rename behavior components
This commit is contained in:
@@ -240,10 +240,10 @@ void ArenaSimulation::tick()
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{
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// Ship behavior systems (tick step 7).
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m_shipSystem->clearMovementIntents();
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m_aiSystem->tickHomeReturn(m_admin);
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m_aiSystem->tickThreatResponse(m_admin, *m_buildingSystem);
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m_aiSystem->tickHomeReturnBehavior(m_admin);
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m_aiSystem->tickThreatResponseBehavior(m_admin, *m_buildingSystem);
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m_aiSystem->tickRepairBehavior(m_admin, *m_buildingSystem);
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m_aiSystem->tickScrapCollector(m_admin, *m_scrapSystem, *m_buildingSystem);
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m_aiSystem->tickSalvageBehavior(m_admin, *m_scrapSystem, *m_buildingSystem);
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// Combat resolution (tick step 8).
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std::vector<FireEvent> fireEvents;
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@@ -69,8 +69,8 @@ struct ShipIdentity
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// ---------------------------------------------------------------------------
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// Ship optional components (hardware + behavior, in Ship.h)
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// ---------------------------------------------------------------------------
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// Weapon, SalvageCargo, RepairTool, ThreatResponse, ScrapCollector,
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// RepairBehavior, HomeReturn, RallyBehavior remain defined in Ship.h.
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// Weapon, SalvageCargo, RepairTool, ThreatResponseBehavior, SalvageBehavior,
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// RepairBehavior, HomeReturnBehavior, RallyBehavior remain defined in Ship.h.
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// ---------------------------------------------------------------------------
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// Station components
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@@ -16,29 +16,29 @@
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#include "Ship.h"
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// ---------------------------------------------------------------------------
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// tickHomeReturn (priority 4)
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// tickHomeReturnBehavior (priority 4)
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// ---------------------------------------------------------------------------
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void AiSystem::tickHomeReturn(EntityAdmin& admin)
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void AiSystem::tickHomeReturnBehavior(EntityAdmin& admin)
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{
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admin.forEach<HomeReturn, Health, MovementIntent>(
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[](entt::entity /*e*/, const HomeReturn& hr, const Health& h, MovementIntent& intent)
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admin.forEach<HomeReturnBehavior, Health, MovementIntent>(
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[](entt::entity /*e*/, const HomeReturnBehavior& homeReturnBehavior, const Health& h, MovementIntent& intent)
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{
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if (h.hp / h.maxHp < hr.retreatHpFraction)
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if (h.hp / h.maxHp < homeReturnBehavior.retreatHpFraction)
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{
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if (4 > intent.priority)
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{
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intent = MovementIntent{4, hr.homePos};
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intent = MovementIntent{4, homeReturnBehavior.homePos};
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}
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}
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});
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}
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// ---------------------------------------------------------------------------
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// tickThreatResponse (priority 3)
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// tickThreatResponseBehavior (priority 3)
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// ---------------------------------------------------------------------------
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void AiSystem::tickThreatResponse(EntityAdmin& admin, const BuildingSystem& buildings)
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void AiSystem::tickThreatResponseBehavior(EntityAdmin& admin, const BuildingSystem& buildings)
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{
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// Snapshot all combatant entities for target acquisition.
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struct CombatantInfo
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@@ -68,17 +68,17 @@ void AiSystem::tickThreatResponse(EntityAdmin& admin, const BuildingSystem& buil
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combatants.push_back({e, pos.value, f.isEnemy, true});
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});
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admin.forEach<ThreatResponse, Position, Faction, SensorRange, MovementIntent>(
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[&](entt::entity e, ThreatResponse& threat, Position& pos, Faction& faction,
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admin.forEach<ThreatResponseBehavior, Position, Faction, SensorRange, MovementIntent>(
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[&](entt::entity e, ThreatResponseBehavior& threatResponseBehavior, Position& pos, Faction& faction,
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SensorRange& sensor, MovementIntent& intent)
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{
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const float range = sensor.value;
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// Validate current target.
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bool targetValid = false;
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if (threat.currentTarget)
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if (threatResponseBehavior.currentTarget)
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{
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const entt::entity t = *threat.currentTarget;
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const entt::entity t = *threatResponseBehavior.currentTarget;
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if (admin.isValid(t) && admin.hasAll<Position>(t))
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{
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const float dist = (admin.get<Position>(t).value - pos.value).length();
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@@ -91,7 +91,7 @@ void AiSystem::tickThreatResponse(EntityAdmin& admin, const BuildingSystem& buil
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if (!targetValid)
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{
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threat.currentTarget = std::nullopt;
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threatResponseBehavior.currentTarget = std::nullopt;
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float bestDist = range;
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for (const CombatantInfo& c : combatants)
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@@ -113,14 +113,14 @@ void AiSystem::tickThreatResponse(EntityAdmin& admin, const BuildingSystem& buil
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if (dist < bestDist)
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{
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bestDist = dist;
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threat.currentTarget = c.entity;
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threatResponseBehavior.currentTarget = c.entity;
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}
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}
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}
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if (threat.currentTarget)
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if (threatResponseBehavior.currentTarget)
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{
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const entt::entity t = *threat.currentTarget;
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const entt::entity t = *threatResponseBehavior.currentTarget;
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QVector2D dest = pos.value;
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if (admin.isValid(t) && admin.hasAll<Position>(t))
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{
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@@ -298,11 +298,11 @@ void AiSystem::tickRepairBehavior(EntityAdmin& admin, BuildingSystem& buildings)
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}
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// ---------------------------------------------------------------------------
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// tickScrapCollector (priority 1)
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// tickSalvageBehavior (priority 1)
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// ---------------------------------------------------------------------------
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void AiSystem::tickScrapCollector(EntityAdmin& admin, ScrapSystem& scraps,
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BuildingSystem& buildings)
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void AiSystem::tickSalvageBehavior(EntityAdmin& admin, ScrapSystem& scraps,
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BuildingSystem& buildings)
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{
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// Snapshot enemy ships for threat detection.
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struct EnemyShipPos
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@@ -322,24 +322,24 @@ void AiSystem::tickScrapCollector(EntityAdmin& admin, ScrapSystem& scraps,
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const std::vector<ScrapInfo> allScrap = scraps.allScrapInfo();
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admin.forEach<ScrapCollector, SalvageCargo, Position, SensorRange, MovementIntent>(
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[&](entt::entity /*e*/, ScrapCollector& sc, SalvageCargo& cargo,
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admin.forEach<SalvageBehavior, SalvageCargo, Position, SensorRange, MovementIntent>(
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[&](entt::entity /*e*/, SalvageBehavior& salvageBehavior, SalvageCargo& cargo,
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Position& pos, SensorRange& sensor, MovementIntent& intent)
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{
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const float collectRange = cargo.collectionRange;
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// Assign nearest SalvageBay if needed.
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if (sc.deliveryBay == kInvalidBuildingId)
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if (salvageBehavior.deliveryBay == kInvalidBuildingId)
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{
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const Building* bay = buildings.findNearestBuilding(pos.value,
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BuildingType::SalvageBay);
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if (bay)
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{
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sc.deliveryBay = bay->id;
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salvageBehavior.deliveryBay = bay->id;
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}
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}
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const BuildingId bayId = sc.deliveryBay;
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const BuildingId bayId = salvageBehavior.deliveryBay;
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QVector2D bayPos = pos.value;
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if (bayId != kInvalidBuildingId)
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@@ -398,18 +398,18 @@ void AiSystem::tickScrapCollector(EntityAdmin& admin, ScrapSystem& scraps,
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if (scraps.consume(si.entity))
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{
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++cargo.current;
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sc.scrapTarget = std::nullopt;
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salvageBehavior.scrapTarget = std::nullopt;
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}
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break;
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}
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}
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// Move toward scrap target or find a new one.
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if (sc.scrapTarget)
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if (salvageBehavior.scrapTarget)
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{
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if (1 > intent.priority)
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{
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intent = MovementIntent{1, *sc.scrapTarget};
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intent = MovementIntent{1, *salvageBehavior.scrapTarget};
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}
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}
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else
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@@ -427,7 +427,7 @@ void AiSystem::tickScrapCollector(EntityAdmin& admin, ScrapSystem& scraps,
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}
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if (bestPos)
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{
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sc.scrapTarget = bestPos;
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salvageBehavior.scrapTarget = bestPos;
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if (1 > intent.priority)
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{
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intent = MovementIntent{1, *bestPos};
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@@ -7,8 +7,8 @@ class ScrapSystem;
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class AiSystem
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{
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public:
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void tickHomeReturn(EntityAdmin& admin);
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void tickThreatResponse(EntityAdmin& admin, const BuildingSystem& buildings);
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void tickHomeReturnBehavior(EntityAdmin& admin);
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void tickThreatResponseBehavior(EntityAdmin& admin, const BuildingSystem& buildings);
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void tickRepairBehavior(EntityAdmin& admin, BuildingSystem& buildings);
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void tickScrapCollector(EntityAdmin& admin, ScrapSystem& scraps, BuildingSystem& buildings);
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void tickSalvageBehavior(EntityAdmin& admin, ScrapSystem& scraps, BuildingSystem& buildings);
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};
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@@ -16,10 +16,10 @@ void CombatSystem::tick(Tick currentTick,
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std::vector<FireEvent>& outFireEvents)
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{
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// Ship weapons.
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admin.forEach<Weapon, ThreatResponse, Position, Faction>(
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[&](entt::entity e, Weapon& weapon, ThreatResponse& threat, Position& pos, Faction& faction)
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admin.forEach<Weapon, ThreatResponseBehavior, Position, Faction>(
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[&](entt::entity e, Weapon& weapon, ThreatResponseBehavior& threatResponseBehavior, Position& pos, Faction& faction)
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{
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weapon.currentTarget = threat.currentTarget;
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weapon.currentTarget = threatResponseBehavior.currentTarget;
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resolveWeapon(e, weapon, pos, faction, currentTick, admin, outFireEvents);
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});
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@@ -41,12 +41,12 @@ struct RepairTool
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// Behavior components — AI state consumed by step-6 behavior systems
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// ---------------------------------------------------------------------------
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struct ThreatResponse
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struct ThreatResponseBehavior
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{
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std::optional<entt::entity> currentTarget;
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};
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struct ScrapCollector
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struct SalvageBehavior
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{
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std::optional<QVector2D> scrapTarget;
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BuildingId deliveryBay; // kInvalidBuildingId until assigned at a salvage bay
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@@ -57,7 +57,7 @@ struct RepairBehavior
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std::optional<entt::entity> currentTarget;
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};
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struct HomeReturn
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struct HomeReturnBehavior
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{
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float retreatHpFraction;
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QVector2D homePos;
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@@ -75,7 +75,7 @@ entt::entity ShipSystem::spawn(const std::string& schematicId, int level, QVecto
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w.currentTarget = std::nullopt;
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m_admin.addComponent<Weapon>(entity, w);
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m_admin.addComponent<ThreatResponse>(entity, ThreatResponse{});
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m_admin.addComponent<ThreatResponseBehavior>(entity, ThreatResponseBehavior{});
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if (!isEnemy)
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{
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@@ -91,10 +91,10 @@ entt::entity ShipSystem::spawn(const std::string& schematicId, int level, QVecto
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cargo.collectionRange = static_cast<float>(def->salvage->collectionRange);
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m_admin.addComponent<SalvageCargo>(entity, cargo);
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ScrapCollector sc;
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sc.scrapTarget = std::nullopt;
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sc.deliveryBay = kInvalidBuildingId;
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m_admin.addComponent<ScrapCollector>(entity, sc);
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SalvageBehavior salvageBehavior;
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salvageBehavior.scrapTarget = std::nullopt;
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salvageBehavior.deliveryBay = kInvalidBuildingId;
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m_admin.addComponent<SalvageBehavior>(entity, salvageBehavior);
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}
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if (def->repair)
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@@ -162,10 +162,10 @@ void Simulation::tick()
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}
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m_shipSystem->clearMovementIntents();
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m_aiSystem->tickHomeReturn(m_admin); // priority 4
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m_aiSystem->tickThreatResponse(m_admin, *m_buildingSystem); // priority 3
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m_aiSystem->tickRepairBehavior(m_admin, *m_buildingSystem); // priority 2
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m_aiSystem->tickScrapCollector(m_admin, *m_scrapSystem, *m_buildingSystem); // priority 1
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m_aiSystem->tickHomeReturnBehavior(m_admin); // priority 4
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m_aiSystem->tickThreatResponseBehavior(m_admin, *m_buildingSystem); // priority 3
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m_aiSystem->tickRepairBehavior(m_admin, *m_buildingSystem); // priority 2
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m_aiSystem->tickSalvageBehavior(m_admin, *m_scrapSystem, *m_buildingSystem); // priority 1
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// Step 8: combat resolution
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m_combatSystem->tick(m_currentTick, m_admin,
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@@ -64,10 +64,10 @@ struct Fixture
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void runBehaviorTick()
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{
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ships.clearMovementIntents();
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ai.tickHomeReturn(admin);
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ai.tickThreatResponse(admin, buildings);
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ai.tickHomeReturnBehavior(admin);
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ai.tickThreatResponseBehavior(admin, buildings);
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ai.tickRepairBehavior(admin, buildings);
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ai.tickScrapCollector(admin, scraps, buildings);
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ai.tickSalvageBehavior(admin, scraps, buildings);
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movement.tick(admin);
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++tick;
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}
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@@ -139,40 +139,40 @@ TEST_CASE("BehaviorSystem: tickMovement stops exactly at target without overshoo
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}
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// ---------------------------------------------------------------------------
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// tickHomeReturn
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// tickHomeReturnBehavior
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// ---------------------------------------------------------------------------
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TEST_CASE("BehaviorSystem: tickHomeReturn does nothing when HP is above threshold",
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TEST_CASE("BehaviorSystem: tickHomeReturnBehavior does nothing when HP is above threshold",
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"[behavior]")
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{
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Fixture f;
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const entt::entity e = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
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f.admin.addComponent<HomeReturn>(e, HomeReturn{0.3f, QVector2D(-10.0f, 0.0f)});
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f.admin.addComponent<HomeReturnBehavior>(e, HomeReturnBehavior{0.3f, QVector2D(-10.0f, 0.0f)});
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f.admin.get<Health>(e).hp = f.admin.get<Health>(e).maxHp; // full HP
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f.ships.clearMovementIntents();
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f.ai.tickHomeReturn(f.admin);
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f.ai.tickHomeReturnBehavior(f.admin);
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REQUIRE(intent(f.admin, e).priority == 0);
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}
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TEST_CASE("BehaviorSystem: tickHomeReturn writes priority-4 intent toward homePos when HP is low",
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TEST_CASE("BehaviorSystem: tickHomeReturnBehavior writes priority-4 intent toward homePos when HP is low",
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"[behavior]")
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{
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Fixture f;
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const entt::entity e = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
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const QVector2D homePos(-10.0f, 0.0f);
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f.admin.addComponent<HomeReturn>(e, HomeReturn{0.5f, homePos});
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f.admin.addComponent<HomeReturnBehavior>(e, HomeReturnBehavior{0.5f, homePos});
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f.admin.get<Health>(e).hp = f.admin.get<Health>(e).maxHp * 0.2f; // below threshold
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f.ships.clearMovementIntents();
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f.ai.tickHomeReturn(f.admin);
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f.ai.tickHomeReturnBehavior(f.admin);
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REQUIRE(intent(f.admin, e).priority == 4);
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REQUIRE(intent(f.admin, e).target.x() == Approx(homePos.x()));
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}
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TEST_CASE("BehaviorSystem: tickHomeReturn priority-4 beats tickThreatResponse priority-3",
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TEST_CASE("BehaviorSystem: tickHomeReturnBehavior priority-4 beats tickThreatResponseBehavior priority-3",
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"[behavior]")
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{
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Fixture f;
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@@ -180,19 +180,19 @@ TEST_CASE("BehaviorSystem: tickHomeReturn priority-4 beats tickThreatResponse pr
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f.ships.spawn("interceptor", 1, QVector2D(5.0f, 0.0f), /*isEnemy=*/true);
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const QVector2D homePos(-50.0f, 0.0f);
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f.admin.addComponent<HomeReturn>(player, HomeReturn{0.5f, homePos});
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f.admin.addComponent<HomeReturnBehavior>(player, HomeReturnBehavior{0.5f, homePos});
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f.admin.get<Health>(player).hp = f.admin.get<Health>(player).maxHp * 0.1f;
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f.ships.clearMovementIntents();
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f.ai.tickHomeReturn(f.admin);
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f.ai.tickThreatResponse(f.admin, f.buildings);
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f.ai.tickHomeReturnBehavior(f.admin);
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f.ai.tickThreatResponseBehavior(f.admin, f.buildings);
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REQUIRE(intent(f.admin, player).priority == 4);
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REQUIRE(intent(f.admin, player).target.x() == Approx(homePos.x()));
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}
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// ---------------------------------------------------------------------------
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// tickThreatResponse — player ships
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// tickThreatResponseBehavior — player ships
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// ---------------------------------------------------------------------------
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TEST_CASE("BehaviorSystem: player combat ship acquires nearest enemy ship in range",
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@@ -204,12 +204,12 @@ TEST_CASE("BehaviorSystem: player combat ship acquires nearest enemy ship in ran
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/*isEnemy=*/true);
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f.ships.clearMovementIntents();
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f.ai.tickThreatResponse(f.admin, f.buildings);
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f.ai.tickThreatResponseBehavior(f.admin, f.buildings);
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REQUIRE(f.admin.hasAll<ThreatResponse>(player));
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const ThreatResponse& tr = f.admin.get<ThreatResponse>(player);
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REQUIRE(tr.currentTarget.has_value());
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REQUIRE(*tr.currentTarget == enemy);
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REQUIRE(f.admin.hasAll<ThreatResponseBehavior>(player));
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const ThreatResponseBehavior& threatResponseBehavior = f.admin.get<ThreatResponseBehavior>(player);
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REQUIRE(threatResponseBehavior.currentTarget.has_value());
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REQUIRE(*threatResponseBehavior.currentTarget == enemy);
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}
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TEST_CASE("BehaviorSystem: player combat ship does not target friendly ships",
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@@ -220,10 +220,10 @@ TEST_CASE("BehaviorSystem: player combat ship does not target friendly ships",
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f.ships.spawn("interceptor", 1, QVector2D(5.0f, 0.0f)); // also player
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f.ships.clearMovementIntents();
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f.ai.tickThreatResponse(f.admin, f.buildings);
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f.ai.tickThreatResponseBehavior(f.admin, f.buildings);
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REQUIRE(f.admin.hasAll<ThreatResponse>(e1));
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REQUIRE_FALSE(f.admin.get<ThreatResponse>(e1).currentTarget.has_value());
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REQUIRE(f.admin.hasAll<ThreatResponseBehavior>(e1));
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REQUIRE_FALSE(f.admin.get<ThreatResponseBehavior>(e1).currentTarget.has_value());
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}
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TEST_CASE("BehaviorSystem: player combat ship ignores enemy beyond engagement range",
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@@ -234,13 +234,13 @@ TEST_CASE("BehaviorSystem: player combat ship ignores enemy beyond engagement ra
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f.ships.spawn("interceptor", 1, QVector2D(500.0f, 0.0f), /*isEnemy=*/true);
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f.ships.clearMovementIntents();
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f.ai.tickThreatResponse(f.admin, f.buildings);
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f.ai.tickThreatResponseBehavior(f.admin, f.buildings);
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REQUIRE_FALSE(f.admin.get<ThreatResponse>(player).currentTarget.has_value());
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REQUIRE_FALSE(f.admin.get<ThreatResponseBehavior>(player).currentTarget.has_value());
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}
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// ---------------------------------------------------------------------------
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// tickThreatResponse — enemy ships
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// tickThreatResponseBehavior — enemy ships
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// ---------------------------------------------------------------------------
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TEST_CASE("BehaviorSystem: enemy ship acquires nearest player ship in range",
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@@ -252,12 +252,12 @@ TEST_CASE("BehaviorSystem: enemy ship acquires nearest player ship in range",
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/*isEnemy=*/true);
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f.ships.clearMovementIntents();
|
||||
f.ai.tickThreatResponse(f.admin, f.buildings);
|
||||
f.ai.tickThreatResponseBehavior(f.admin, f.buildings);
|
||||
|
||||
REQUIRE(f.admin.hasAll<ThreatResponse>(enemy));
|
||||
const ThreatResponse& tr = f.admin.get<ThreatResponse>(enemy);
|
||||
REQUIRE(tr.currentTarget.has_value());
|
||||
REQUIRE(*tr.currentTarget == player);
|
||||
REQUIRE(f.admin.hasAll<ThreatResponseBehavior>(enemy));
|
||||
const ThreatResponseBehavior& threatResponseBehavior = f.admin.get<ThreatResponseBehavior>(enemy);
|
||||
REQUIRE(threatResponseBehavior.currentTarget.has_value());
|
||||
REQUIRE(*threatResponseBehavior.currentTarget == player);
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
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).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]")
|
||||
@@ -342,7 +342,7 @@ TEST_CASE("BehaviorSystem: salvage ship writes intent toward nearest scrap", "[b
|
||||
f.scraps.spawn(scrapPos, 1, 100000);
|
||||
|
||||
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).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);
|
||||
|
||||
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_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
|
||||
|
||||
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);
|
||||
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]")
|
||||
@@ -413,9 +413,9 @@ TEST_CASE("SensorRange: player combat ship acquires enemy just inside sensor ran
|
||||
/*isEnemy=*/true);
|
||||
|
||||
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]")
|
||||
@@ -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.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]")
|
||||
@@ -438,9 +438,9 @@ TEST_CASE("SensorRange: enemy ship ignores player just outside sensor range", "[
|
||||
/*isEnemy=*/true);
|
||||
|
||||
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]")
|
||||
@@ -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.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());
|
||||
}
|
||||
|
||||
@@ -68,9 +68,9 @@ struct CombatFixture
|
||||
admin.get<Weapon>(enemy).currentTarget = playerTarget;
|
||||
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;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
@@ -33,11 +33,11 @@ TEST_CASE("ShipSystem: interceptor spawn has weapon and threatResponse, no cargo
|
||||
|
||||
REQUIRE(admin.isValid(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<RepairTool>(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]")
|
||||
@@ -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));
|
||||
|
||||
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<RepairTool>(e));
|
||||
}
|
||||
@@ -116,8 +116,8 @@ TEST_CASE("ShipSystem: salvage_ship cargo capacity matches config", "[ship]")
|
||||
// cargo_capacity = 10
|
||||
REQUIRE(admin.get<SalvageCargo>(e).capacity == 10);
|
||||
REQUIRE(admin.get<SalvageCargo>(e).current == 0);
|
||||
REQUIRE(admin.get<ScrapCollector>(e).deliveryBay == kInvalidBuildingId);
|
||||
REQUIRE_FALSE(admin.get<ScrapCollector>(e).scrapTarget.has_value());
|
||||
REQUIRE(admin.get<SalvageBehavior>(e).deliveryBay == kInvalidBuildingId);
|
||||
REQUIRE_FALSE(admin.get<SalvageBehavior>(e).scrapTarget.has_value());
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
Reference in New Issue
Block a user