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6 Commits
4f27c8f3a9
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3e1d97e5db
| Author | SHA1 | Date | |
|---|---|---|---|
| 3e1d97e5db | |||
| 393c49e1bb | |||
| 2523cd6a1b | |||
| 6321e13a00 | |||
| 79e89b524e | |||
| 9cca01c265 |
@@ -5,6 +5,7 @@ available_from_start = true
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[ship.blueprint]
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materials = [{item = "iron_ingot", amount = 3}, {item = "circuit_board", amount = 1}]
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player_production_level = 3
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production_time_seconds = 10
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[ship.threat]
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cost_formula = "5 + 1*x"
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@@ -31,6 +32,7 @@ available_from_start = true
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[ship.blueprint]
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materials = [{item = "iron_ingot", amount = 5}, {item = "circuit_board", amount = 2}]
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player_production_level = 5
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production_time_seconds = 20
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[ship.threat]
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cost_formula = "10 + 2*x"
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@@ -57,6 +59,7 @@ available_from_start = true
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[ship.blueprint]
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materials = [{item = "iron_ingot", amount = 4}]
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player_production_level = 3
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production_time_seconds = 10
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[ship.threat]
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cost_formula = "0"
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@@ -82,6 +85,7 @@ available_from_start = false
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[ship.blueprint]
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materials = [{item = "iron_ingot", amount = 4}, {item = "circuit_board", amount = 2}]
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player_production_level = 3
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production_time_seconds = 15
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[ship.threat]
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cost_formula = "0"
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@@ -98,4 +102,3 @@ repair_range_formula = "80"
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[ship.loot]
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scrap_drop = 2
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@@ -60,7 +60,7 @@ Output port indicators are not building tiles themselves. A building may have mo
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- REQ-BLD-PLACE: Clicking a valid tile in builder mode places a construction site and adds it to the build queue, consuming building blocks from the global stock.
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- REQ-BLD-PLACE-VALID: A placement position is valid only if (a) every footprint cell in the rotated `surface_mask` is satisfied by the underlying terrain — `A` cells coincide with asteroid tiles, `S` cells coincide with space tiles — and (b) no footprint cell overlaps an existing placed building or construction site. Affordability is not re-checked at placement time: builder mode cannot be entered when the player cannot afford the building (REQ-UI-BUILD-DISABLED), so once in builder mode the only placement validity concerns are terrain and overlap. The ghost (REQ-BLD-GHOST) is rendered in a distinct "invalid" color when the current cursor position fails either condition.
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- REQ-BLD-BELT-DRAG: For belts, the player can click and drag across multiple tiles to place a construction site on each tile in one gesture.
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- REQ-BLD-DEMOLISH: The player can demolish a placed factory building. Demolition returns `world.toml [world].refund_percentage` percent of the original building block cost (default 75%) to the global stock. The HQ and player defence stations cannot be demolished.
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- REQ-BLD-DEMOLISH: The player can demolish a placed factory building. Demolition returns `world.toml [world].refund_percentage` percent of the original building block cost (default 75%) to the global stock. Exception: if the building is still in the construction queue (not yet fully built, including the one currently being constructed), it is removed from the queue and the **full** building block cost is refunded. The HQ and player defence stations cannot be demolished.
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## Building Types
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@@ -68,7 +68,7 @@ Output port indicators are not building tiles themselves. A building may have mo
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- REQ-BLD-SMELTER: **Smelter** (2×2): Converts ore or scrap into basic materials. No recipe selection required. Inputs, outputs, and rates are defined in `recipes.toml [[recipe]]` entries with `building = "smelter"`.
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- REQ-BLD-ASSEMBLER: **Assembler** (3×3): The player selects a recipe from the config-defined crafting tree. Produces the selected output item at the rate defined in the corresponding `recipes.toml [[recipe]]` entry with `building = "assembler"`.
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- REQ-BLD-REPROCESSING: **Reprocessing Plant** (3×3): Consumes scrap per cycle and produces exactly one higher-level intermediate product per cycle via weighted random pick. The input quantity, possible output items, per-output weights, and amounts are defined in `recipes.toml [[recipe]]` entries with `building = "reprocessing_plant"` (`inputs`, `outputs[].item`, `outputs[].amount`, `outputs[].weight`). Weights are normalized at load time; their sum does not need to equal 1. The output is rolled at cycle start (see REQ-MAT-CYCLE). The output buffer holds at most one cycle's output — see REQ-MAT-OUTPUT-BUFFER-REPROCESSING.
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- REQ-BLD-SHIPYARD: **Shipyard** (4×2): The player selects a blueprint. Automatically produces one ship of that type at `ships.toml [ship.blueprint].player_production_level` (initial value 5, incremented by duplicate blueprint drops per REQ-DEF-BLUEPRINT-DROP) whenever all required materials (`[ship.blueprint].materials`) are present in its input buffer.
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- REQ-BLD-SHIPYARD: **Shipyard** (4×2): The player selects a blueprint. When all required materials (`[ship.blueprint].materials`) are present in its input buffer, the shipyard consumes them and begins a production cycle lasting `[ship.blueprint].production_time_seconds` seconds (read from `ships.toml`). One ship of that type is spawned at `ships.toml [ship.blueprint].player_production_level` (initial value 5, incremented by duplicate blueprint drops per REQ-DEF-BLUEPRINT-DROP) when the cycle completes. The shipyard cannot start a new cycle while one is in progress.
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- REQ-BLD-SALVAGE-BAY: **Salvage Bay** (3×2): A dedicated drop-off point for salvage ships. Scrap delivered here is placed onto connected output belts.
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- REQ-BLD-BELT: **Belt** (1×1): Transports items. A belt tile has one direction (N, S, E, W) set at placement (modified by rotation). Curved belts are auto-derived: when a belt tile's outgoing direction leads into another belt whose direction is orthogonal, the downstream belt is rendered and behaves as a curve. Belt speed is defined in `world.toml [world].belt_speed_tiles_per_second` (REQ-GW-BELT-SPEED).
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- REQ-BLD-SPLITTER: **Splitter** (1×1): Distributes incoming items between two output directions. Each output can optionally have a filter (a list of item types), configurable via the selected building panel. Routing rules:
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@@ -198,6 +198,7 @@ The screen is divided into three vertical sections:
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- REQ-UI-EMPTY-SELECTION: When no building is selected, the panel is empty.
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- REQ-UI-SINGLE-SELECTION: When one building is selected, the panel shows: building name, current recipe or blueprint selection, input buffer contents, and output buffer contents. Buffer counts are displayed as `a/b` where `a` is the current item count and `b` is the per-cycle amount (items consumed per run for inputs; items produced per run for outputs).
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- REQ-UI-PRODUCTION-PROGRESS: For buildings that produce items or ships (miner, smelter, assembler, reprocessing plant, shipyard), the selected building panel also shows: (a) the cycle time of the currently selected recipe or blueprint in seconds, and (b) the completion percentage of the active production cycle as an integer (e.g. `42%`), or the text `idle` when no production cycle is active. When no recipe or blueprint is selected, neither the cycle time nor the progress indicator is shown.
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- REQ-UI-MULTI-SELECT: The player selects multiple buildings by box-drag or by Ctrl+clicking individual buildings to add or remove them from the selection.
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- REQ-UI-MULTI-SELECTION: When multiple buildings are selected, the panel shows how many of each building type are selected. No per-building detail is shown.
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- REQ-UI-CONFIG-INLINE: Recipe, blueprint, ship stance, and target priority configuration for a selected building is shown and changed inline within this panel.
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@@ -367,6 +367,8 @@ ShipsConfig ConfigLoader::loadShips(const std::string& path)
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def.blueprint.materials = parseIngredients(materials, file, bpPath + ".materials");
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def.blueprint.playerProductionLevel = static_cast<int>(requireInt(
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bpMt["player_production_level"], file, bpPath + ".player_production_level"));
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def.blueprint.productionTimeSeconds = requireDouble(
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bpMt["production_time_seconds"], file, bpPath + ".production_time_seconds");
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}
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// Threat
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@@ -13,6 +13,7 @@ struct ShipBlueprint
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{
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std::vector<RecipeIngredient> materials;
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int playerProductionLevel;
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double productionTimeSeconds;
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};
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// Wave scheduling cost (REQ-WAV-THREAT-COST). Ships with cost_formula that
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@@ -11,11 +11,13 @@ BuildingSystem::BuildingSystem(const GameConfig& config,
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BeltSystem& belts,
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std::function<EntityId()> allocateId,
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std::function<void(int)> addBuildingBlocks,
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std::function<void(const std::string&, QVector2D)> spawnShip,
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std::mt19937& rng)
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: m_config(config)
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, m_belts(belts)
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, m_allocateId(std::move(allocateId))
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, m_addBuildingBlocks(std::move(addBuildingBlocks))
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, m_spawnShip(std::move(spawnShip))
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, m_rng(rng)
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{
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}
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@@ -49,6 +51,18 @@ const RecipeDef* BuildingSystem::findRecipe(const std::string& id,
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return nullptr;
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}
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const ShipDef* BuildingSystem::findShipDef(const std::string& id) const
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{
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for (const ShipDef& def : m_config.ships.ships)
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{
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if (def.id == id)
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{
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return &def;
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}
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}
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return nullptr;
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}
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void BuildingSystem::initBuffers(Building& b, const RecipeDef& recipe) const
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{
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b.inputBuffer.counts.clear();
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@@ -86,6 +100,25 @@ void BuildingSystem::initBuffers(Building& b, const RecipeDef& recipe) const
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}
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}
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void BuildingSystem::initShipyardBuffers(Building& b) const
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{
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b.inputBuffer.counts.clear();
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b.inputBuffer.caps.clear();
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b.outputBuffer.items.clear();
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b.outputBuffer.capacity = 0;
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const ShipDef* def = findShipDef(b.recipeId);
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if (!def)
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{
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return;
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}
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for (const RecipeIngredient& ing : def->blueprint.materials)
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{
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const ItemType type{ing.item};
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b.inputBuffer.counts[type] = 0;
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b.inputBuffer.caps[type] = 2 * ing.amount;
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}
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}
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std::vector<Port> BuildingSystem::computeInputPorts(const Building& b) const
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{
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// Build lookup sets for quick membership checks.
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@@ -263,7 +296,7 @@ int BuildingSystem::demolish(EntityId id)
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m_constructionQueue.erase(it);
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if (def)
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{
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return def->cost * m_config.world.refundPercentage / 100;
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return def->cost;
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}
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return 0;
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}
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@@ -323,10 +356,17 @@ void BuildingSystem::setRecipe(EntityId id, const std::string& recipeId)
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if (!recipeId.empty())
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{
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const RecipeDef* recipe = findRecipe(recipeId, building.type);
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if (recipe)
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if (building.type == BuildingType::Shipyard)
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{
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initBuffers(building, *recipe);
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initShipyardBuffers(building);
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}
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else
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{
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const RecipeDef* recipe = findRecipe(recipeId, building.type);
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if (recipe)
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{
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initBuffers(building, *recipe);
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}
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}
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}
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return;
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@@ -394,10 +434,17 @@ void BuildingSystem::tickConstruction(Tick currentTick)
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if (!building.recipeId.empty())
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{
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const RecipeDef* recipe = findRecipe(building.recipeId, building.type);
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if (recipe)
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if (building.type == BuildingType::Shipyard)
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{
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initBuffers(building, *recipe);
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initShipyardBuffers(building);
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}
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else
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{
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const RecipeDef* recipe = findRecipe(building.recipeId, building.type);
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if (recipe)
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{
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initBuffers(building, *recipe);
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}
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}
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}
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@@ -443,10 +490,13 @@ void BuildingSystem::tickBeltPull()
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continue;
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}
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const RecipeDef* recipe = findRecipe(building.recipeId, building.type);
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if (!recipe || recipe->inputs.empty())
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if (building.type != BuildingType::Shipyard)
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{
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continue;
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const RecipeDef* recipe = findRecipe(building.recipeId, building.type);
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if (!recipe || recipe->inputs.empty())
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{
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continue;
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}
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}
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for (const Port& port : building.inputPorts)
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@@ -593,6 +643,73 @@ void BuildingSystem::tickProduction(Tick currentTick)
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}
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}
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void BuildingSystem::tickShipyardProduction(Tick currentTick)
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{
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for (Building& building : m_buildings)
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{
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if (building.type != BuildingType::Shipyard)
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{
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continue;
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}
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if (building.recipeId.empty())
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{
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continue;
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}
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const ShipDef* shipDef = findShipDef(building.recipeId);
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if (!shipDef)
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{
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continue;
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}
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// If a cycle is in progress, check for completion.
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if (building.production)
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{
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if (currentTick >= building.production->completesAt)
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{
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if (!building.outputPorts.empty())
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{
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const Port& p = building.outputPorts[0];
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const QVector2D spawnPos(p.tile.x() + 0.5f, p.tile.y() + 0.5f);
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m_spawnShip(building.recipeId, spawnPos);
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}
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building.production = std::nullopt;
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}
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continue;
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}
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// Idle: check if all materials are available to start a new cycle.
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bool inputsOk = true;
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for (const RecipeIngredient& ing : shipDef->blueprint.materials)
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{
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const ItemType type{ing.item};
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const std::map<ItemType, int>::const_iterator it =
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building.inputBuffer.counts.find(type);
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const int have = (it != building.inputBuffer.counts.end()) ? it->second : 0;
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if (have < ing.amount)
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{
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inputsOk = false;
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break;
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}
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}
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if (!inputsOk)
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{
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continue;
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}
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// Consume materials and start the production cycle.
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for (const RecipeIngredient& ing : shipDef->blueprint.materials)
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{
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building.inputBuffer.counts[ItemType{ing.item}] -= ing.amount;
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}
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Production prod;
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prod.recipeId = building.recipeId;
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prod.completesAt = currentTick
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+ secondsToTicks(shipDef->blueprint.productionTimeSeconds);
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building.production = std::move(prod);
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}
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}
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void BuildingSystem::tickBeltPush()
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{
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for (Building& building : m_buildings)
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@@ -18,6 +18,7 @@
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#include "EntityId.h"
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#include "GameConfig.h"
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#include "Rotation.h"
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#include "ShipsConfig.h"
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#include "Tick.h"
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// Manages building placement, construction queuing, and the per-tick
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@@ -31,6 +32,7 @@ public:
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BeltSystem& belts,
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std::function<EntityId()> allocateId,
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std::function<void(int)> addBuildingBlocks,
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std::function<void(const std::string&, QVector2D)> spawnShip,
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std::mt19937& rng);
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// -- Placement / demolish ------------------------------------------------
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@@ -52,6 +54,7 @@ public:
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void tickConstruction(Tick currentTick);
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void tickBeltPull();
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void tickProduction(Tick currentTick);
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void tickShipyardProduction(Tick currentTick);
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void tickBeltPush();
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// -- Queries -------------------------------------------------------------
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@@ -113,15 +116,18 @@ private:
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const BuildingDef* findBuildingDef(BuildingType type) const;
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const RecipeDef* findRecipe(const std::string& id, BuildingType type) const;
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const ShipDef* findShipDef(const std::string& id) const;
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void initBuffers(Building& b, const RecipeDef& recipe) const;
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void initShipyardBuffers(Building& b) const;
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std::vector<Port> computeInputPorts(const Building& b) const;
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std::vector<Item> rollReprocessingOutput(const RecipeDef& recipe);
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const GameConfig& m_config;
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BeltSystem& m_belts;
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std::function<EntityId()> m_allocateId;
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std::function<void(int)> m_addBuildingBlocks;
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std::mt19937& m_rng;
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const GameConfig& m_config;
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BeltSystem& m_belts;
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std::function<EntityId()> m_allocateId;
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std::function<void(int)> m_addBuildingBlocks;
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std::function<void(const std::string&, QVector2D)> m_spawnShip;
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std::mt19937& m_rng;
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std::vector<Building> m_buildings;
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std::deque<ConstructionSite> m_constructionQueue;
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@@ -121,8 +121,7 @@ void CombatSystem::resolveStationWeapon(Building& station, Tick currentTick,
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// Acquire a new target if needed.
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if (!w.currentTarget)
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{
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w.currentTarget = acquireStationTarget(station, stationIsEnemy,
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ships, buildings);
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w.currentTarget = acquireStationTarget(station, stationIsEnemy, ships);
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}
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if (!w.currentTarget)
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@@ -174,8 +173,7 @@ void CombatSystem::resolveStationWeapon(Building& station, Tick currentTick,
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std::optional<EntityId> CombatSystem::acquireStationTarget(
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const Building& station, bool stationIsEnemy,
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const ShipSystem& ships,
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const BuildingSystem& buildings) const
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const ShipSystem& ships) const
|
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{
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const QVector2D stationCenter(
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station.anchor.x() + station.footprint.width() / 2.0f,
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@@ -202,27 +200,6 @@ std::optional<EntityId> CombatSystem::acquireStationTarget(
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}
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}
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// Enemy stations also target player buildings (HQ, PlayerDefenceStation).
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if (stationIsEnemy)
|
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{
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for (const Building& b : buildings.allBuildings())
|
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{
|
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if (b.type != BuildingType::Hq &&
|
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b.type != BuildingType::PlayerDefenceStation)
|
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{
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continue;
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}
|
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const QVector2D bCenter(b.anchor.x() + b.footprint.width() / 2.0f,
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b.anchor.y() + b.footprint.height() / 2.0f);
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const float dist = (bCenter - stationCenter).length();
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if (dist < bestDist)
|
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{
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bestDist = dist;
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best = b.id;
|
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}
|
||||
}
|
||||
}
|
||||
|
||||
return best;
|
||||
}
|
||||
|
||||
|
||||
@@ -45,12 +45,10 @@ private:
|
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std::vector<FireEvent>& out);
|
||||
|
||||
// Find the nearest valid target for a defence station within its range.
|
||||
// Enemy stations target player ships + HQ + PlayerDefenceStation.
|
||||
// Player stations target enemy ships only.
|
||||
// Both enemy and player stations target ships of the opposing faction only.
|
||||
std::optional<EntityId> acquireStationTarget(
|
||||
const Building& station, bool stationIsEnemy,
|
||||
const ShipSystem& ships,
|
||||
const BuildingSystem& buildings) const;
|
||||
const ShipSystem& ships) const;
|
||||
|
||||
// Return the world position of the entity, or nullopt if it no longer exists.
|
||||
std::optional<QVector2D> targetPosition(EntityId id,
|
||||
|
||||
@@ -29,6 +29,15 @@ Simulation::Simulation(const GameConfig& config, unsigned int seed)
|
||||
m_beltSystem,
|
||||
[this]() { return allocateId(); },
|
||||
[this](int amount) { m_buildingBlocksStock += amount; },
|
||||
[this](const std::string& id, QVector2D pos) {
|
||||
const std::map<std::string, BlueprintState>::const_iterator it =
|
||||
m_blueprintLevels.find(id);
|
||||
if (it == m_blueprintLevels.end() || !it->second.unlocked)
|
||||
{
|
||||
return;
|
||||
}
|
||||
m_shipSystem->spawn(id, it->second.level, pos, /*isEnemy=*/false);
|
||||
},
|
||||
m_rng);
|
||||
m_shipSystem = std::make_unique<ShipSystem>(config, [this]() { return allocateId(); });
|
||||
m_scrapSystem = std::make_unique<ScrapSystem>([this]() { return allocateId(); });
|
||||
@@ -70,6 +79,15 @@ void Simulation::reset(unsigned int seed)
|
||||
m_beltSystem,
|
||||
[this]() { return allocateId(); },
|
||||
[this](int amount) { m_buildingBlocksStock += amount; },
|
||||
[this](const std::string& id, QVector2D pos) {
|
||||
const std::map<std::string, BlueprintState>::const_iterator it =
|
||||
m_blueprintLevels.find(id);
|
||||
if (it == m_blueprintLevels.end() || !it->second.unlocked)
|
||||
{
|
||||
return;
|
||||
}
|
||||
m_shipSystem->spawn(id, it->second.level, pos, /*isEnemy=*/false);
|
||||
},
|
||||
m_rng);
|
||||
m_shipSystem = std::make_unique<ShipSystem>(m_config, [this]() { return allocateId(); });
|
||||
m_scrapSystem = std::make_unique<ScrapSystem>([this]() { return allocateId(); });
|
||||
@@ -105,6 +123,7 @@ void Simulation::tick()
|
||||
m_buildingSystem->tickConstruction(m_currentTick);
|
||||
m_buildingSystem->tickBeltPull(); // step 3
|
||||
m_buildingSystem->tickProduction(m_currentTick); // step 4
|
||||
m_buildingSystem->tickShipyardProduction(m_currentTick); // step 4b
|
||||
m_buildingSystem->tickBeltPush(); // step 5
|
||||
m_beltSystem.tick(); // step 6
|
||||
|
||||
|
||||
@@ -46,6 +46,7 @@ struct Fixture
|
||||
, buildings(cfg, belts,
|
||||
[this]() { return nextId++; },
|
||||
[this](int n) { stock += n; },
|
||||
[](const std::string&, QVector2D) {},
|
||||
rng)
|
||||
, ships(cfg, [this]() { return nextId++; })
|
||||
, scraps([this]() { return nextId++; })
|
||||
|
||||
@@ -78,6 +78,7 @@ TEST_CASE("BuildingSystem: place miner occupies expected body tiles", "[building
|
||||
BuildingSystem bs(cfg, belts,
|
||||
[&nextId]() { return nextId++; },
|
||||
[&stock](int n) { stock += n; },
|
||||
[](const std::string&, QVector2D) {},
|
||||
rng);
|
||||
|
||||
const EntityId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
|
||||
@@ -101,6 +102,7 @@ TEST_CASE("BuildingSystem: placing a belt registers it with BeltSystem", "[build
|
||||
BuildingSystem bs(cfg, belts,
|
||||
[&nextId]() { return nextId++; },
|
||||
[&stock](int n) { stock += n; },
|
||||
[](const std::string&, QVector2D) {},
|
||||
rng);
|
||||
|
||||
bs.place(BuildingType::Belt, QPoint(5, 5), Rotation::East, 0);
|
||||
@@ -119,6 +121,7 @@ TEST_CASE("BuildingSystem: placed building enters construction queue", "[buildin
|
||||
BuildingSystem bs(cfg, belts,
|
||||
[&nextId]() { return nextId++; },
|
||||
[&stock](int n) { stock += n; },
|
||||
[](const std::string&, QVector2D) {},
|
||||
rng);
|
||||
|
||||
const EntityId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
|
||||
@@ -138,6 +141,7 @@ TEST_CASE("BuildingSystem: demolish frees tiles and returns refund", "[building]
|
||||
BuildingSystem bs(cfg, belts,
|
||||
[&nextId]() { return nextId++; },
|
||||
[&stock](int n) { stock += n; },
|
||||
[](const std::string&, QVector2D) {},
|
||||
rng);
|
||||
|
||||
const EntityId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
|
||||
@@ -164,6 +168,7 @@ TEST_CASE("BuildingSystem: first queued building starts construction immediately
|
||||
BuildingSystem bs(cfg, belts,
|
||||
[&nextId]() { return nextId++; },
|
||||
[&stock](int n) { stock += n; },
|
||||
[](const std::string&, QVector2D) {},
|
||||
rng);
|
||||
|
||||
bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
|
||||
@@ -180,6 +185,7 @@ TEST_CASE("BuildingSystem: second queued building waits (completesAt == 0)", "[b
|
||||
BuildingSystem bs(cfg, belts,
|
||||
[&nextId]() { return nextId++; },
|
||||
[&stock](int n) { stock += n; },
|
||||
[](const std::string&, QVector2D) {},
|
||||
rng);
|
||||
|
||||
bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
|
||||
@@ -200,6 +206,7 @@ TEST_CASE("BuildingSystem: construction completes after configured duration", "[
|
||||
BuildingSystem bs(cfg, belts,
|
||||
[&nextId]() { return nextId++; },
|
||||
[&stock](int n) { stock += n; },
|
||||
[](const std::string&, QVector2D) {},
|
||||
rng);
|
||||
|
||||
const EntityId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
|
||||
@@ -223,6 +230,7 @@ TEST_CASE("BuildingSystem: second building starts after first completes", "[buil
|
||||
BuildingSystem bs(cfg, belts,
|
||||
[&nextId]() { return nextId++; },
|
||||
[&stock](int n) { stock += n; },
|
||||
[](const std::string&, QVector2D) {},
|
||||
rng);
|
||||
|
||||
bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
|
||||
@@ -251,6 +259,7 @@ TEST_CASE("BuildingSystem: miner produces iron_ore after recipe duration", "[bui
|
||||
BuildingSystem bs(cfg, belts,
|
||||
[&nextId]() { return nextId++; },
|
||||
[&stock](int n) { stock += n; },
|
||||
[](const std::string&, QVector2D) {},
|
||||
rng);
|
||||
|
||||
const EntityId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
|
||||
@@ -279,6 +288,7 @@ TEST_CASE("BuildingSystem: miner output buffer stalls when full", "[building]")
|
||||
BuildingSystem bs(cfg, belts,
|
||||
[&nextId]() { return nextId++; },
|
||||
[&stock](int n) { stock += n; },
|
||||
[](const std::string&, QVector2D) {},
|
||||
rng);
|
||||
|
||||
const EntityId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
|
||||
@@ -317,6 +327,7 @@ TEST_CASE("BuildingSystem: smelter input buffer fills from adjacent west-flowing
|
||||
BuildingSystem bs(cfg, belts,
|
||||
[&nextId]() { return nextId++; },
|
||||
[&stock](int n) { stock += n; },
|
||||
[](const std::string&, QVector2D) {},
|
||||
rng);
|
||||
|
||||
// Smelter mask ["AA ","AA>"] → body (0,0),(1,0),(0,1),(1,1).
|
||||
@@ -356,6 +367,7 @@ TEST_CASE("BuildingSystem: miner output buffer drains onto adjacent belt", "[bui
|
||||
BuildingSystem bs(cfg, belts,
|
||||
[&nextId]() { return nextId++; },
|
||||
[&stock](int n) { stock += n; },
|
||||
[](const std::string&, QVector2D) {},
|
||||
rng);
|
||||
|
||||
const EntityId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
|
||||
@@ -394,6 +406,7 @@ TEST_CASE("BuildingSystem: setRecipe clears output buffer and active production"
|
||||
BuildingSystem bs(cfg, belts,
|
||||
[&nextId]() { return nextId++; },
|
||||
[&stock](int n) { stock += n; },
|
||||
[](const std::string&, QVector2D) {},
|
||||
rng);
|
||||
|
||||
const EntityId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
|
||||
@@ -433,6 +446,7 @@ TEST_CASE("BuildingSystem: reprocessing plant output buffer capacity equals max
|
||||
BuildingSystem bs(cfg, belts,
|
||||
[&nextId]() { return nextId++; },
|
||||
[&stock](int n) { stock += n; },
|
||||
[](const std::string&, QVector2D) {},
|
||||
rng);
|
||||
|
||||
const EntityId id = bs.place(BuildingType::ReprocessingPlant,
|
||||
@@ -462,6 +476,7 @@ TEST_CASE("BuildingSystem: reprocessing plant produces one cycle output then sta
|
||||
BuildingSystem bs(cfg, belts,
|
||||
[&nextId]() { return nextId++; },
|
||||
[&stock](int n) { stock += n; },
|
||||
[](const std::string&, QVector2D) {},
|
||||
rng);
|
||||
|
||||
const EntityId id = bs.place(BuildingType::ReprocessingPlant,
|
||||
|
||||
@@ -14,4 +14,5 @@ add_files(
|
||||
BehaviorSystemTest.cpp
|
||||
WaveSystemTest.cpp
|
||||
CombatSystemTest.cpp
|
||||
ShipyardTest.cpp
|
||||
)
|
||||
|
||||
@@ -52,6 +52,7 @@ TEST_CASE("CombatSystem: ship fires when cooldown=0 and target in range", "[comb
|
||||
BuildingSystem buildings(cfg, belts,
|
||||
[&nextBldId]() { return nextBldId++; },
|
||||
[](int){},
|
||||
[](const std::string&, QVector2D) {},
|
||||
rng);
|
||||
|
||||
// Spawn an enemy combat ship close to the player side.
|
||||
@@ -112,6 +113,7 @@ TEST_CASE("CombatSystem: cooldown prevents firing before it expires", "[combat]"
|
||||
BuildingSystem buildings(cfg, belts,
|
||||
[&nextBldId]() { return nextBldId++; },
|
||||
[](int){},
|
||||
[](const std::string&, QVector2D) {},
|
||||
rng);
|
||||
|
||||
const EntityId enemyId = ships.spawn(combatDef->id, 1, QVector2D(5.0f, 5.0f), true);
|
||||
@@ -160,6 +162,7 @@ TEST_CASE("CombatSystem: no fire when target is out of range", "[combat]")
|
||||
BuildingSystem buildings(cfg, belts,
|
||||
[&nextBldId]() { return nextBldId++; },
|
||||
[](int){},
|
||||
[](const std::string&, QVector2D) {},
|
||||
rng);
|
||||
|
||||
const EntityId enemyId = ships.spawn(combatDef->id, 1, QVector2D(0.0f, 0.0f), true);
|
||||
|
||||
209
src/test/ShipyardTest.cpp
Normal file
209
src/test/ShipyardTest.cpp
Normal file
@@ -0,0 +1,209 @@
|
||||
#include "catch.hpp"
|
||||
|
||||
#include "Building.h"
|
||||
#include "BuildingSystem.h"
|
||||
#include "BuildingType.h"
|
||||
#include "ConfigLoader.h"
|
||||
#include "GameConfig.h"
|
||||
#include "ItemType.h"
|
||||
#include "Rotation.h"
|
||||
#include "Ship.h"
|
||||
#include "ShipSystem.h"
|
||||
#include "Simulation.h"
|
||||
#include "Tick.h"
|
||||
|
||||
static GameConfig loadConfig()
|
||||
{
|
||||
return ConfigLoader::loadFromDirectory(DOTA_FACTORY_CONFIG_DIR);
|
||||
}
|
||||
|
||||
static const ShipDef* findAvailableBlueprint(const GameConfig& cfg)
|
||||
{
|
||||
for (const ShipDef& def : cfg.ships.ships)
|
||||
{
|
||||
if (def.availableFromStart && !def.blueprint.materials.empty())
|
||||
{
|
||||
return &def;
|
||||
}
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
static const BuildingDef* findShipyardDef(const GameConfig& cfg)
|
||||
{
|
||||
for (const BuildingDef& def : cfg.buildings.buildings)
|
||||
{
|
||||
if (def.type == BuildingType::Shipyard)
|
||||
{
|
||||
return &def;
|
||||
}
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
static EntityId placeShipyard(Simulation& sim, const BuildingDef& yardDef)
|
||||
{
|
||||
return sim.buildings().placeImmediate(
|
||||
BuildingType::Shipyard,
|
||||
yardDef.surfaceMask,
|
||||
QPoint(0, 0),
|
||||
Rotation::East,
|
||||
100.0f, 100.0f);
|
||||
}
|
||||
|
||||
static void fillMaterials(Simulation& sim, EntityId yardId, const ShipDef& def)
|
||||
{
|
||||
sim.buildings().forEachBuilding([&](Building& b)
|
||||
{
|
||||
if (b.id != yardId)
|
||||
{
|
||||
return;
|
||||
}
|
||||
for (const RecipeIngredient& ing : def.blueprint.materials)
|
||||
{
|
||||
b.inputBuffer.counts[ItemType{ing.item}] = ing.amount;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Shipyard production
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST_CASE("Shipyard: spawns a player ship after production cycle completes",
|
||||
"[shipyard]")
|
||||
{
|
||||
const GameConfig cfg = loadConfig();
|
||||
Simulation sim(cfg, 42);
|
||||
|
||||
const ShipDef* def = findAvailableBlueprint(cfg);
|
||||
REQUIRE(def != nullptr);
|
||||
const BuildingDef* yardDef = findShipyardDef(cfg);
|
||||
REQUIRE(yardDef != nullptr);
|
||||
|
||||
const int shipsBefore = static_cast<int>(sim.ships().allShips().size());
|
||||
|
||||
const EntityId yardId = placeShipyard(sim, *yardDef);
|
||||
REQUIRE(yardId != kInvalidEntityId);
|
||||
|
||||
sim.buildings().setRecipe(yardId, def->id);
|
||||
fillMaterials(sim, yardId, *def);
|
||||
|
||||
// First tick: materials consumed, production cycle starts — no ship yet.
|
||||
sim.tick();
|
||||
REQUIRE(static_cast<int>(sim.ships().allShips().size()) == shipsBefore);
|
||||
|
||||
// Tick until the cycle completes.
|
||||
const Tick cycleTicks = secondsToTicks(def->blueprint.productionTimeSeconds);
|
||||
for (Tick i = 1; i < cycleTicks; ++i)
|
||||
{
|
||||
sim.tick();
|
||||
}
|
||||
REQUIRE(static_cast<int>(sim.ships().allShips().size()) == shipsBefore);
|
||||
|
||||
// Final tick: cycle completes, ship spawns.
|
||||
sim.tick();
|
||||
REQUIRE(static_cast<int>(sim.ships().allShips().size()) == shipsBefore + 1);
|
||||
|
||||
bool foundPlayerShip = false;
|
||||
for (const Ship& ship : sim.ships().allShips())
|
||||
{
|
||||
if (!ship.isEnemy && ship.blueprintId == def->id)
|
||||
{
|
||||
foundPlayerShip = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
REQUIRE(foundPlayerShip);
|
||||
}
|
||||
|
||||
TEST_CASE("Shipyard: does not spawn without a blueprint set", "[shipyard]")
|
||||
{
|
||||
const GameConfig cfg = loadConfig();
|
||||
Simulation sim(cfg, 42);
|
||||
|
||||
const BuildingDef* yardDef = findShipyardDef(cfg);
|
||||
REQUIRE(yardDef != nullptr);
|
||||
|
||||
const int shipsBefore = static_cast<int>(sim.ships().allShips().size());
|
||||
|
||||
placeShipyard(sim, *yardDef);
|
||||
|
||||
sim.tick();
|
||||
|
||||
REQUIRE(static_cast<int>(sim.ships().allShips().size()) == shipsBefore);
|
||||
}
|
||||
|
||||
TEST_CASE("Shipyard: does not spawn with insufficient materials", "[shipyard]")
|
||||
{
|
||||
const GameConfig cfg = loadConfig();
|
||||
Simulation sim(cfg, 42);
|
||||
|
||||
const ShipDef* def = findAvailableBlueprint(cfg);
|
||||
REQUIRE(def != nullptr);
|
||||
const BuildingDef* yardDef = findShipyardDef(cfg);
|
||||
REQUIRE(yardDef != nullptr);
|
||||
|
||||
const int shipsBefore = static_cast<int>(sim.ships().allShips().size());
|
||||
|
||||
const EntityId yardId = placeShipyard(sim, *yardDef);
|
||||
sim.buildings().setRecipe(yardId, def->id);
|
||||
// Materials remain at zero (default after setRecipe); no cycle starts.
|
||||
|
||||
const Tick cycleTicks = secondsToTicks(def->blueprint.productionTimeSeconds);
|
||||
for (Tick i = 0; i <= cycleTicks; ++i)
|
||||
{
|
||||
sim.tick();
|
||||
}
|
||||
|
||||
REQUIRE(static_cast<int>(sim.ships().allShips().size()) == shipsBefore);
|
||||
}
|
||||
|
||||
TEST_CASE("Shipyard: spawns a second ship after materials replenished", "[shipyard]")
|
||||
{
|
||||
const GameConfig cfg = loadConfig();
|
||||
Simulation sim(cfg, 42);
|
||||
|
||||
const ShipDef* def = findAvailableBlueprint(cfg);
|
||||
REQUIRE(def != nullptr);
|
||||
const BuildingDef* yardDef = findShipyardDef(cfg);
|
||||
REQUIRE(yardDef != nullptr);
|
||||
|
||||
const EntityId yardId = placeShipyard(sim, *yardDef);
|
||||
sim.buildings().setRecipe(yardId, def->id);
|
||||
|
||||
const Tick cycleTicks = secondsToTicks(def->blueprint.productionTimeSeconds);
|
||||
|
||||
// First cycle: capture count immediately after the spawn tick.
|
||||
fillMaterials(sim, yardId, *def);
|
||||
for (Tick i = 0; i <= cycleTicks; ++i)
|
||||
{
|
||||
sim.tick();
|
||||
}
|
||||
const int after1 = static_cast<int>(sim.ships().allShips().size());
|
||||
|
||||
// Second cycle: capture count immediately after the next spawn tick.
|
||||
fillMaterials(sim, yardId, *def);
|
||||
for (Tick i = 0; i <= cycleTicks; ++i)
|
||||
{
|
||||
sim.tick();
|
||||
}
|
||||
const int after2 = static_cast<int>(sim.ships().allShips().size());
|
||||
|
||||
// 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.
|
||||
REQUIRE(after2 >= 1);
|
||||
|
||||
// Verify the shipyard production field cleared (i.e. the cycle completed
|
||||
// and is not still running).
|
||||
bool productionCleared = false;
|
||||
for (const Building& b : sim.buildings().allBuildings())
|
||||
{
|
||||
if (b.id == yardId)
|
||||
{
|
||||
productionCleared = !b.production.has_value();
|
||||
break;
|
||||
}
|
||||
}
|
||||
REQUIRE(productionCleared);
|
||||
}
|
||||
@@ -1,5 +1,6 @@
|
||||
#include "MainWindow.h"
|
||||
|
||||
#include <QApplication>
|
||||
#include <QHBoxLayout>
|
||||
#include <QMessageBox>
|
||||
#include <QPushButton>
|
||||
@@ -76,6 +77,13 @@ MainWindow::MainWindow(Simulation* sim, const GameConfig* config,
|
||||
m_gameWorldView, SLOT(setGameSpeed(double)));
|
||||
|
||||
m_gameWorldView->setFocus();
|
||||
|
||||
connect(qApp, &QApplication::focusChanged, this, [this](QWidget*, QWidget* newWidget) {
|
||||
if (newWidget && newWidget != m_gameWorldView && !QApplication::activeModalWidget())
|
||||
{
|
||||
m_gameWorldView->setFocus();
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
void MainWindow::resizeEvent(QResizeEvent* event)
|
||||
|
||||
Reference in New Issue
Block a user