admin, ScrapSystem& scraps,
BuildingSystem& buildings) BuildingSystem& buildings)
{ {
// Snapshot enemy ships for threat detection. // Snapshot enemy ships for threat detection.
struct EnemyShipPos struct EnemyShipPos
@@ -322,24 +322,24 @@ void AiSystem::tickScrapCollector(EntityAdmin& admin, ScrapSystem& scraps,
const std::vector<ScrapInfo> allScrap = scraps.allScrapInfo(); const std::vector<ScrapInfo> allScrap = scraps.allScrapInfo();
admin.forEach<ScrapCollector, SalvageCargo, Position, SensorRange, MovementIntent>( admin.forEach<SalvageBehavior, SalvageCargo, Position, SensorRange, MovementIntent>(
[&](entt::entity /*e*/, ScrapCollector& sc, SalvageCargo& cargo, [&](entt::entity /*e*/, SalvageBehavior& salvageBehavior, SalvageCargo& cargo,
Position& pos, SensorRange& sensor, MovementIntent& intent) Position& pos, SensorRange& sensor, MovementIntent& intent)
{ {
const float collectRange = cargo.collectionRange; const float collectRange = cargo.collectionRange;
// Assign nearest SalvageBay if needed. // Assign nearest SalvageBay if needed.
if (sc.deliveryBay == kInvalidBuildingId) if (salvageBehavior.deliveryBay == kInvalidBuildingId)
{ {
const Building* bay = buildings.findNearestBuilding(pos.value, const Building* bay = buildings.findNearestBuilding(pos.value,
BuildingType::SalvageBay); BuildingType::SalvageBay);
if (bay) if (bay)
{ {
sc.deliveryBay = bay->id; salvageBehavior.deliveryBay = bay->id;
} }
} }
const BuildingId bayId = sc.deliveryBay; const BuildingId bayId = salvageBehavior.deliveryBay;
QVector2D bayPos = pos.value; QVector2D bayPos = pos.value;
if (bayId != kInvalidBuildingId) if (bayId != kInvalidBuildingId)
@@ -398,18 +398,18 @@ void AiSystem::tickScrapCollector(EntityAdmin& admin, ScrapSystem& scraps,
if (scraps.consume(si.entity)) if (scraps.consume(si.entity))
{ {
++cargo.current; ++cargo.current;
sc.scrapTarget = std::nullopt; salvageBehavior.scrapTarget = std::nullopt;
} }
break; break;
} }
} }
// Move toward scrap target or find a new one. // Move toward scrap target or find a new one.
if (sc.scrapTarget) if (salvageBehavior.scrapTarget)
{ {
if (1 > intent.priority) if (1 > intent.priority)
{ {
intent = MovementIntent{1, *sc.scrapTarget}; intent = MovementIntent{1, *salvageBehavior.scrapTarget};
} }
} }
else else
@@ -427,7 +427,7 @@ void AiSystem::tickScrapCollector(EntityAdmin& admin, ScrapSystem& scraps,
} }
if (bestPos) if (bestPos)
{ {
sc.scrapTarget = bestPos; salvageBehavior.scrapTarget = bestPos;
if (1 > intent.priority) if (1 > intent.priority)
{ {
intent = MovementIntent{1, *bestPos}; intent = MovementIntent{1, *bestPos};

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@@ -7,8 +7,8 @@ class ScrapSystem;
class AiSystem class AiSystem
{ {
public: public:
void tickHomeReturn(EntityAdmin& admin); void tickHomeReturnBehavior(EntityAdmin& admin);
void tickThreatResponse(EntityAdmin& admin, const BuildingSystem& buildings); void tickThreatResponseBehavior(EntityAdmin& admin, const BuildingSystem& buildings);
void tickRepairBehavior(EntityAdmin& admin, BuildingSystem& buildings); void tickRepairBehavior(EntityAdmin& admin, BuildingSystem& buildings);
void tickScrapCollector(EntityAdmin& admin, ScrapSystem& scraps, BuildingSystem& buildings); void tickSalvageBehavior(EntityAdmin& admin, ScrapSystem& scraps, BuildingSystem& buildings);
}; };

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@@ -16,10 +16,10 @@ void CombatSystem::tick(Tick currentTick,
std::vector<FireEvent>& outFireEvents) std::vector<FireEvent>& outFireEvents)
{ {
// Ship weapons. // Ship weapons.
admin.forEach<Weapon, ThreatResponse, Position, Faction>( admin.forEach<Weapon, ThreatResponseBehavior, Position, Faction>(
[&](entt::entity e, Weapon& weapon, ThreatResponse& threat, Position& pos, Faction& faction) [&](entt::entity e, Weapon& weapon, ThreatResponseBehavior& threatResponseBehavior, Position& pos, Faction& faction)
{ {
weapon.currentTarget = threat.currentTarget; weapon.currentTarget = threatResponseBehavior.currentTarget;
resolveWeapon(e, weapon, pos, faction, currentTick, admin, outFireEvents); resolveWeapon(e, weapon, pos, faction, currentTick, admin, outFireEvents);
}); });

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@@ -41,12 +41,12 @@ struct RepairTool
// Behavior components — AI state consumed by step-6 behavior systems // Behavior components — AI state consumed by step-6 behavior systems
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
struct ThreatResponse struct ThreatResponseBehavior
{ {
std::optional<entt::entity> currentTarget; std::optional<entt::entity> currentTarget;
}; };
struct ScrapCollector struct SalvageBehavior
{ {
std::optional<QVector2D> scrapTarget; std::optional<QVector2D> scrapTarget;
BuildingId deliveryBay; // kInvalidBuildingId until assigned at a salvage bay BuildingId deliveryBay; // kInvalidBuildingId until assigned at a salvage bay
@@ -57,7 +57,7 @@ struct RepairBehavior
std::optional<entt::entity> currentTarget; std::optional<entt::entity> currentTarget;
}; };
struct HomeReturn struct HomeReturnBehavior
{ {
float retreatHpFraction; float retreatHpFraction;
QVector2D homePos; QVector2D homePos;

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@@ -75,7 +75,7 @@ entt::entity ShipSystem::spawn(const std::string& schematicId, int level, QVecto
w.currentTarget = std::nullopt; w.currentTarget = std::nullopt;
m_admin.addComponent<Weapon>(entity, w); m_admin.addComponent<Weapon>(entity, w);
m_admin.addComponent<ThreatResponse>(entity, ThreatResponse{}); m_admin.addComponent<ThreatResponseBehavior>(entity, ThreatResponseBehavior{});
if (!isEnemy) if (!isEnemy)
{ {
@@ -91,10 +91,10 @@ entt::entity ShipSystem::spawn(const std::string& schematicId, int level, QVecto
cargo.collectionRange = static_cast<float>(def->salvage->collectionRange); cargo.collectionRange = static_cast<float>(def->salvage->collectionRange);
m_admin.addComponent<SalvageCargo>(entity, cargo); m_admin.addComponent<SalvageCargo>(entity, cargo);
ScrapCollector sc; SalvageBehavior salvageBehavior;
sc.scrapTarget = std::nullopt; salvageBehavior.scrapTarget = std::nullopt;
sc.deliveryBay = kInvalidBuildingId; salvageBehavior.deliveryBay = kInvalidBuildingId;
m_admin.addComponent<ScrapCollector>(entity, sc); m_admin.addComponent<SalvageBehavior>(entity, salvageBehavior);
} }
if (def->repair) if (def->repair)

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@@ -162,10 +162,10 @@ void Simulation::tick()
} }
m_shipSystem->clearMovementIntents(); m_shipSystem->clearMovementIntents();
m_aiSystem->tickHomeReturn(m_admin); // priority 4 m_aiSystem->tickHomeReturnBehavior(m_admin); // priority 4
m_aiSystem->tickThreatResponse(m_admin, *m_buildingSystem); // priority 3 m_aiSystem->tickThreatResponseBehavior(m_admin, *m_buildingSystem); // priority 3
m_aiSystem->tickRepairBehavior(m_admin, *m_buildingSystem); // priority 2 m_aiSystem->tickRepairBehavior(m_admin, *m_buildingSystem); // priority 2
m_aiSystem->tickScrapCollector(m_admin, *m_scrapSystem, *m_buildingSystem); // priority 1 m_aiSystem->tickSalvageBehavior(m_admin, *m_scrapSystem, *m_buildingSystem); // priority 1
// Step 8: combat resolution // Step 8: combat resolution
m_combatSystem->tick(m_currentTick, m_admin, m_combatSystem->tick(m_currentTick, m_admin,

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@@ -64,10 +64,10 @@ struct Fixture
void runBehaviorTick() void runBehaviorTick()
{ {
ships.clearMovementIntents(); ships.clearMovementIntents();
ai.tickHomeReturn(admin); ai.tickHomeReturnBehavior(admin);
ai.tickThreatResponse(admin, buildings); ai.tickThreatResponseBehavior(admin, buildings);
ai.tickRepairBehavior(admin, buildings); ai.tickRepairBehavior(admin, buildings);
ai.tickScrapCollector(admin, scraps, buildings); ai.tickSalvageBehavior(admin, scraps, buildings);
movement.tick(admin); movement.tick(admin);
++tick; ++tick;
} }
@@ -139,40 +139,40 @@ TEST_CASE("BehaviorSystem: tickMovement stops exactly at target without overshoo
} }
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
// tickHomeReturn // tickHomeReturnBehavior
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
TEST_CASE("BehaviorSystem: tickHomeReturn does nothing when HP is above threshold", TEST_CASE("BehaviorSystem: tickHomeReturnBehavior does nothing when HP is above threshold",
"[behavior]") "[behavior]")
{ {
Fixture f; Fixture f;
const entt::entity e = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f)); const entt::entity e = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
f.admin.addComponent<HomeReturn>(e, HomeReturn{0.3f, QVector2D(-10.0f, 0.0f)}); f.admin.addComponent<HomeReturnBehavior>(e, HomeReturnBehavior{0.3f, QVector2D(-10.0f, 0.0f)});
f.admin.get<Health>(e).hp = f.admin.get<Health>(e).maxHp; // full HP f.admin.get<Health>(e).hp = f.admin.get<Health>(e).maxHp; // full HP
f.ships.clearMovementIntents(); f.ships.clearMovementIntents();
f.ai.tickHomeReturn(f.admin); f.ai.tickHomeReturnBehavior(f.admin);
REQUIRE(intent(f.admin, e).priority == 0); REQUIRE(intent(f.admin, e).priority == 0);
} }
TEST_CASE("BehaviorSystem: tickHomeReturn writes priority-4 intent toward homePos when HP is low", TEST_CASE("BehaviorSystem: tickHomeReturnBehavior writes priority-4 intent toward homePos when HP is low",
"[behavior]") "[behavior]")
{ {
Fixture f; Fixture f;
const entt::entity e = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f)); const entt::entity e = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const QVector2D homePos(-10.0f, 0.0f); const QVector2D homePos(-10.0f, 0.0f);
f.admin.addComponent<HomeReturn>(e, HomeReturn{0.5f, homePos}); f.admin.addComponent<HomeReturnBehavior>(e, HomeReturnBehavior{0.5f, homePos});
f.admin.get<Health>(e).hp = f.admin.get<Health>(e).maxHp * 0.2f; // below threshold f.admin.get<Health>(e).hp = f.admin.get<Health>(e).maxHp * 0.2f; // below threshold
f.ships.clearMovementIntents(); f.ships.clearMovementIntents();
f.ai.tickHomeReturn(f.admin); f.ai.tickHomeReturnBehavior(f.admin);
REQUIRE(intent(f.admin, e).priority == 4); REQUIRE(intent(f.admin, e).priority == 4);
REQUIRE(intent(f.admin, e).target.x() == Approx(homePos.x())); REQUIRE(intent(f.admin, e).target.x() == Approx(homePos.x()));
} }
TEST_CASE("BehaviorSystem: tickHomeReturn priority-4 beats tickThreatResponse priority-3", TEST_CASE("BehaviorSystem: tickHomeReturnBehavior priority-4 beats tickThreatResponseBehavior priority-3",
"[behavior]") "[behavior]")
{ {
Fixture f; Fixture f;
@@ -180,19 +180,19 @@ TEST_CASE("BehaviorSystem: tickHomeReturn priority-4 beats tickThreatResponse pr
f.ships.spawn("interceptor", 1, QVector2D(5.0f, 0.0f), /*isEnemy=*/true); f.ships.spawn("interceptor", 1, QVector2D(5.0f, 0.0f), /*isEnemy=*/true);
const QVector2D homePos(-50.0f, 0.0f); const QVector2D homePos(-50.0f, 0.0f);
f.admin.addComponent<HomeReturn>(player, HomeReturn{0.5f, homePos}); f.admin.addComponent<HomeReturnBehavior>(player, HomeReturnBehavior{0.5f, homePos});
f.admin.get<Health>(player).hp = f.admin.get<Health>(player).maxHp * 0.1f; f.admin.get<Health>(player).hp = f.admin.get<Health>(player).maxHp * 0.1f;
f.ships.clearMovementIntents(); f.ships.clearMovementIntents();
f.ai.tickHomeReturn(f.admin); f.ai.tickHomeReturnBehavior(f.admin);
f.ai.tickThreatResponse(f.admin, f.buildings); f.ai.tickThreatResponseBehavior(f.admin, f.buildings);
REQUIRE(intent(f.admin, player).priority == 4); REQUIRE(intent(f.admin, player).priority == 4);
REQUIRE(intent(f.admin, player).target.x() == Approx(homePos.x())); REQUIRE(intent(f.admin, player).target.x() == Approx(homePos.x()));
} }
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
// tickThreatResponse — player ships // tickThreatResponseBehavior — player ships
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
TEST_CASE("BehaviorSystem: player combat ship acquires nearest enemy ship in range", TEST_CASE("BehaviorSystem: player combat ship acquires nearest enemy ship in range",
@@ -204,12 +204,12 @@ TEST_CASE("BehaviorSystem: player combat ship acquires nearest enemy ship in ran
/*isEnemy=*/true); /*isEnemy=*/true);
f.ships.clearMovementIntents(); f.ships.clearMovementIntents();
f.ai.tickThreatResponse(f.admin, f.buildings); f.ai.tickThreatResponseBehavior(f.admin, f.buildings);
REQUIRE(f.admin.hasAll<ThreatResponse>(player)); REQUIRE(f.admin.hasAll<ThreatResponseBehavior>(player));
const ThreatResponse& tr = f.admin.get<ThreatResponse>(player); const ThreatResponseBehavior& threatResponseBehavior = f.admin.get<ThreatResponseBehavior>(player);
REQUIRE(tr.currentTarget.has_value()); REQUIRE(threatResponseBehavior.currentTarget.has_value());
REQUIRE(*tr.currentTarget == enemy); REQUIRE(*threatResponseBehavior.currentTarget == enemy);
} }
TEST_CASE("BehaviorSystem: player combat ship does not target friendly ships", TEST_CASE("BehaviorSystem: player combat ship does not target friendly ships",
@@ -220,10 +220,10 @@ TEST_CASE("BehaviorSystem: player combat ship does not target friendly ships",
f.ships.spawn("interceptor", 1, QVector2D(5.0f, 0.0f)); // also player f.ships.spawn("interceptor", 1, QVector2D(5.0f, 0.0f)); // also player
f.ships.clearMovementIntents(); f.ships.clearMovementIntents();
f.ai.tickThreatResponse(f.admin, f.buildings); f.ai.tickThreatResponseBehavior(f.admin, f.buildings);
REQUIRE(f.admin.hasAll<ThreatResponse>(e1)); REQUIRE(f.admin.hasAll<ThreatResponseBehavior>(e1));
REQUIRE_FALSE(f.admin.get<ThreatResponse>(e1).currentTarget.has_value()); REQUIRE_FALSE(f.admin.get<ThreatResponseBehavior>(e1).currentTarget.has_value());
} }
TEST_CASE("BehaviorSystem: player combat ship ignores enemy beyond engagement range", TEST_CASE("BehaviorSystem: player combat ship ignores enemy beyond engagement range",
@@ -234,13 +234,13 @@ TEST_CASE("BehaviorSystem: player combat ship ignores enemy beyond engagement ra
f.ships.spawn("interceptor", 1, QVector2D(500.0f, 0.0f), /*isEnemy=*/true); f.ships.spawn("interceptor", 1, QVector2D(500.0f, 0.0f), /*isEnemy=*/true);
f.ships.clearMovementIntents(); f.ships.clearMovementIntents();
f.ai.tickThreatResponse(f.admin, f.buildings); f.ai.tickThreatResponseBehavior(f.admin, f.buildings);
REQUIRE_FALSE(f.admin.get<ThreatResponse>(player).currentTarget.has_value()); REQUIRE_FALSE(f.admin.get<ThreatResponseBehavior>(player).currentTarget.has_value());
} }
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
// tickThreatResponse — enemy ships // tickThreatResponseBehavior — enemy ships
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
TEST_CASE("BehaviorSystem: enemy ship acquires nearest player ship in range", TEST_CASE("BehaviorSystem: enemy ship acquires nearest player ship in range",
@@ -252,12 +252,12 @@ TEST_CASE("BehaviorSystem: enemy ship acquires nearest player ship in range",
/*isEnemy=*/true); /*isEnemy=*/true);
f.ships.clearMovementIntents(); f.ships.clearMovementIntents();
f.ai.tickThreatResponse(f.admin, f.buildings); f.ai.tickThreatResponseBehavior(f.admin, f.buildings);
REQUIRE(f.admin.hasAll<ThreatResponse>(enemy)); REQUIRE(f.admin.hasAll<ThreatResponseBehavior>(enemy));
const ThreatResponse& tr = f.admin.get<ThreatResponse>(enemy); const ThreatResponseBehavior& threatResponseBehavior = f.admin.get<ThreatResponseBehavior>(enemy);
REQUIRE(tr.currentTarget.has_value()); REQUIRE(threatResponseBehavior.currentTarget.has_value());
REQUIRE(*tr.currentTarget == player); REQUIRE(*threatResponseBehavior.currentTarget == player);
} }
TEST_CASE("BehaviorSystem: enemy ship with no target writes leftward movement intent", TEST_CASE("BehaviorSystem: enemy ship with no target writes leftward movement intent",
@@ -268,7 +268,7 @@ TEST_CASE("BehaviorSystem: enemy ship with no target writes leftward movement in
/*isEnemy=*/true); /*isEnemy=*/true);
f.ships.clearMovementIntents(); f.ships.clearMovementIntents();
f.ai.tickThreatResponse(f.admin, f.buildings); f.ai.tickThreatResponseBehavior(f.admin, f.buildings);
REQUIRE(intent(f.admin, enemy).priority == 3); REQUIRE(intent(f.admin, enemy).priority == 3);
REQUIRE(intent(f.admin, enemy).target.x() < 0.0f); REQUIRE(intent(f.admin, enemy).target.x() < 0.0f);
@@ -330,7 +330,7 @@ TEST_CASE("BehaviorSystem: repair ship does not heal above maxHp", "[behavior]")
} }
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
// tickScrapCollector // tickSalvageBehavior
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
TEST_CASE("BehaviorSystem: salvage ship writes intent toward nearest scrap", "[behavior]") TEST_CASE("BehaviorSystem: salvage ship writes intent toward nearest scrap", "[behavior]")
@@ -342,7 +342,7 @@ TEST_CASE("BehaviorSystem: salvage ship writes intent toward nearest scrap", "[b
f.scraps.spawn(scrapPos, 1, 100000); f.scraps.spawn(scrapPos, 1, 100000);
f.ships.clearMovementIntents(); f.ships.clearMovementIntents();
f.ai.tickScrapCollector(f.admin, f.scraps, f.buildings); f.ai.tickSalvageBehavior(f.admin, f.scraps, f.buildings);
REQUIRE(intent(f.admin, ship).priority == 1); REQUIRE(intent(f.admin, ship).priority == 1);
REQUIRE(intent(f.admin, ship).target.x() == Approx(scrapPos.x())); REQUIRE(intent(f.admin, ship).target.x() == Approx(scrapPos.x()));
@@ -355,7 +355,7 @@ TEST_CASE("BehaviorSystem: salvage ship collects scrap on arrival", "[behavior]"
const entt::entity scrapEntity = f.scraps.spawn(QVector2D(0.0f, 0.0f), 1, 100000); const entt::entity scrapEntity = f.scraps.spawn(QVector2D(0.0f, 0.0f), 1, 100000);
f.ships.clearMovementIntents(); f.ships.clearMovementIntents();
f.ai.tickScrapCollector(f.admin, f.scraps, f.buildings); f.ai.tickSalvageBehavior(f.admin, f.scraps, f.buildings);
REQUIRE(f.admin.get<SalvageCargo>(ship).current == 1); REQUIRE(f.admin.get<SalvageCargo>(ship).current == 1);
REQUIRE_FALSE(f.admin.isValid(scrapEntity)); REQUIRE_FALSE(f.admin.isValid(scrapEntity));
@@ -383,7 +383,7 @@ TEST_CASE("BehaviorSystem: full-cargo salvage ship moves toward SalvageBay", "[b
cargo.current = cargo.capacity; // full cargo cargo.current = cargo.capacity; // full cargo
f.ships.clearMovementIntents(); f.ships.clearMovementIntents();
f.ai.tickScrapCollector(f.admin, f.scraps, f.buildings); f.ai.tickSalvageBehavior(f.admin, f.scraps, f.buildings);
const MovementIntent& i = intent(f.admin, ship); const MovementIntent& i = intent(f.admin, ship);
REQUIRE(i.priority == 1); REQUIRE(i.priority == 1);
@@ -402,7 +402,7 @@ TEST_CASE("SensorRange: sensorRange is populated from config formula at spawn",
} }
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
// Sensor range — tickThreatResponse // Sensor range — tickThreatResponseBehavior
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
TEST_CASE("SensorRange: player combat ship acquires enemy just inside sensor range", "[sensor]") TEST_CASE("SensorRange: player combat ship acquires enemy just inside sensor range", "[sensor]")
@@ -413,9 +413,9 @@ TEST_CASE("SensorRange: player combat ship acquires enemy just inside sensor ran
/*isEnemy=*/true); /*isEnemy=*/true);
f.ships.clearMovementIntents(); f.ships.clearMovementIntents();
f.ai.tickThreatResponse(f.admin, f.buildings); f.ai.tickThreatResponseBehavior(f.admin, f.buildings);
REQUIRE(f.admin.get<ThreatResponse>(player).currentTarget == enemy); REQUIRE(f.admin.get<ThreatResponseBehavior>(player).currentTarget == enemy);
} }
TEST_CASE("SensorRange: player combat ship ignores enemy just outside sensor range", "[sensor]") TEST_CASE("SensorRange: player combat ship ignores enemy just outside sensor range", "[sensor]")
@@ -425,9 +425,9 @@ TEST_CASE("SensorRange: player combat ship ignores enemy just outside sensor ran
f.ships.spawn("interceptor", 1, QVector2D(210.0f, 0.0f), /*isEnemy=*/true); f.ships.spawn("interceptor", 1, QVector2D(210.0f, 0.0f), /*isEnemy=*/true);
f.ships.clearMovementIntents(); f.ships.clearMovementIntents();
f.ai.tickThreatResponse(f.admin, f.buildings); f.ai.tickThreatResponseBehavior(f.admin, f.buildings);
REQUIRE_FALSE(f.admin.get<ThreatResponse>(player).currentTarget.has_value()); REQUIRE_FALSE(f.admin.get<ThreatResponseBehavior>(player).currentTarget.has_value());
} }
TEST_CASE("SensorRange: enemy ship ignores player just outside sensor range", "[sensor]") TEST_CASE("SensorRange: enemy ship ignores player just outside sensor range", "[sensor]")
@@ -438,9 +438,9 @@ TEST_CASE("SensorRange: enemy ship ignores player just outside sensor range", "[
/*isEnemy=*/true); /*isEnemy=*/true);
f.ships.clearMovementIntents(); f.ships.clearMovementIntents();
f.ai.tickThreatResponse(f.admin, f.buildings); f.ai.tickThreatResponseBehavior(f.admin, f.buildings);
REQUIRE_FALSE(f.admin.get<ThreatResponse>(enemy).currentTarget.has_value()); REQUIRE_FALSE(f.admin.get<ThreatResponseBehavior>(enemy).currentTarget.has_value());
} }
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
@@ -486,7 +486,7 @@ TEST_CASE("SensorRange: repair ship does not acquire damaged ally beyond sensor
} }
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
// Sensor range — tickScrapCollector // Sensor range — tickSalvageBehavior
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
TEST_CASE("SensorRange: salvage ship ignores scrap beyond sensor range", "[sensor]") TEST_CASE("SensorRange: salvage ship ignores scrap beyond sensor range", "[sensor]")
@@ -496,8 +496,8 @@ TEST_CASE("SensorRange: salvage ship ignores scrap beyond sensor range", "[senso
f.scraps.spawn(QVector2D(300.0f, 0.0f), 1, 100000); f.scraps.spawn(QVector2D(300.0f, 0.0f), 1, 100000);
f.ships.clearMovementIntents(); f.ships.clearMovementIntents();
f.ai.tickScrapCollector(f.admin, f.scraps, f.buildings); f.ai.tickSalvageBehavior(f.admin, f.scraps, f.buildings);
REQUIRE_FALSE(f.admin.get<ScrapCollector>(ship).scrapTarget.has_value()); REQUIRE_FALSE(f.admin.get<SalvageBehavior>(ship).scrapTarget.has_value());
REQUIRE(intent(f.admin, ship).target.x() > pos(f.admin, ship).value.x()); REQUIRE(intent(f.admin, ship).target.x() > pos(f.admin, ship).value.x());
} }

View File

@@ -68,9 +68,9 @@ struct CombatFixture
admin.get<Weapon>(enemy).currentTarget = playerTarget; admin.get<Weapon>(enemy).currentTarget = playerTarget;
admin.get<Weapon>(enemy).cooldownTicks = 0.0f; admin.get<Weapon>(enemy).cooldownTicks = 0.0f;
} }
if (admin.hasAll<ThreatResponse>(enemy)) if (admin.hasAll<ThreatResponseBehavior>(enemy))
{ {
admin.get<ThreatResponse>(enemy).currentTarget = playerTarget; admin.get<ThreatResponseBehavior>(enemy).currentTarget = playerTarget;
} }
} }
}; };

View File

@@ -33,11 +33,11 @@ TEST_CASE("ShipSystem: interceptor spawn has weapon and threatResponse, no cargo
REQUIRE(admin.isValid(e)); REQUIRE(admin.isValid(e));
REQUIRE(admin.hasAll<Weapon>(e)); REQUIRE(admin.hasAll<Weapon>(e));
REQUIRE(admin.hasAll<ThreatResponse>(e)); REQUIRE(admin.hasAll<ThreatResponseBehavior>(e));
REQUIRE_FALSE(admin.hasAll<SalvageCargo>(e)); REQUIRE_FALSE(admin.hasAll<SalvageCargo>(e));
REQUIRE_FALSE(admin.hasAll<RepairTool>(e)); REQUIRE_FALSE(admin.hasAll<RepairTool>(e));
REQUIRE_FALSE(admin.hasAll<RepairBehavior>(e)); REQUIRE_FALSE(admin.hasAll<RepairBehavior>(e));
REQUIRE_FALSE(admin.hasAll<ScrapCollector>(e)); REQUIRE_FALSE(admin.hasAll<SalvageBehavior>(e));
} }
TEST_CASE("ShipSystem: interceptor level 1 stats match config formulas", "[ship]") TEST_CASE("ShipSystem: interceptor level 1 stats match config formulas", "[ship]")
@@ -100,7 +100,7 @@ TEST_CASE("ShipSystem: salvage_ship spawn has cargo and scrapCollector, no weapo
const entt::entity e = ss.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f)); const entt::entity e = ss.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f));
REQUIRE(admin.hasAll<SalvageCargo>(e)); REQUIRE(admin.hasAll<SalvageCargo>(e));
REQUIRE(admin.hasAll<ScrapCollector>(e)); REQUIRE(admin.hasAll<SalvageBehavior>(e));
REQUIRE_FALSE(admin.hasAll<Weapon>(e)); REQUIRE_FALSE(admin.hasAll<Weapon>(e));
REQUIRE_FALSE(admin.hasAll<RepairTool>(e)); REQUIRE_FALSE(admin.hasAll<RepairTool>(e));
} }
@@ -116,8 +116,8 @@ TEST_CASE("ShipSystem: salvage_ship cargo capacity matches config", "[ship]")
// cargo_capacity = 10 // cargo_capacity = 10
REQUIRE(admin.get<SalvageCargo>(e).capacity == 10); REQUIRE(admin.get<SalvageCargo>(e).capacity == 10);
REQUIRE(admin.get<SalvageCargo>(e).current == 0); REQUIRE(admin.get<SalvageCargo>(e).current == 0);
REQUIRE(admin.get<ScrapCollector>(e).deliveryBay == kInvalidBuildingId); REQUIRE(admin.get<SalvageBehavior>(e).deliveryBay == kInvalidBuildingId);
REQUIRE_FALSE(admin.get<ScrapCollector>(e).scrapTarget.has_value()); REQUIRE_FALSE(admin.get<SalvageBehavior>(e).scrapTarget.has_value());
} }
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------