implement simulation shell

This commit is contained in:
2026-04-19 15:49:18 +02:00
parent 41fd2a83ee
commit ffe69f08b5
8 changed files with 275 additions and 0 deletions

View File

@@ -4,6 +4,7 @@ SET(SRCS)
add_subdirectory(core)
add_subdirectory(config)
add_subdirectory(utility)
add_subdirectory(sim)
SET(HDRS
${HDRS}

View File

@@ -0,0 +1,19 @@
SET(HDRS
${HDRS}
${CMAKE_CURRENT_SOURCE_DIR}/Simulation.h
${CMAKE_CURRENT_SOURCE_DIR}/TickDriver.h
PARENT_SCOPE
)
SET(SRCS
${SRCS}
${CMAKE_CURRENT_SOURCE_DIR}/Simulation.cpp
${CMAKE_CURRENT_SOURCE_DIR}/TickDriver.cpp
PARENT_SCOPE
)
set(LIB_INCLUDE_PATH
${LIB_INCLUDE_PATH}
${CMAKE_CURRENT_SOURCE_DIR}
PARENT_SCOPE
)

View File

@@ -0,0 +1,38 @@
#include "Simulation.h"
Simulation::Simulation(const GameConfig& config, unsigned int seed)
: m_config(config)
, m_rng(seed)
, m_currentTick(0)
, m_nextId(1)
{
}
void Simulation::tick()
{
++m_currentTick;
}
std::vector<FireEvent> Simulation::drainFireEvents()
{
std::vector<FireEvent> result;
result.swap(m_fireEvents);
return result;
}
std::vector<BlueprintDropEvent> Simulation::drainBlueprintDropEvents()
{
std::vector<BlueprintDropEvent> result;
result.swap(m_blueprintDropEvents);
return result;
}
Tick Simulation::currentTick() const
{
return m_currentTick;
}
EntityId Simulation::allocateId()
{
return m_nextId++;
}

41
src/lib/sim/Simulation.h Normal file
View File

@@ -0,0 +1,41 @@
#pragma once
#include <random>
#include <vector>
#include "EntityId.h"
#include "FireEvent.h"
#include "BlueprintDropEvent.h"
#include "GameConfig.h"
#include "Tick.h"
class Simulation
{
public:
explicit Simulation(const GameConfig& config, unsigned int seed = 0);
// Advances the simulation by one tick. Tick order per architecture.md §Tick Order.
// Currently a stub; subsystems are plugged in across Steps 3-7.
void tick();
// Returns all fire events accumulated since the last drain, clearing the
// internal queue. Call once per rendered frame (REQ-SHP-FIRING-BEAM).
std::vector<FireEvent> drainFireEvents();
// Returns all blueprint drop events since the last drain.
std::vector<BlueprintDropEvent> drainBlueprintDropEvents();
Tick currentTick() const;
private:
EntityId allocateId(); // Strictly increasing; never returns kInvalidEntityId.
const GameConfig& m_config;
std::mt19937 m_rng;
Tick m_currentTick;
EntityId m_nextId; // starts at 1; 0 is kInvalidEntityId.
std::vector<FireEvent> m_fireEvents;
std::vector<BlueprintDropEvent> m_blueprintDropEvents;
};

View File

@@ -0,0 +1,21 @@
#include "TickDriver.h"
#include "Tick.h"
int TickDriver::advance(double elapsedWallMs, double gameSpeedMultiplier)
{
m_accumulatorMs += elapsedWallMs * gameSpeedMultiplier;
int ticks = 0;
while (m_accumulatorMs >= kTickDurationMs)
{
m_accumulatorMs -= kTickDurationMs;
++ticks;
}
return ticks;
}
void TickDriver::reset()
{
m_accumulatorMs = 0.0;
}

21
src/lib/sim/TickDriver.h Normal file
View File

@@ -0,0 +1,21 @@
#pragma once
// Accumulator-based fixed-timestep driver. Decouples wall-clock render rate
// from the 30 Hz simulation tick rate. See architecture.md §Render Loop.
class TickDriver
{
public:
TickDriver() = default;
// Adds elapsedWallMs * gameSpeedMultiplier to the accumulator and returns
// how many simulation ticks should be stepped this frame. The remainder
// stays in the accumulator for the next call.
// A multiplier of 0.0 freezes accumulation (pause).
// Valid multipliers per REQ-UI-SPEED: 0, 0.5, 1, 2, 4.
int advance(double elapsedWallMs, double gameSpeedMultiplier);
void reset();
private:
double m_accumulatorMs = 0.0;
};

View File

@@ -5,4 +5,5 @@ add_files(
test.cpp
FormulaTest.cpp
ConfigLoaderTest.cpp
SimulationTest.cpp
)

133
src/test/SimulationTest.cpp Normal file
View File

@@ -0,0 +1,133 @@
#include "catch.hpp"
#include "GameConfig.h"
#include "Simulation.h"
#include "Tick.h"
#include "TickDriver.h"
// ---------------------------------------------------------------------------
// Simulation
// ---------------------------------------------------------------------------
TEST_CASE("Simulation::currentTick starts at 0", "[simulation]")
{
const GameConfig config;
const Simulation sim(config);
REQUIRE(sim.currentTick() == 0);
}
TEST_CASE("Simulation::tick increments currentTick by 1", "[simulation]")
{
const GameConfig config;
Simulation sim(config);
sim.tick();
REQUIRE(sim.currentTick() == 1);
}
TEST_CASE("Simulation::tick 10 times yields currentTick == 10", "[simulation]")
{
const GameConfig config;
Simulation sim(config);
for (int i = 0; i < 10; ++i)
{
sim.tick();
}
REQUIRE(sim.currentTick() == 10);
}
TEST_CASE("Simulation::drainFireEvents returns empty initially", "[simulation]")
{
const GameConfig config;
Simulation sim(config);
REQUIRE(sim.drainFireEvents().empty());
}
TEST_CASE("Simulation::drainFireEvents clears queue on drain", "[simulation]")
{
const GameConfig config;
Simulation sim(config);
// First drain: empty.
sim.drainFireEvents();
// Second drain must also be empty (not a double-return).
REQUIRE(sim.drainFireEvents().empty());
}
TEST_CASE("Simulation::drainBlueprintDropEvents returns empty initially", "[simulation]")
{
const GameConfig config;
Simulation sim(config);
REQUIRE(sim.drainBlueprintDropEvents().empty());
}
// ---------------------------------------------------------------------------
// TickDriver
// ---------------------------------------------------------------------------
TEST_CASE("TickDriver: 0x speed never produces ticks", "[simulation]")
{
TickDriver driver;
REQUIRE(driver.advance(100.0, 0.0) == 0);
REQUIRE(driver.advance(1000.0, 0.0) == 0);
}
TEST_CASE("TickDriver: exactly one tick duration at 1x produces 1 tick", "[simulation]")
{
TickDriver driver;
REQUIRE(driver.advance(kTickDurationMs, 1.0) == 1);
}
TEST_CASE("TickDriver: two tick durations at 1x produces 2 ticks", "[simulation]")
{
TickDriver driver;
REQUIRE(driver.advance(2.0 * kTickDurationMs, 1.0) == 2);
}
TEST_CASE("TickDriver: 4x speed with quarter tick duration produces 1 tick", "[simulation]")
{
TickDriver driver;
REQUIRE(driver.advance(kTickDurationMs / 4.0, 4.0) == 1);
}
TEST_CASE("TickDriver: 0.5x speed with double tick duration produces 1 tick", "[simulation]")
{
TickDriver driver;
REQUIRE(driver.advance(kTickDurationMs / 0.5, 0.5) == 1);
}
TEST_CASE("TickDriver: accumulator carries partial progress across frames", "[simulation]")
{
TickDriver driver;
// 60% of a tick — not enough to fire yet.
REQUIRE(driver.advance(kTickDurationMs * 0.6, 1.0) == 0);
// Another 60% — cumulative 120%, so exactly 1 tick fires.
REQUIRE(driver.advance(kTickDurationMs * 0.6, 1.0) == 1);
}
TEST_CASE("TickDriver::reset clears the accumulator", "[simulation]")
{
TickDriver driver;
// Advance to just below one tick.
driver.advance(kTickDurationMs * 0.9, 1.0);
driver.reset();
// Nothing in the accumulator: zero elapsed time should not fire.
REQUIRE(driver.advance(0.0, 1.0) == 0);
}