41 Commits

Author SHA1 Message Date
1f4503176b make construction its own system (extracted from BuildingSystem) 2026-08-05 06:57:12 +02:00
fd85e8e10a free the buffer setup and belt registration from BuildingSystem 2026-08-05 06:55:13 +02:00
114a43b205 make BuildingSystem stateless: FactoryState becomes a parameter 2026-08-05 06:50:11 +02:00
d87d063b10 move the placement rules and the config-dependent queries off BuildingSystem 2026-08-05 06:49:49 +02:00
537597c854 delete the unused getAllBeltTiles and BeltTileInfo 2026-08-05 06:49:28 +02:00
9c3be0fbd0 extract the production rules as free functions over config and building 2026-08-05 06:49:15 +02:00
58b94223f7 migrate every factory query off BuildingSystem onto the free functions 2026-08-05 06:46:13 +02:00
1fb63cce4e move the asteroid width bound into FactoryState 2026-08-05 06:45:33 +02:00
0b7e94b4e4 drop CombatSystem's unused BuildingSystem parameter 2026-08-05 06:45:16 +02:00
0408336cf9 depend on factory data instead of BuildingSystem in the AI path 2026-08-05 06:44:49 +02:00
46932e4abf move FactoryState ownership out of BuildingSystem to Simulation 2026-08-05 06:43:52 +02:00
0edea5d961 gather the factory's world data into FactoryState 2026-08-05 06:43:30 +02:00
60cc187d92 add BuildingGrid to manage tile occupancy 2026-08-04 18:26:01 +02:00
3990351a16 share BuildingSystem's free functions instead of copying them 2026-08-04 18:24:38 +02:00
bd344e4fbe add FieldSelectionPanel for extracting the ships/stations/debris selection 2026-08-04 18:23:28 +02:00
64c344c3a3 correct the belt subsystem interface description in architecture.md 2026-08-04 18:12:02 +02:00
02c7fed9b4 allow "auto" for named local lambdas and iterator types via claude.md 2026-08-04 18:11:37 +02:00
5d4a975384 cover unlock state in the determinism tests 2026-08-04 18:11:03 +02:00
475df0e5fd extract unlock state from Simulation to UnlockState class 2026-08-04 18:10:43 +02:00
61634f6fd2 move the shared TOML helpers into the utility namespace to avoid name collisions 2026-08-04 18:05:52 +02:00
c8ff7da345 extract load methods into their own files 2026-08-04 18:05:27 +02:00
d664ab54cc extract shared TOML helpers into TomlHelpers.h/.cpp 2026-08-04 18:02:23 +02:00
906000b0e9 drop the dead payloads from the state-change events 2026-08-03 22:02:47 +02:00
d9ef6aa728 make HeaderBar read the tick, artifacts and boss wave from the simulation instead of event 2026-08-03 22:02:19 +02:00
b44a85685e make BlueprintPanel read the block stock from the simulation instead of event 2026-08-03 22:02:05 +02:00
edd1c31785 remove duplicate findModuleDef from ShipLayoutPreview 2026-08-03 22:00:25 +02:00
785ce3ebfe remove duplicate findBuildingDef from BuildingSystem 2026-08-03 21:14:13 +02:00
7017f8b4dc route the win-path restart through ResetCommand 2026-08-03 21:13:43 +02:00
77a842f884 dedupe AttackExecutor and RepairExecutor via executeOrbitAndAssign 2026-08-03 21:13:24 +02:00
d5ba72d554 add ModalPauseScope for the pause-around-modal idiom 2026-08-03 21:11:52 +02:00
83177729e9 extract MainWindow::reloadConfig 2026-08-03 21:11:02 +02:00
a8e933b7f2 drop EntityAdmin::add in favour of addComponent 2026-08-03 21:09:18 +02:00
e02e323cb2 share a single ItemIconCache across the UI 2026-08-03 21:08:19 +02:00
b4e622daa5 extract the shared Centroid helper into ai/Centroid.h 2026-08-03 21:06:06 +02:00
1150985c1f share one loadTestConfig() helper across the tests 2026-08-03 21:05:28 +02:00
594c3b93c5 make HeaderBar read block stock and expansion cost from the simulation 2026-08-03 21:04:43 +02:00
932b57720c dedupe tunnel lookup and key tunnel tiles by QPoint 2026-08-03 21:02:06 +02:00
ca727bef35 extract Simulation::initializeSubsystems to remove duplicate code 2026-08-03 20:59:00 +02:00
553a7e0701 add findShipDef/findModuleDef/findRecipeDef to config structs and re-use them in the rest of the code base 2026-08-03 20:57:31 +02:00
af6828c348 remove duplicate findBuildingDef from GameWorldView 2026-08-03 20:50:03 +02:00
3671e1d7e6 fix splitter filters being lost when rotating in place and add test 2026-08-03 20:49:10 +02:00
118 changed files with 4848 additions and 4063 deletions

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@@ -31,7 +31,14 @@ keep the citation accurate.
## Coding Guidelines
* avoid duplicate code
* do not use the "auto" keyword
* do not use the "auto" keyword, with two exceptions:
* **named local lambdas** — a lambda's type is unnameable, and `std::function`
is not an acceptable substitute in per-tick code because it adds a heap
allocation and an indirect call
* **iterator types** — `auto it = m_buildings.find(id)` is allowed where
spelling the iterator out adds length without adding information
* everywhere else the type is written out; in particular `auto` is not used
for plain values, return values, or range-for element types
* use Qt utility data types (like QPoint, QVector3D, QString, etc.)
* wrap strings that appear in the UI with Qt's "tr()"
* use the EventManager/EventHandler instead of defining own signals and slots

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@@ -136,17 +136,43 @@ Belts and splitters are their own specialized subsystem. Belt items are **not**
### Public Interface
Narrow and representation-agnostic:
`BeltSystem.h` is authoritative. The surface is wider than the original design sketch — 15 public methods in five groups, not the 5-method port interface this section used to describe:
```cpp
class BeltSystem {
public:
bool tryPutItem(Port port, Item item);
std::optional<Item> tryTakeItem(Port port);
// Placement — belts/splitters/tunnels are Buildings for cost and
// construction, so BuildingSystem registers and unregisters their tiles.
void placeBelt(QPoint tile, Rotation direction);
void placeTunnelEntry(QPoint tile, Rotation direction, int maxDistance);
void placeTunnelExit(QPoint tile, Rotation direction);
void placeSplitter(QPoint tile, Rotation outputA, Rotation outputB);
void removeTile(QPoint tile);
// Splitter filter configuration (REQ-BLD-SPLITTER). A splitter's filters
// live here, not on Building, so callers that re-register a tile must
// carry them across (see BuildingSystem::reregisterBeltTile).
void setSplitterFilters(QPoint tile, const std::vector<ItemType>& filterA,
const std::vector<ItemType>& filterB);
std::optional<SplitterInfo> getSplitterInfo(QPoint tile) const;
// Port interface (buildings <-> belts)
bool tryPutItem(QPoint tile, Item item, Rotation fromDir = Rotation::West);
std::optional<Item> tryTakeItem(Port port);
std::optional<ItemType> peekItem(Port port) const;
double getProgressPerTick_tpt() const; // shared so building output items
// travel at belt speed (REQ-MAT-OUTPUT-EMERGE)
// Maintenance
void clearTiles(const std::vector<QPoint>& tiles); // REQ-UI-BELT-CLEAR
void tick();
// Rendering
void forEachVisualItem(QRect viewportTiles,
std::function<void(VisualItem)> visit) const;
// Determinism (docs/replay_design.md)
void appendChecksum(Hasher& hasher) const;
};
struct VisualItem {
@@ -155,12 +181,12 @@ struct VisualItem {
};
```
Buildings interact with belts only through port-level push and pull. Rendering reads only through `forEachVisualItem`. No other system ever asks "what is on tile X".
Item *transport* is still reached only through push and pull: `tryPutItem` / `tryTakeItem` move items, `peekItem` reveals the leading item's type but never an identity, and rendering reads only through `forEachVisualItem`. The growth is in tile **topology** — placement, removal and splitter filters — which `BuildingSystem` drives because belts are `Building`s for cost, construction and deconstruction. That coupling is real and is not going away.
### Implementation Strategy
- v1: per-tile representation. Each belt tile stores up to 2 items with a progress value in `[0, 1]` along the tile's belt direction. Sufficient for the scale this game targets.
- v2 (optional, only if v1 profiles poorly): Factorio-style belt-segment compression. Because the public interface never exposes tile-level item identity, migration is internal to the subsystem.
- v2 (optional, only if v1 profiles poorly): Factorio-style belt-segment compression. The migration argument still holds for the item representation, since no method exposes tile-level item identity — but a v2 would have to keep the placement and splitter-filter methods working per tile, which is a stronger constraint than this section originally implied.
### Rendering Note

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@@ -46,6 +46,8 @@ ArenaSimulation::ArenaSimulation(const GameConfig& gameConfig,
, m_finished(false)
, m_stopRequested(false)
{
m_factoryState = makeFactoryState(m_gameConfig);
m_buildingSystem = std::make_unique<BuildingSystem>(
m_gameConfig,
m_beltSystem,
@@ -162,7 +164,7 @@ void ArenaSimulation::placeStructures()
hp, hp, false);
// Tag as an HQ so it is excluded from repair targeting (REQ-SHP-REPAIR).
m_admin.addComponent<HqProxyComponent>(m_team1HqEntity);
m_buildingSystem->registerTileOccupancy(absCells, allocateBuildingId());
m_buildingSystem->registerTileOccupancy(m_factoryState, absCells, allocateBuildingId());
}
// Team 2 HQ — ECS proxy entity, enemy faction (isEnemy=true). No weapon.
@@ -183,7 +185,7 @@ void ArenaSimulation::placeStructures()
hp, hp, true);
// Tag as an HQ so it is excluded from repair targeting (REQ-SHP-REPAIR).
m_admin.addComponent<HqProxyComponent>(m_team2HqEntity);
m_buildingSystem->registerTileOccupancy(absCells, allocateBuildingId());
m_buildingSystem->registerTileOccupancy(m_factoryState, absCells, allocateBuildingId());
}
auto placeArenaStation = [&](const ArenaStationEntry& entry, bool isEnemy)
@@ -237,7 +239,7 @@ void ArenaSimulation::placeStructures()
m_admin.addComponent<ModuleOwnerComponent>(wChild,
ModuleOwnerComponent{stationEntity});
}
m_buildingSystem->registerTileOccupancy(absCells, allocateBuildingId());
m_buildingSystem->registerTileOccupancy(m_factoryState, absCells, allocateBuildingId());
};
for (const ArenaStationEntry& entry : m_arenaConfig.teams[0].stations)
@@ -322,13 +324,13 @@ void ArenaSimulation::tick()
// Ship behavior systems (tick step 7): evaluate, select winner, execute.
// Module + combat systems emit their tool beams into a shared buffer.
m_shipSystem->clearMovementIntents();
m_aiSystem->tick(m_admin, *m_buildingSystem, *m_debrisSystem);
m_aiSystem->tick(m_admin, m_factoryState, *m_debrisSystem);
std::vector<BeamFiredEvent> beamFiredEvents;
m_salvagerSystem->tick(m_currentTick, *m_debrisSystem, *m_buildingSystem, beamFiredEvents);
m_salvagerSystem->tick(m_currentTick, *m_debrisSystem, m_factoryState, beamFiredEvents);
m_repairSystem->tick(m_currentTick, beamFiredEvents);
// Combat resolution (tick step 8).
m_combatSystem->tick(m_currentTick, m_admin, *m_buildingSystem, beamFiredEvents);
m_combatSystem->tick(m_currentTick, m_admin, beamFiredEvents);
m_beamFiredEvents.insert(m_beamFiredEvents.end(), beamFiredEvents.begin(), beamFiredEvents.end());
m_combatSystem->applyPendingDamage(m_currentTick, m_admin);
@@ -392,7 +394,7 @@ void ArenaSimulation::tickDeaths()
for (entt::entity deadEntity : deadStations)
{
const StationBodyComponent& sb = m_admin.get<StationBodyComponent>(deadEntity);
m_buildingSystem->unregisterTileOccupancy(sb.bodyCells);
m_buildingSystem->unregisterTileOccupancy(m_factoryState, sb.bodyCells);
{
std::vector<entt::entity> stationChildren;
m_admin.forEach<ModuleOwnerComponent>(
@@ -487,6 +489,11 @@ const ArenaConfig& ArenaSimulation::getArenaConfig() const
return m_arenaConfig;
}
const FactoryState& ArenaSimulation::getFactoryState() const
{
return m_factoryState;
}
const BuildingSystem& ArenaSimulation::getBuildings() const
{
return *m_buildingSystem;

View File

@@ -10,6 +10,7 @@
#include "BalancingConfig.h"
#include "BeltSystem.h"
#include "FactoryState.h"
#include "EntityAdmin.h"
#include "BuildingId.h"
@@ -85,6 +86,7 @@ public:
const ArenaConfig& getArenaConfig() const;
const BuildingSystem& getBuildings() const;
const FactoryState& getFactoryState() const;
const ShipSystem& getShips() const;
const DebrisSystem& getDebrisSystem() const;
EntityAdmin& getAdmin();
@@ -107,6 +109,7 @@ private:
BuildingId m_nextBuildingId;
EntityAdmin m_admin;
FactoryState m_factoryState;
BeltSystem m_beltSystem;
std::unique_ptr<BuildingSystem> m_buildingSystem;
std::unique_ptr<ShipSystem> m_shipSystem;

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@@ -1,4 +1,5 @@
#include "ArenaView.h"
#include "FactoryQueries.h"
#include <algorithm>
#include <cmath>
@@ -306,7 +307,7 @@ void ArenaView::drawTiles(QPainter& painter)
void ArenaView::drawBuildings(QPainter& painter)
{
for (const Building& b : m_sim->getBuildings().getAllBuildings())
for (const Building& b : getAllBuildings(m_sim->getFactoryState()))
{
const std::map<BuildingType, BuildingVisuals>::const_iterator it =
m_visuals->buildings.find(b.type);

View File

@@ -13,6 +13,7 @@ SET(HDRS
${CMAKE_CURRENT_SOURCE_DIR}/SurfaceMask.h
${CMAKE_CURRENT_SOURCE_DIR}/BlueprintSerializer.h
${CMAKE_CURRENT_SOURCE_DIR}/ShipLayoutBlueprintSerializer.h
${CMAKE_CURRENT_SOURCE_DIR}/TomlHelpers.h
PARENT_SCOPE
)
@@ -20,9 +21,17 @@ SET(SRCS
${SRCS}
${CMAKE_CURRENT_SOURCE_DIR}/Formula.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ConfigLoader.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ConfigLoaderWorld.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ConfigLoaderBuildings.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ConfigLoaderRecipes.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ConfigLoaderShips.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ConfigLoaderStations.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ConfigLoaderModules.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ConfigLoaderUnlocks.cpp
${CMAKE_CURRENT_SOURCE_DIR}/SurfaceMask.cpp
${CMAKE_CURRENT_SOURCE_DIR}/BlueprintSerializer.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ShipLayoutBlueprintSerializer.cpp
${CMAKE_CURRENT_SOURCE_DIR}/TomlHelpers.cpp
PARENT_SCOPE
)

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@@ -1,779 +1,10 @@
#include "ConfigLoader.h"
#include <cstdint>
#include <sstream>
#include <stdexcept>
#include <string>
#include <unordered_set>
#include <utility>
#include <vector>
#include <QPoint>
#include "toml.hpp"
#include "Rotation.h"
#include "ShipLayout.h"
namespace
{
// --- Error helpers --------------------------------------------------------
std::runtime_error makeError(const std::string& file,
const std::string& path,
const std::string& why)
{
return std::runtime_error("Config: " + file + ": '" + path + "' " + why);
}
// --- Typed accessors (throw on missing or wrong type) ---------------------
int64_t requireInt(const toml::node_view<toml::node>& node,
const std::string& file,
const std::string& path)
{
const std::optional<int64_t> value = node.value<int64_t>();
if (!value)
{
throw makeError(file, path, "missing or not an integer");
}
return *value;
}
double requireDouble(const toml::node_view<toml::node>& node,
const std::string& file,
const std::string& path)
{
if (const std::optional<double> v = node.value<double>())
{
return *v;
}
if (const std::optional<int64_t> v = node.value<int64_t>())
{
return static_cast<double>(*v);
}
throw makeError(file, path, "missing or not a number");
}
std::string requireString(const toml::node_view<toml::node>& node,
const std::string& file,
const std::string& path)
{
const std::optional<std::string> value = node.value<std::string>();
if (!value)
{
throw makeError(file, path, "missing or not a string");
}
return *value;
}
bool requireBool(const toml::node_view<toml::node>& node,
const std::string& file,
const std::string& path)
{
const std::optional<bool> value = node.value<bool>();
if (!value)
{
throw makeError(file, path, "missing or not a boolean");
}
return *value;
}
const toml::array& requireArray(const toml::node_view<toml::node>& node,
const std::string& file,
const std::string& path)
{
const toml::array* arr = node.as_array();
if (arr == nullptr)
{
throw makeError(file, path, "missing or not an array");
}
return *arr;
}
const toml::table& requireTable(const toml::node_view<toml::node>& node,
const std::string& file,
const std::string& path)
{
const toml::table* tbl = node.as_table();
if (tbl == nullptr)
{
throw makeError(file, path, "missing or not a table");
}
return *tbl;
}
Formula requireFormula(const toml::node_view<toml::node>& node,
const std::string& file,
const std::string& path)
{
const std::string source = requireString(node, file, path);
try
{
return Formula::compile(source);
}
catch (const std::exception& e)
{
throw makeError(file, path, std::string("formula error: ") + e.what());
}
}
std::vector<std::string> requireStringArray(const toml::node_view<toml::node>& node,
const std::string& file,
const std::string& path)
{
const toml::array& arr = requireArray(node, file, path);
std::vector<std::string> result;
result.reserve(arr.size());
for (std::size_t i = 0; i < arr.size(); ++i)
{
const std::string elemPath = path + "[" + std::to_string(i) + "]";
const std::optional<std::string> s = arr[i].value<std::string>();
if (!s)
{
throw makeError(file, elemPath, "not a string");
}
result.push_back(*s);
}
return result;
}
std::vector<RecipeIngredient> parseIngredients(const toml::array& arr,
const std::string& file,
const std::string& path)
{
std::vector<RecipeIngredient> result;
result.reserve(arr.size());
for (std::size_t i = 0; i < arr.size(); ++i)
{
const std::string elemPath = path + "[" + std::to_string(i) + "]";
const toml::table* t = arr[i].as_table();
if (t == nullptr)
{
throw makeError(file, elemPath, "not a table");
}
// We need a mutable node_view to reuse our helpers, which is fine
// because the helpers never mutate.
toml::table& mt = const_cast<toml::table&>(*t);
RecipeIngredient ing;
ing.item = requireString(mt["item"], file, elemPath + ".item");
ing.amount = static_cast<int>(requireInt(mt["amount"], file, elemPath + ".amount"));
result.push_back(std::move(ing));
}
return result;
}
std::vector<RecipeOutput> parseRecipeOutputs(const toml::array& arr,
const std::string& file,
const std::string& path)
{
std::vector<RecipeOutput> result;
result.reserve(arr.size());
for (std::size_t i = 0; i < arr.size(); ++i)
{
const std::string elemPath = path + "[" + std::to_string(i) + "]";
const toml::table* t = arr[i].as_table();
if (t == nullptr)
{
throw makeError(file, elemPath, "not a table");
}
toml::table& mt = const_cast<toml::table&>(*t);
RecipeOutput out;
out.item = requireString(mt["item"], file, elemPath + ".item");
out.amount = static_cast<int>(requireInt(mt["amount"], file, elemPath + ".amount"));
if (const std::optional<double> p = mt["probability"].value<double>())
{
out.probability = *p;
}
else if (const std::optional<int64_t> p = mt["probability"].value<int64_t>())
{
out.probability = static_cast<double>(*p);
}
result.push_back(std::move(out));
}
return result;
}
toml::table parseFile(const std::string& path, const std::string& file)
{
try
{
return toml::parse_file(path);
}
catch (const toml::parse_error& e)
{
std::ostringstream oss;
oss << "Config: " << file << ": TOML parse error: " << e.description()
<< " at " << e.source().begin;
throw std::runtime_error(oss.str());
}
}
Rotation parseRotationString(const std::string& s)
{
if (s == "east") { return Rotation::East; }
if (s == "south") { return Rotation::South; }
if (s == "west") { return Rotation::West; }
return Rotation::North;
}
std::vector<PlacedModule> parsePlacedModules(const toml::array& arr,
const std::string& file,
const std::string& path)
{
std::vector<PlacedModule> result;
result.reserve(arr.size());
for (std::size_t i = 0; i < arr.size(); ++i)
{
const std::string elemPath = path + "[" + std::to_string(i) + "]";
const toml::table* t = arr[i].as_table();
if (t == nullptr) { continue; }
toml::table& mt = const_cast<toml::table&>(*t);
const std::optional<std::string> type = mt["type"].value<std::string>();
const std::optional<int64_t> x = mt["x"].value<int64_t>();
const std::optional<int64_t> y = mt["y"].value<int64_t>();
const std::optional<std::string> rot = mt["rotation"].value<std::string>();
if (!type || !x || !y || !rot) { continue; }
PlacedModule pm;
pm.moduleId = *type;
pm.position = QPoint(static_cast<int>(*x), static_cast<int>(*y));
pm.rotation = parseRotationString(*rot);
result.push_back(std::move(pm));
}
return result;
}
} // namespace
// --- Per-file loaders -----------------------------------------------------
WorldConfig ConfigLoader::loadWorld(const std::string& path)
{
const std::string file = "world.toml";
toml::table tbl = parseFile(path, file);
WorldConfig cfg;
cfg.heightTiles = static_cast<int>(requireInt(tbl["world"]["height_tiles"], file, "world.height_tiles"));
cfg.refundPercentage = static_cast<int>(requireInt(tbl["world"]["refund_percentage"], file, "world.refund_percentage"));
cfg.deconstructionTimeSeconds = requireDouble(tbl["world"]["deconstruction_time_seconds"], file, "world.deconstruction_time_seconds");
cfg.startingBuildingBlocks = static_cast<int>(requireInt(tbl["world"]["starting_building_blocks"], file, "world.starting_building_blocks"));
cfg.debrisDespawnSeconds = requireDouble(tbl["world"]["debris_despawn_seconds"], file, "world.debris_despawn_seconds");
cfg.scrapPerThreat = requireDouble(tbl["world"]["scrap_per_threat"], file, "world.scrap_per_threat");
cfg.tileSize_m = requireDouble(tbl["world"]["tile_size_m"], file, "world.tile_size_m");
cfg.beltSpeed_tps = requireDouble(tbl["world"]["belt_speed_mps"], file, "world.belt_speed_mps") / cfg.tileSize_m;
cfg.tunnelMaxDistance_tiles = static_cast<int>(requireInt(tbl["world"]["tunnel_max_distance_tiles"], file, "world.tunnel_max_distance_tiles"));
cfg.departureIntervalSeconds = requireDouble(tbl["world"]["departure_interval_seconds"], file, "world.departure_interval_seconds");
cfg.orbitFactor = requireDouble(tbl["world"]["orbit_factor"], file, "world.orbit_factor");
cfg.rallyOrbitRadius_tiles = requireDouble(tbl["world"]["rally_orbit_radius_tiles"], file, "world.rally_orbit_radius_tiles");
if (const std::optional<std::string> tip =
tbl["world"]["building_blocks_tooltip"].value<std::string>())
{
cfg.buildingBlocksTooltip = *tip;
}
if (const std::optional<std::string> tip =
tbl["world"]["artifact_tooltip"].value<std::string>())
{
cfg.artifactTooltip = *tip;
}
cfg.regions.asteroidWidth_tiles = static_cast<int>(requireInt(tbl["regions"]["asteroid_width_tiles"], file, "regions.asteroid_width_tiles"));
cfg.regions.playerBufferWidth_tiles = static_cast<int>(requireInt(tbl["regions"]["player_buffer_width_tiles"], file, "regions.player_buffer_width_tiles"));
cfg.regions.contestZoneWidth_tiles = static_cast<int>(requireInt(tbl["regions"]["contest_zone_width_tiles"], file, "regions.contest_zone_width_tiles"));
cfg.regions.enemyBufferWidth_tiles = static_cast<int>(requireInt(tbl["regions"]["enemy_buffer_width_tiles"], file, "regions.enemy_buffer_width_tiles"));
cfg.expansion.columnsPerExpansion_tiles = static_cast<int>(requireInt(tbl["expansion"]["columns_per_expansion_tiles"], file, "expansion.columns_per_expansion_tiles"));
cfg.expansion.costBuildingBlocksFormula = requireFormula(tbl["expansion"]["cost_building_blocks_formula"], file, "expansion.cost_building_blocks_formula");
cfg.push.pushExpandColumns_tiles = static_cast<int>(requireInt(tbl["push"]["push_expand_columns_tiles"], file, "push.push_expand_columns_tiles"));
cfg.push.bossAdvanceSeconds = requireDouble(tbl["push"]["boss_advance_seconds"], file, "push.boss_advance_seconds");
cfg.waves.threatRateFormula = requireFormula(tbl["waves"]["threat_rate_formula"], file, "waves.threat_rate_formula");
cfg.waves.gapMinSeconds = requireDouble(tbl["waves"]["gap_min_seconds"], file, "waves.gap_min_seconds");
cfg.waves.gapMaxSeconds = requireDouble(tbl["waves"]["gap_max_seconds"], file, "waves.gap_max_seconds");
cfg.waves.spawnDurationSeconds = requireDouble(tbl["waves"]["spawn_duration_seconds"], file, "waves.spawn_duration_seconds");
cfg.waves.bossCountdownSeconds = requireDouble(tbl["waves"]["boss_countdown_seconds"], file, "waves.boss_countdown_seconds");
cfg.waves.bossThreatDurationSeconds = requireDouble(tbl["waves"]["boss_threat_duration_seconds"], file, "waves.boss_threat_duration_seconds");
cfg.waves.bossQuietBeforeSeconds = requireDouble(tbl["waves"]["boss_quiet_before_seconds"], file, "waves.boss_quiet_before_seconds");
cfg.waves.bossQuietAfterSeconds = requireDouble(tbl["waves"]["boss_quiet_after_seconds"], file, "waves.boss_quiet_after_seconds");
if (cfg.waves.gapMinSeconds > cfg.waves.gapMaxSeconds)
{
throw makeError(file, "waves", "gap_min_seconds > gap_max_seconds");
}
cfg.targeting.targetScoreFormula = requireFormula(tbl["targeting"]["target_score_formula"], file, "targeting.target_score_formula");
cfg.targeting.overclaimPenaltyFormula = requireFormula(tbl["targeting"]["overclaim_penalty_formula"], file, "targeting.overclaim_penalty_formula");
cfg.targeting.hysteresis = requireDouble(tbl["targeting"]["target_hysteresis"], file, "targeting.target_hysteresis");
cfg.artifacts.artifactChanceFormula = requireFormula(tbl["artifacts"]["artifact_chance_formula"], file, "artifacts.artifact_chance_formula");
cfg.artifacts.artifactWinCount = static_cast<int>(requireInt(tbl["artifacts"]["artifact_win_count"], file, "artifacts.artifact_win_count"));
cfg.scroll.panSpeedSlow_tps = requireDouble(tbl["scroll"]["pan_speed_slow_tiles_per_second"], file, "scroll.pan_speed_slow_tiles_per_second");
cfg.scroll.panSpeedFast_tps = requireDouble(tbl["scroll"]["pan_speed_fast_tiles_per_second"], file, "scroll.pan_speed_fast_tiles_per_second");
cfg.scroll.panRampBandWidth_tiles = static_cast<int>(requireInt(tbl["scroll"]["pan_ramp_band_width_tiles"], file, "scroll.pan_ramp_band_width_tiles"));
return cfg;
}
BuildingsConfig ConfigLoader::loadBuildings(const std::string& path)
{
const std::string file = "buildings.toml";
toml::table tbl = parseFile(path, file);
BuildingsConfig cfg;
const toml::array& arr = requireArray(tbl["building"], file, "building");
for (std::size_t i = 0; i < arr.size(); ++i)
{
const std::string elemPath = "building[" + std::to_string(i) + "]";
const toml::table* bt = arr[i].as_table();
if (bt == nullptr)
{
throw makeError(file, elemPath, "not a table");
}
toml::table& mt = const_cast<toml::table&>(*bt);
BuildingDef def;
def.id = requireString(mt["id"], file, elemPath + ".id");
def.cost = static_cast<int>(requireInt(mt["cost"], file, elemPath + ".cost"));
def.playerPlaceable = requireBool(mt["player_placeable"], file, elemPath + ".player_placeable");
def.constructionTimeSeconds = requireDouble(mt["construction_time_seconds"], file, elemPath + ".construction_time_seconds");
def.surfaceMask = requireStringArray(mt["surface_mask"], file, elemPath + ".surface_mask");
if (mt.contains("output_buffer_capacity"))
{
def.outputBufferCapacity = static_cast<int>(
requireInt(mt["output_buffer_capacity"], file, elemPath + ".output_buffer_capacity"));
}
if (mt.contains("tooltip"))
{
def.tooltip = requireString(mt["tooltip"], file, elemPath + ".tooltip");
}
const std::optional<BuildingType> parsedType = parseBuildingType(def.id);
if (!parsedType)
{
throw makeError(file, elemPath + ".id", "unknown building id '" + def.id + "'");
}
def.type = *parsedType;
cfg.buildings.push_back(std::move(def));
}
return cfg;
}
RecipesConfig ConfigLoader::loadRecipes(const std::string& path)
{
const std::string file = "recipes.toml";
toml::table tbl = parseFile(path, file);
RecipesConfig cfg;
const toml::array& arr = requireArray(tbl["recipe"], file, "recipe");
for (std::size_t i = 0; i < arr.size(); ++i)
{
const std::string elemPath = "recipe[" + std::to_string(i) + "]";
const toml::table* rt = arr[i].as_table();
if (rt == nullptr)
{
throw makeError(file, elemPath, "not a table");
}
toml::table& mt = const_cast<toml::table&>(*rt);
RecipeDef def;
def.id = requireString(mt["id"], file, elemPath + ".id");
def.durationSeconds = requireDouble(mt["duration_seconds"], file, elemPath + ".duration_seconds");
const std::string buildingId = requireString(mt["building"], file, elemPath + ".building");
const std::optional<BuildingType> parsedType = parseBuildingType(buildingId);
if (!parsedType)
{
throw makeError(file, elemPath + ".building",
"unknown building id '" + buildingId + "'");
}
def.building = *parsedType;
if (def.building == BuildingType::Assembler && mt.contains("unlocked_at_start"))
{
def.unlockedAtStart = requireBool(mt["unlocked_at_start"], file,
elemPath + ".unlocked_at_start");
}
// inputs may be omitted (e.g. miner recipes). An empty array is fine.
if (mt.contains("inputs"))
{
const toml::array& inputs = requireArray(mt["inputs"], file, elemPath + ".inputs");
def.inputs = parseIngredients(inputs, file, elemPath + ".inputs");
}
const toml::array& outputs = requireArray(mt["outputs"], file, elemPath + ".outputs");
def.outputs = parseRecipeOutputs(outputs, file, elemPath + ".outputs");
// Optional icon item id (REQ-UI-RECIPE-ICON); defaults to the first output
// in the UI when unset. Not validated against known items here — a missing
// icon is not an error (REQ-UI-ITEM-ICON).
if (mt.contains("icon"))
{
def.icon = requireString(mt["icon"], file, elemPath + ".icon");
}
cfg.recipes.push_back(std::move(def));
}
return cfg;
}
ShipsConfig ConfigLoader::loadShips(const std::string& path)
{
const std::string file = "ships.toml";
toml::table tbl = parseFile(path, file);
ShipsConfig cfg;
const toml::array& arr = requireArray(tbl["ship"], file, "ship");
for (std::size_t i = 0; i < arr.size(); ++i)
{
const std::string elemPath = "ship[" + std::to_string(i) + "]";
const toml::table* st = arr[i].as_table();
if (st == nullptr)
{
throw makeError(file, elemPath, "not a table");
}
toml::table& mt = const_cast<toml::table&>(*st);
ShipDef def;
def.id = requireString(mt["id"], file, elemPath + ".id");
def.layout = requireStringArray(mt["layout"], file, elemPath + ".layout");
// Schematic
{
const std::string bpPath = elemPath + ".schematic";
const toml::table& bpTable = requireTable(mt["schematic"], file, bpPath);
toml::table& bpMt = const_cast<toml::table&>(bpTable);
const toml::array& materials = requireArray(bpMt["materials"], file, bpPath + ".materials");
def.schematic.materials = parseIngredients(materials, file, bpPath + ".materials");
def.schematic.productionTimeSeconds = requireDouble(
bpMt["production_time_seconds"], file, bpPath + ".production_time_seconds");
}
// Health
{
const std::string hPath = elemPath + ".health";
const toml::table& hTable = requireTable(mt["health"], file, hPath);
toml::table& hMt = const_cast<toml::table&>(hTable);
def.health.hp = static_cast<float>(requireDouble(hMt["hp"], file, hPath + ".hp"));
}
// Movement
{
const std::string mPath = elemPath + ".movement";
const toml::table& mTable = requireTable(mt["movement"], file, mPath);
toml::table& mMt = const_cast<toml::table&>(mTable);
def.movement.speed_mps = static_cast<float>(requireDouble(mMt["speed_mps"], file, mPath + ".speed_mps"));
def.movement.mainAcceleration_mpss = static_cast<float>(requireDouble(mMt["main_acceleration_mpss"], file, mPath + ".main_acceleration_mpss"));
def.movement.maneuveringAcceleration_mpss = static_cast<float>(requireDouble(mMt["maneuvering_acceleration_mpss"], file, mPath + ".maneuvering_acceleration_mpss"));
def.movement.angularAcceleration_radpss = static_cast<float>(requireDouble(mMt["angular_acceleration_radpss"], file, mPath + ".angular_acceleration_radpss"));
def.movement.maxRotationSpeed_radps = static_cast<float>(requireDouble(mMt["max_rotation_speed_radps"], file, mPath + ".max_rotation_speed_radps"));
}
// Sensor
{
const std::string snsPath = elemPath + ".sensor";
const toml::table& snsTable = requireTable(mt["sensor"], file, snsPath);
toml::table& snsMt = const_cast<toml::table&>(snsTable);
def.sensor.sensorRange_m = static_cast<float>(requireDouble(snsMt["sensor_range_m"], file, snsPath + ".sensor_range_m"));
}
// Optional: default_modules (REQ-WAV-DEFAULT-MODULES)
if (mt.contains("default_modules"))
{
const toml::array& modArr = requireArray(mt["default_modules"], file,
elemPath + ".default_modules");
def.defaultModules = parsePlacedModules(modArr, file,
elemPath + ".default_modules");
}
cfg.ships.push_back(std::move(def));
}
return cfg;
}
StationsConfig ConfigLoader::loadStations(const std::string& path)
{
const std::string file = "stations.toml";
toml::table tbl = parseFile(path, file);
StationsConfig cfg;
// HQ
{
const std::string p = "hq";
cfg.hq.surfaceMask = requireStringArray(tbl[p]["surface_mask"], file, p + ".surface_mask");
cfg.hq.hpFormula = requireFormula(tbl[p]["hp_formula"], file, p + ".hp_formula");
}
// Player station
{
const std::string p = "player_station";
cfg.playerStation.surfaceMask = requireStringArray(tbl[p]["surface_mask"], file, p + ".surface_mask");
cfg.playerStation.level = static_cast<int>(requireInt(tbl[p]["level"], file, p + ".level"));
cfg.playerStation.hpFormula = requireFormula(tbl[p]["hp_formula"], file, p + ".hp_formula");
cfg.playerStation.damageFormula = requireFormula(tbl[p]["damage_formula"], file, p + ".damage_formula");
cfg.playerStation.rangeFormula = requireFormula(tbl[p]["range_m_formula"], file, p + ".range_m_formula");
cfg.playerStation.fireRateFormula = requireFormula(tbl[p]["fire_rate_hz_formula"], file, p + ".fire_rate_hz_formula");
cfg.playerStation.scrapDropFormula = requireFormula(tbl[p]["scrap_drop_formula"], file, p + ".scrap_drop_formula");
}
// Enemy station
{
const std::string p = "enemy_station";
cfg.enemyStation.surfaceMask = requireStringArray(tbl[p]["surface_mask"], file, p + ".surface_mask");
cfg.enemyStation.hpFormula = requireFormula(tbl[p]["hp_formula"], file, p + ".hp_formula");
cfg.enemyStation.damageFormula = requireFormula(tbl[p]["damage_formula"], file, p + ".damage_formula");
cfg.enemyStation.rangeFormula = requireFormula(tbl[p]["range_m_formula"], file, p + ".range_m_formula");
cfg.enemyStation.fireRateFormula = requireFormula(tbl[p]["fire_rate_hz_formula"], file, p + ".fire_rate_hz_formula");
cfg.enemyStation.scrapDropFormula = requireFormula(tbl[p]["scrap_drop_formula"], file, p + ".scrap_drop_formula");
}
return cfg;
}
// Known category→stat mappings for module stat modifier discovery.
// addedKeySuffix: unit suffix appended before "_formula" for additive modifier keys only.
// Multiplicative modifier keys are always dimensionless and carry no suffix.
struct StatEntry
{
const char* category;
const char* stat;
const char* addedKeySuffix;
};
static const StatEntry kKnownStats[] = {
{"health", "hp", ""},
{"movement", "speed", "_mps"},
{"movement", "main_acceleration", "_mpss"},
{"movement", "maneuvering_acceleration", "_mpss"},
{"sensor", "sensor_range", "_m"},
{"weapon", "damage", ""},
{"weapon", "attack_range", "_m"},
{"weapon", "attack_rate", "_hz"},
{"salvage", "collection_range", "_m"},
{"salvage", "collection_rate", "_hz"},
{"cargo", "cargo_capacity", ""},
{"repair", "repair_rate", "_hz"},
{"repair", "repair_range", "_m"},
};
ModulesConfig ConfigLoader::loadModules(const std::string& path)
{
const std::string file = "modules.toml";
toml::table tbl = parseFile(path, file);
ModulesConfig cfg;
if (!tbl.contains("module"))
{
return cfg;
}
const toml::array& arr = requireArray(tbl["module"], file, "module");
for (std::size_t i = 0; i < arr.size(); ++i)
{
const std::string elemPath = "module[" + std::to_string(i) + "]";
const toml::table* st = arr[i].as_table();
if (st == nullptr)
{
throw makeError(file, elemPath, "not a table");
}
toml::table& mt = const_cast<toml::table&>(*st);
ModuleDef def;
def.id = requireString(mt["id"], file, elemPath + ".id");
def.surfaceMask = requireStringArray(mt["surface_mask"], file, elemPath + ".surface_mask");
def.productionTimeSeconds = requireDouble(
mt["production_time_seconds"], file, elemPath + ".production_time_seconds");
def.fillColor = requireString(mt["fill_color"], file, elemPath + ".fill_color");
def.glyph = requireString(mt["glyph"], file, elemPath + ".glyph");
if (mt.contains("tooltip"))
{
def.tooltip = requireString(mt["tooltip"], file, elemPath + ".tooltip");
}
// Materials
{
const toml::array& materials = requireArray(mt["materials"], file, elemPath + ".materials");
def.materials = parseIngredients(materials, file, elemPath + ".materials");
}
// Stat modifiers from [module.<category>] sub-tables
for (const StatEntry& se : kKnownStats)
{
if (!mt.contains(se.category))
{
continue;
}
const toml::table& catTable = requireTable(mt[se.category], file,
elemPath + "." + se.category);
toml::table& catMt = const_cast<toml::table&>(catTable);
const std::string addedKey = std::string("added_") + se.stat + se.addedKeySuffix;
const std::string multipliedKey = std::string("multiplied_") + se.stat + se.addedKeySuffix;
if (catMt.contains(addedKey))
{
ModuleStatModifier mod;
mod.stat = se.stat;
mod.modifierType = "additive";
mod.value = requireDouble(catMt[addedKey], file,
elemPath + "." + se.category + "." + addedKey);
def.statModifiers.push_back(std::move(mod));
}
if (catMt.contains(multipliedKey))
{
ModuleStatModifier mod;
mod.stat = se.stat;
mod.modifierType = "multiplicative";
mod.value = requireDouble(catMt[multipliedKey], file,
elemPath + "." + se.category + "." + multipliedKey);
def.statModifiers.push_back(std::move(mod));
}
}
// Weapon capability section: [module.weapon] with base stat formulas
if (mt.contains("weapon"))
{
const std::string wPath = elemPath + ".weapon";
const toml::table& wTable = requireTable(mt["weapon"], file, wPath);
toml::table& wMt = const_cast<toml::table&>(wTable);
if (wMt.contains("damage") || wMt.contains("attack_range_m")
|| wMt.contains("attack_rate_hz"))
{
ModuleWeaponCapability cap;
cap.damage = static_cast<float>(requireDouble(wMt["damage"],
file, wPath + ".damage"));
cap.attackRange_m = static_cast<float>(requireDouble(wMt["attack_range_m"],
file, wPath + ".attack_range_m"));
cap.attackRate_hz = static_cast<float>(requireDouble(wMt["attack_rate_hz"],
file, wPath + ".attack_rate_hz"));
def.weaponCapability = std::move(cap);
}
}
// Salvage capability section: [module.salvage] with base stat formulas
if (mt.contains("salvage"))
{
const std::string sPath = elemPath + ".salvage";
const toml::table& sTable = requireTable(mt["salvage"], file, sPath);
toml::table& sMt = const_cast<toml::table&>(sTable);
if (sMt.contains("collection_range_m") || sMt.contains("cargo_capacity")
|| sMt.contains("collection_rate_hz"))
{
ModuleSalvageCapability cap;
cap.collectionRange_m = static_cast<float>(requireDouble(sMt["collection_range_m"],
file, sPath + ".collection_range_m"));
cap.cargoCapacity = static_cast<float>(requireDouble(sMt["cargo_capacity"],
file, sPath + ".cargo_capacity"));
cap.collectionRate_hz = static_cast<float>(requireDouble(sMt["collection_rate_hz"],
file, sPath + ".collection_rate_hz"));
def.salvageCapability = std::move(cap);
}
}
// Repair capability section: [module.repair] with base stat formulas
if (mt.contains("repair"))
{
const std::string rPath = elemPath + ".repair";
const toml::table& rTable = requireTable(mt["repair"], file, rPath);
toml::table& rMt = const_cast<toml::table&>(rTable);
if (rMt.contains("repair_rate_hz") || rMt.contains("repair_range_m"))
{
ModuleRepairCapability cap;
cap.repairRate_hz = static_cast<float>(requireDouble(rMt["repair_rate_hz"],
file, rPath + ".repair_rate_hz"));
cap.repairAmountHp = static_cast<float>(requireDouble(rMt["repair_amount_hp"],
file, rPath + ".repair_amount_hp"));
cap.repairRange_m = static_cast<float>(requireDouble(rMt["repair_range_m"],
file, rPath + ".repair_range_m"));
def.repairCapability = std::move(cap);
}
}
cfg.modules.push_back(std::move(def));
}
return cfg;
}
UnlocksConfig ConfigLoader::loadUnlocks(const std::string& path)
{
const std::string file = "unlocks.toml";
toml::table tbl = parseFile(path, file);
UnlocksConfig cfg;
if (!tbl.contains("unlock"))
{
return cfg;
}
const toml::array& arr = requireArray(tbl["unlock"], file, "unlock");
for (std::size_t i = 0; i < arr.size(); ++i)
{
const std::string elemPath = "unlock[" + std::to_string(i) + "]";
const toml::table* ut = arr[i].as_table();
if (ut == nullptr)
{
throw makeError(file, elemPath, "not a table");
}
toml::table& mt = const_cast<toml::table&>(*ut);
UnlockGroupDef def;
def.id = requireString(mt["id"], file, elemPath + ".id");
def.stationLevel = static_cast<int>(
requireInt(mt["station_level"], file, elemPath + ".station_level"));
if (mt.contains("requires"))
{
def.requiredGroupIds = requireStringArray(mt["requires"], file, elemPath + ".requires");
}
if (mt.contains("ships"))
{
def.ships = requireStringArray(mt["ships"], file, elemPath + ".ships");
}
if (mt.contains("modules"))
{
def.modules = requireStringArray(mt["modules"], file, elemPath + ".modules");
}
if (mt.contains("buildings"))
{
def.buildings = requireStringArray(mt["buildings"], file, elemPath + ".buildings");
}
if (mt.contains("recipes"))
{
def.recipes = requireStringArray(mt["recipes"], file, elemPath + ".recipes");
}
cfg.groups.push_back(std::move(def));
}
return cfg;
}
#include "TomlHelpers.h"
namespace
{
@@ -815,11 +46,11 @@ void validateUnlocks(const GameConfig& cfg)
{
if (valid.count(id) == 0)
{
throw makeError(file, gPath, "grants unknown " + kind + " '" + id + "'");
throw utility::makeError(file, gPath, "grants unknown " + kind + " '" + id + "'");
}
if (!granted.insert(id).second)
{
throw makeError(file, gPath,
throw utility::makeError(file, gPath,
"grants " + kind + " '" + id + "' which is already granted by another unlock group");
}
}
@@ -830,13 +61,13 @@ void validateUnlocks(const GameConfig& cfg)
const std::string gPath = "unlock '" + group.id + "'";
if (!groupIds.insert(group.id).second)
{
throw makeError(file, gPath, "duplicate unlock group id");
throw utility::makeError(file, gPath, "duplicate unlock group id");
}
if (group.ships.empty() && group.modules.empty()
&& group.buildings.empty() && group.recipes.empty())
{
throw makeError(file, gPath, "grants no items (must grant at least one)");
throw utility::makeError(file, gPath, "grants no items (must grant at least one)");
}
checkGrants(group.ships, shipIds, grantedShipIds, "ship", gPath);
@@ -852,7 +83,7 @@ void validateUnlocks(const GameConfig& cfg)
{
if (groupIds.count(req) == 0)
{
throw makeError(file, "unlock '" + group.id + "'.requires",
throw utility::makeError(file, "unlock '" + group.id + "'.requires",
"references unknown unlock group '" + req + "'");
}
}

View File

@@ -0,0 +1,58 @@
#include "ConfigLoader.h"
#include <optional>
#include <string>
#include <utility>
#include "toml.hpp"
#include "TomlHelpers.h"
BuildingsConfig ConfigLoader::loadBuildings(const std::string& path)
{
const std::string file = "buildings.toml";
toml::table tbl = utility::parseFile(path, file);
BuildingsConfig cfg;
const toml::array& arr = utility::requireArray(tbl["building"], file, "building");
for (std::size_t i = 0; i < arr.size(); ++i)
{
const std::string elemPath = "building[" + std::to_string(i) + "]";
const toml::table* bt = arr[i].as_table();
if (bt == nullptr)
{
throw utility::makeError(file, elemPath, "not a table");
}
toml::table& mt = const_cast<toml::table&>(*bt);
BuildingDef def;
def.id = utility::requireString(mt["id"], file, elemPath + ".id");
def.cost = static_cast<int>(utility::requireInt(mt["cost"], file, elemPath + ".cost"));
def.playerPlaceable = utility::requireBool(mt["player_placeable"], file, elemPath + ".player_placeable");
def.constructionTimeSeconds = utility::requireDouble(mt["construction_time_seconds"], file, elemPath + ".construction_time_seconds");
def.surfaceMask = utility::requireStringArray(mt["surface_mask"], file, elemPath + ".surface_mask");
if (mt.contains("output_buffer_capacity"))
{
def.outputBufferCapacity = static_cast<int>(
utility::requireInt(mt["output_buffer_capacity"], file, elemPath + ".output_buffer_capacity"));
}
if (mt.contains("tooltip"))
{
def.tooltip = utility::requireString(mt["tooltip"], file, elemPath + ".tooltip");
}
const std::optional<BuildingType> parsedType = parseBuildingType(def.id);
if (!parsedType)
{
throw utility::makeError(file, elemPath + ".id", "unknown building id '" + def.id + "'");
}
def.type = *parsedType;
cfg.buildings.push_back(std::move(def));
}
return cfg;
}

View File

@@ -0,0 +1,182 @@
#include "ConfigLoader.h"
#include <string>
#include <utility>
#include "toml.hpp"
#include "TomlHelpers.h"
namespace
{
// Known category→stat mappings for module stat modifier discovery.
// addedKeySuffix: unit suffix appended before "_formula" for additive modifier keys only.
// Multiplicative modifier keys are always dimensionless and carry no suffix.
struct StatEntry
{
const char* category;
const char* stat;
const char* addedKeySuffix;
};
static const StatEntry kKnownStats[] = {
{"health", "hp", ""},
{"movement", "speed", "_mps"},
{"movement", "main_acceleration", "_mpss"},
{"movement", "maneuvering_acceleration", "_mpss"},
{"sensor", "sensor_range", "_m"},
{"weapon", "damage", ""},
{"weapon", "attack_range", "_m"},
{"weapon", "attack_rate", "_hz"},
{"salvage", "collection_range", "_m"},
{"salvage", "collection_rate", "_hz"},
{"cargo", "cargo_capacity", ""},
{"repair", "repair_rate", "_hz"},
{"repair", "repair_range", "_m"},
};
} // namespace
ModulesConfig ConfigLoader::loadModules(const std::string& path)
{
const std::string file = "modules.toml";
toml::table tbl = utility::parseFile(path, file);
ModulesConfig cfg;
if (!tbl.contains("module"))
{
return cfg;
}
const toml::array& arr = utility::requireArray(tbl["module"], file, "module");
for (std::size_t i = 0; i < arr.size(); ++i)
{
const std::string elemPath = "module[" + std::to_string(i) + "]";
const toml::table* st = arr[i].as_table();
if (st == nullptr)
{
throw utility::makeError(file, elemPath, "not a table");
}
toml::table& mt = const_cast<toml::table&>(*st);
ModuleDef def;
def.id = utility::requireString(mt["id"], file, elemPath + ".id");
def.surfaceMask = utility::requireStringArray(mt["surface_mask"], file, elemPath + ".surface_mask");
def.productionTimeSeconds = utility::requireDouble(
mt["production_time_seconds"], file, elemPath + ".production_time_seconds");
def.fillColor = utility::requireString(mt["fill_color"], file, elemPath + ".fill_color");
def.glyph = utility::requireString(mt["glyph"], file, elemPath + ".glyph");
if (mt.contains("tooltip"))
{
def.tooltip = utility::requireString(mt["tooltip"], file, elemPath + ".tooltip");
}
// Materials
{
const toml::array& materials = utility::requireArray(mt["materials"], file, elemPath + ".materials");
def.materials = utility::parseIngredients(materials, file, elemPath + ".materials");
}
// Stat modifiers from [module.<category>] sub-tables
for (const StatEntry& se : kKnownStats)
{
if (!mt.contains(se.category))
{
continue;
}
const toml::table& catTable = utility::requireTable(mt[se.category], file,
elemPath + "." + se.category);
toml::table& catMt = const_cast<toml::table&>(catTable);
const std::string addedKey = std::string("added_") + se.stat + se.addedKeySuffix;
const std::string multipliedKey = std::string("multiplied_") + se.stat + se.addedKeySuffix;
if (catMt.contains(addedKey))
{
ModuleStatModifier mod;
mod.stat = se.stat;
mod.modifierType = "additive";
mod.value = utility::requireDouble(catMt[addedKey], file,
elemPath + "." + se.category + "." + addedKey);
def.statModifiers.push_back(std::move(mod));
}
if (catMt.contains(multipliedKey))
{
ModuleStatModifier mod;
mod.stat = se.stat;
mod.modifierType = "multiplicative";
mod.value = utility::requireDouble(catMt[multipliedKey], file,
elemPath + "." + se.category + "." + multipliedKey);
def.statModifiers.push_back(std::move(mod));
}
}
// Weapon capability section: [module.weapon] with base stat formulas
if (mt.contains("weapon"))
{
const std::string wPath = elemPath + ".weapon";
const toml::table& wTable = utility::requireTable(mt["weapon"], file, wPath);
toml::table& wMt = const_cast<toml::table&>(wTable);
if (wMt.contains("damage") || wMt.contains("attack_range_m")
|| wMt.contains("attack_rate_hz"))
{
ModuleWeaponCapability cap;
cap.damage = static_cast<float>(utility::requireDouble(wMt["damage"],
file, wPath + ".damage"));
cap.attackRange_m = static_cast<float>(utility::requireDouble(wMt["attack_range_m"],
file, wPath + ".attack_range_m"));
cap.attackRate_hz = static_cast<float>(utility::requireDouble(wMt["attack_rate_hz"],
file, wPath + ".attack_rate_hz"));
def.weaponCapability = std::move(cap);
}
}
// Salvage capability section: [module.salvage] with base stat formulas
if (mt.contains("salvage"))
{
const std::string sPath = elemPath + ".salvage";
const toml::table& sTable = utility::requireTable(mt["salvage"], file, sPath);
toml::table& sMt = const_cast<toml::table&>(sTable);
if (sMt.contains("collection_range_m") || sMt.contains("cargo_capacity")
|| sMt.contains("collection_rate_hz"))
{
ModuleSalvageCapability cap;
cap.collectionRange_m = static_cast<float>(utility::requireDouble(sMt["collection_range_m"],
file, sPath + ".collection_range_m"));
cap.cargoCapacity = static_cast<float>(utility::requireDouble(sMt["cargo_capacity"],
file, sPath + ".cargo_capacity"));
cap.collectionRate_hz = static_cast<float>(utility::requireDouble(sMt["collection_rate_hz"],
file, sPath + ".collection_rate_hz"));
def.salvageCapability = std::move(cap);
}
}
// Repair capability section: [module.repair] with base stat formulas
if (mt.contains("repair"))
{
const std::string rPath = elemPath + ".repair";
const toml::table& rTable = utility::requireTable(mt["repair"], file, rPath);
toml::table& rMt = const_cast<toml::table&>(rTable);
if (rMt.contains("repair_rate_hz") || rMt.contains("repair_range_m"))
{
ModuleRepairCapability cap;
cap.repairRate_hz = static_cast<float>(utility::requireDouble(rMt["repair_rate_hz"],
file, rPath + ".repair_rate_hz"));
cap.repairAmountHp = static_cast<float>(utility::requireDouble(rMt["repair_amount_hp"],
file, rPath + ".repair_amount_hp"));
cap.repairRange_m = static_cast<float>(utility::requireDouble(rMt["repair_range_m"],
file, rPath + ".repair_range_m"));
def.repairCapability = std::move(cap);
}
}
cfg.modules.push_back(std::move(def));
}
return cfg;
}

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@@ -0,0 +1,109 @@
#include "ConfigLoader.h"
#include <cstdint>
#include <optional>
#include <string>
#include <utility>
#include <vector>
#include "toml.hpp"
#include "TomlHelpers.h"
namespace
{
std::vector<RecipeOutput> parseRecipeOutputs(const toml::array& arr,
const std::string& file,
const std::string& path)
{
std::vector<RecipeOutput> result;
result.reserve(arr.size());
for (std::size_t i = 0; i < arr.size(); ++i)
{
const std::string elemPath = path + "[" + std::to_string(i) + "]";
const toml::table* t = arr[i].as_table();
if (t == nullptr)
{
throw utility::makeError(file, elemPath, "not a table");
}
toml::table& mt = const_cast<toml::table&>(*t);
RecipeOutput out;
out.item = utility::requireString(mt["item"], file, elemPath + ".item");
out.amount = static_cast<int>(utility::requireInt(mt["amount"], file, elemPath + ".amount"));
if (const std::optional<double> p = mt["probability"].value<double>())
{
out.probability = *p;
}
else if (const std::optional<int64_t> p = mt["probability"].value<int64_t>())
{
out.probability = static_cast<double>(*p);
}
result.push_back(std::move(out));
}
return result;
}
} // namespace
RecipesConfig ConfigLoader::loadRecipes(const std::string& path)
{
const std::string file = "recipes.toml";
toml::table tbl = utility::parseFile(path, file);
RecipesConfig cfg;
const toml::array& arr = utility::requireArray(tbl["recipe"], file, "recipe");
for (std::size_t i = 0; i < arr.size(); ++i)
{
const std::string elemPath = "recipe[" + std::to_string(i) + "]";
const toml::table* rt = arr[i].as_table();
if (rt == nullptr)
{
throw utility::makeError(file, elemPath, "not a table");
}
toml::table& mt = const_cast<toml::table&>(*rt);
RecipeDef def;
def.id = utility::requireString(mt["id"], file, elemPath + ".id");
def.durationSeconds = utility::requireDouble(mt["duration_seconds"], file, elemPath + ".duration_seconds");
const std::string buildingId = utility::requireString(mt["building"], file, elemPath + ".building");
const std::optional<BuildingType> parsedType = parseBuildingType(buildingId);
if (!parsedType)
{
throw utility::makeError(file, elemPath + ".building",
"unknown building id '" + buildingId + "'");
}
def.building = *parsedType;
if (def.building == BuildingType::Assembler && mt.contains("unlocked_at_start"))
{
def.unlockedAtStart = utility::requireBool(mt["unlocked_at_start"], file,
elemPath + ".unlocked_at_start");
}
// inputs may be omitted (e.g. miner recipes). An empty array is fine.
if (mt.contains("inputs"))
{
const toml::array& inputs = utility::requireArray(mt["inputs"], file, elemPath + ".inputs");
def.inputs = utility::parseIngredients(inputs, file, elemPath + ".inputs");
}
const toml::array& outputs = utility::requireArray(mt["outputs"], file, elemPath + ".outputs");
def.outputs = parseRecipeOutputs(outputs, file, elemPath + ".outputs");
// Optional icon item id (REQ-UI-RECIPE-ICON); defaults to the first output
// in the UI when unset. Not validated against known items here — a missing
// icon is not an error (REQ-UI-ITEM-ICON).
if (mt.contains("icon"))
{
def.icon = utility::requireString(mt["icon"], file, elemPath + ".icon");
}
cfg.recipes.push_back(std::move(def));
}
return cfg;
}

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@@ -0,0 +1,133 @@
#include "ConfigLoader.h"
#include <cstdint>
#include <optional>
#include <string>
#include <utility>
#include <vector>
#include <QPoint>
#include "toml.hpp"
#include "Rotation.h"
#include "ShipLayout.h"
#include "TomlHelpers.h"
namespace
{
Rotation parseRotationString(const std::string& s)
{
if (s == "east") { return Rotation::East; }
if (s == "south") { return Rotation::South; }
if (s == "west") { return Rotation::West; }
return Rotation::North;
}
std::vector<PlacedModule> parsePlacedModules(const toml::array& arr,
const std::string& file,
const std::string& path)
{
std::vector<PlacedModule> result;
result.reserve(arr.size());
for (std::size_t i = 0; i < arr.size(); ++i)
{
const std::string elemPath = path + "[" + std::to_string(i) + "]";
const toml::table* t = arr[i].as_table();
if (t == nullptr) { continue; }
toml::table& mt = const_cast<toml::table&>(*t);
const std::optional<std::string> type = mt["type"].value<std::string>();
const std::optional<int64_t> x = mt["x"].value<int64_t>();
const std::optional<int64_t> y = mt["y"].value<int64_t>();
const std::optional<std::string> rot = mt["rotation"].value<std::string>();
if (!type || !x || !y || !rot) { continue; }
PlacedModule pm;
pm.moduleId = *type;
pm.position = QPoint(static_cast<int>(*x), static_cast<int>(*y));
pm.rotation = parseRotationString(*rot);
result.push_back(std::move(pm));
}
return result;
}
} // namespace
ShipsConfig ConfigLoader::loadShips(const std::string& path)
{
const std::string file = "ships.toml";
toml::table tbl = utility::parseFile(path, file);
ShipsConfig cfg;
const toml::array& arr = utility::requireArray(tbl["ship"], file, "ship");
for (std::size_t i = 0; i < arr.size(); ++i)
{
const std::string elemPath = "ship[" + std::to_string(i) + "]";
const toml::table* st = arr[i].as_table();
if (st == nullptr)
{
throw utility::makeError(file, elemPath, "not a table");
}
toml::table& mt = const_cast<toml::table&>(*st);
ShipDef def;
def.id = utility::requireString(mt["id"], file, elemPath + ".id");
def.layout = utility::requireStringArray(mt["layout"], file, elemPath + ".layout");
// Schematic
{
const std::string bpPath = elemPath + ".schematic";
const toml::table& bpTable = utility::requireTable(mt["schematic"], file, bpPath);
toml::table& bpMt = const_cast<toml::table&>(bpTable);
const toml::array& materials = utility::requireArray(bpMt["materials"], file, bpPath + ".materials");
def.schematic.materials = utility::parseIngredients(materials, file, bpPath + ".materials");
def.schematic.productionTimeSeconds = utility::requireDouble(
bpMt["production_time_seconds"], file, bpPath + ".production_time_seconds");
}
// Health
{
const std::string hPath = elemPath + ".health";
const toml::table& hTable = utility::requireTable(mt["health"], file, hPath);
toml::table& hMt = const_cast<toml::table&>(hTable);
def.health.hp = static_cast<float>(utility::requireDouble(hMt["hp"], file, hPath + ".hp"));
}
// Movement
{
const std::string mPath = elemPath + ".movement";
const toml::table& mTable = utility::requireTable(mt["movement"], file, mPath);
toml::table& mMt = const_cast<toml::table&>(mTable);
def.movement.speed_mps = static_cast<float>(utility::requireDouble(mMt["speed_mps"], file, mPath + ".speed_mps"));
def.movement.mainAcceleration_mpss = static_cast<float>(utility::requireDouble(mMt["main_acceleration_mpss"], file, mPath + ".main_acceleration_mpss"));
def.movement.maneuveringAcceleration_mpss = static_cast<float>(utility::requireDouble(mMt["maneuvering_acceleration_mpss"], file, mPath + ".maneuvering_acceleration_mpss"));
def.movement.angularAcceleration_radpss = static_cast<float>(utility::requireDouble(mMt["angular_acceleration_radpss"], file, mPath + ".angular_acceleration_radpss"));
def.movement.maxRotationSpeed_radps = static_cast<float>(utility::requireDouble(mMt["max_rotation_speed_radps"], file, mPath + ".max_rotation_speed_radps"));
}
// Sensor
{
const std::string snsPath = elemPath + ".sensor";
const toml::table& snsTable = utility::requireTable(mt["sensor"], file, snsPath);
toml::table& snsMt = const_cast<toml::table&>(snsTable);
def.sensor.sensorRange_m = static_cast<float>(utility::requireDouble(snsMt["sensor_range_m"], file, snsPath + ".sensor_range_m"));
}
// Optional: default_modules (REQ-WAV-DEFAULT-MODULES)
if (mt.contains("default_modules"))
{
const toml::array& modArr = utility::requireArray(mt["default_modules"], file,
elemPath + ".default_modules");
def.defaultModules = parsePlacedModules(modArr, file,
elemPath + ".default_modules");
}
cfg.ships.push_back(std::move(def));
}
return cfg;
}

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@@ -0,0 +1,47 @@
#include "ConfigLoader.h"
#include <string>
#include "toml.hpp"
#include "TomlHelpers.h"
StationsConfig ConfigLoader::loadStations(const std::string& path)
{
const std::string file = "stations.toml";
toml::table tbl = utility::parseFile(path, file);
StationsConfig cfg;
// HQ
{
const std::string p = "hq";
cfg.hq.surfaceMask = utility::requireStringArray(tbl[p]["surface_mask"], file, p + ".surface_mask");
cfg.hq.hpFormula = utility::requireFormula(tbl[p]["hp_formula"], file, p + ".hp_formula");
}
// Player station
{
const std::string p = "player_station";
cfg.playerStation.surfaceMask = utility::requireStringArray(tbl[p]["surface_mask"], file, p + ".surface_mask");
cfg.playerStation.level = static_cast<int>(utility::requireInt(tbl[p]["level"], file, p + ".level"));
cfg.playerStation.hpFormula = utility::requireFormula(tbl[p]["hp_formula"], file, p + ".hp_formula");
cfg.playerStation.damageFormula = utility::requireFormula(tbl[p]["damage_formula"], file, p + ".damage_formula");
cfg.playerStation.rangeFormula = utility::requireFormula(tbl[p]["range_m_formula"], file, p + ".range_m_formula");
cfg.playerStation.fireRateFormula = utility::requireFormula(tbl[p]["fire_rate_hz_formula"], file, p + ".fire_rate_hz_formula");
cfg.playerStation.scrapDropFormula = utility::requireFormula(tbl[p]["scrap_drop_formula"], file, p + ".scrap_drop_formula");
}
// Enemy station
{
const std::string p = "enemy_station";
cfg.enemyStation.surfaceMask = utility::requireStringArray(tbl[p]["surface_mask"], file, p + ".surface_mask");
cfg.enemyStation.hpFormula = utility::requireFormula(tbl[p]["hp_formula"], file, p + ".hp_formula");
cfg.enemyStation.damageFormula = utility::requireFormula(tbl[p]["damage_formula"], file, p + ".damage_formula");
cfg.enemyStation.rangeFormula = utility::requireFormula(tbl[p]["range_m_formula"], file, p + ".range_m_formula");
cfg.enemyStation.fireRateFormula = utility::requireFormula(tbl[p]["fire_rate_hz_formula"], file, p + ".fire_rate_hz_formula");
cfg.enemyStation.scrapDropFormula = utility::requireFormula(tbl[p]["scrap_drop_formula"], file, p + ".scrap_drop_formula");
}
return cfg;
}

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@@ -0,0 +1,62 @@
#include "ConfigLoader.h"
#include <string>
#include <utility>
#include "toml.hpp"
#include "TomlHelpers.h"
UnlocksConfig ConfigLoader::loadUnlocks(const std::string& path)
{
const std::string file = "unlocks.toml";
toml::table tbl = utility::parseFile(path, file);
UnlocksConfig cfg;
if (!tbl.contains("unlock"))
{
return cfg;
}
const toml::array& arr = utility::requireArray(tbl["unlock"], file, "unlock");
for (std::size_t i = 0; i < arr.size(); ++i)
{
const std::string elemPath = "unlock[" + std::to_string(i) + "]";
const toml::table* ut = arr[i].as_table();
if (ut == nullptr)
{
throw utility::makeError(file, elemPath, "not a table");
}
toml::table& mt = const_cast<toml::table&>(*ut);
UnlockGroupDef def;
def.id = utility::requireString(mt["id"], file, elemPath + ".id");
def.stationLevel = static_cast<int>(
utility::requireInt(mt["station_level"], file, elemPath + ".station_level"));
if (mt.contains("requires"))
{
def.requiredGroupIds = utility::requireStringArray(mt["requires"], file, elemPath + ".requires");
}
if (mt.contains("ships"))
{
def.ships = utility::requireStringArray(mt["ships"], file, elemPath + ".ships");
}
if (mt.contains("modules"))
{
def.modules = utility::requireStringArray(mt["modules"], file, elemPath + ".modules");
}
if (mt.contains("buildings"))
{
def.buildings = utility::requireStringArray(mt["buildings"], file, elemPath + ".buildings");
}
if (mt.contains("recipes"))
{
def.recipes = utility::requireStringArray(mt["recipes"], file, elemPath + ".recipes");
}
cfg.groups.push_back(std::move(def));
}
return cfg;
}

View File

@@ -0,0 +1,79 @@
#include "ConfigLoader.h"
#include <optional>
#include <string>
#include "toml.hpp"
#include "TomlHelpers.h"
WorldConfig ConfigLoader::loadWorld(const std::string& path)
{
const std::string file = "world.toml";
toml::table tbl = utility::parseFile(path, file);
WorldConfig cfg;
cfg.heightTiles = static_cast<int>(utility::requireInt(tbl["world"]["height_tiles"], file, "world.height_tiles"));
cfg.refundPercentage = static_cast<int>(utility::requireInt(tbl["world"]["refund_percentage"], file, "world.refund_percentage"));
cfg.deconstructionTimeSeconds = utility::requireDouble(tbl["world"]["deconstruction_time_seconds"], file, "world.deconstruction_time_seconds");
cfg.startingBuildingBlocks = static_cast<int>(utility::requireInt(tbl["world"]["starting_building_blocks"], file, "world.starting_building_blocks"));
cfg.debrisDespawnSeconds = utility::requireDouble(tbl["world"]["debris_despawn_seconds"], file, "world.debris_despawn_seconds");
cfg.scrapPerThreat = utility::requireDouble(tbl["world"]["scrap_per_threat"], file, "world.scrap_per_threat");
cfg.tileSize_m = utility::requireDouble(tbl["world"]["tile_size_m"], file, "world.tile_size_m");
cfg.beltSpeed_tps = utility::requireDouble(tbl["world"]["belt_speed_mps"], file, "world.belt_speed_mps") / cfg.tileSize_m;
cfg.tunnelMaxDistance_tiles = static_cast<int>(utility::requireInt(tbl["world"]["tunnel_max_distance_tiles"], file, "world.tunnel_max_distance_tiles"));
cfg.departureIntervalSeconds = utility::requireDouble(tbl["world"]["departure_interval_seconds"], file, "world.departure_interval_seconds");
cfg.orbitFactor = utility::requireDouble(tbl["world"]["orbit_factor"], file, "world.orbit_factor");
cfg.rallyOrbitRadius_tiles = utility::requireDouble(tbl["world"]["rally_orbit_radius_tiles"], file, "world.rally_orbit_radius_tiles");
if (const std::optional<std::string> tip =
tbl["world"]["building_blocks_tooltip"].value<std::string>())
{
cfg.buildingBlocksTooltip = *tip;
}
if (const std::optional<std::string> tip =
tbl["world"]["artifact_tooltip"].value<std::string>())
{
cfg.artifactTooltip = *tip;
}
cfg.regions.asteroidWidth_tiles = static_cast<int>(utility::requireInt(tbl["regions"]["asteroid_width_tiles"], file, "regions.asteroid_width_tiles"));
cfg.regions.playerBufferWidth_tiles = static_cast<int>(utility::requireInt(tbl["regions"]["player_buffer_width_tiles"], file, "regions.player_buffer_width_tiles"));
cfg.regions.contestZoneWidth_tiles = static_cast<int>(utility::requireInt(tbl["regions"]["contest_zone_width_tiles"], file, "regions.contest_zone_width_tiles"));
cfg.regions.enemyBufferWidth_tiles = static_cast<int>(utility::requireInt(tbl["regions"]["enemy_buffer_width_tiles"], file, "regions.enemy_buffer_width_tiles"));
cfg.expansion.columnsPerExpansion_tiles = static_cast<int>(utility::requireInt(tbl["expansion"]["columns_per_expansion_tiles"], file, "expansion.columns_per_expansion_tiles"));
cfg.expansion.costBuildingBlocksFormula = utility::requireFormula(tbl["expansion"]["cost_building_blocks_formula"], file, "expansion.cost_building_blocks_formula");
cfg.push.pushExpandColumns_tiles = static_cast<int>(utility::requireInt(tbl["push"]["push_expand_columns_tiles"], file, "push.push_expand_columns_tiles"));
cfg.push.bossAdvanceSeconds = utility::requireDouble(tbl["push"]["boss_advance_seconds"], file, "push.boss_advance_seconds");
cfg.waves.threatRateFormula = utility::requireFormula(tbl["waves"]["threat_rate_formula"], file, "waves.threat_rate_formula");
cfg.waves.gapMinSeconds = utility::requireDouble(tbl["waves"]["gap_min_seconds"], file, "waves.gap_min_seconds");
cfg.waves.gapMaxSeconds = utility::requireDouble(tbl["waves"]["gap_max_seconds"], file, "waves.gap_max_seconds");
cfg.waves.spawnDurationSeconds = utility::requireDouble(tbl["waves"]["spawn_duration_seconds"], file, "waves.spawn_duration_seconds");
cfg.waves.bossCountdownSeconds = utility::requireDouble(tbl["waves"]["boss_countdown_seconds"], file, "waves.boss_countdown_seconds");
cfg.waves.bossThreatDurationSeconds = utility::requireDouble(tbl["waves"]["boss_threat_duration_seconds"], file, "waves.boss_threat_duration_seconds");
cfg.waves.bossQuietBeforeSeconds = utility::requireDouble(tbl["waves"]["boss_quiet_before_seconds"], file, "waves.boss_quiet_before_seconds");
cfg.waves.bossQuietAfterSeconds = utility::requireDouble(tbl["waves"]["boss_quiet_after_seconds"], file, "waves.boss_quiet_after_seconds");
if (cfg.waves.gapMinSeconds > cfg.waves.gapMaxSeconds)
{
throw utility::makeError(file, "waves", "gap_min_seconds > gap_max_seconds");
}
cfg.targeting.targetScoreFormula = utility::requireFormula(tbl["targeting"]["target_score_formula"], file, "targeting.target_score_formula");
cfg.targeting.overclaimPenaltyFormula = utility::requireFormula(tbl["targeting"]["overclaim_penalty_formula"], file, "targeting.overclaim_penalty_formula");
cfg.targeting.hysteresis = utility::requireDouble(tbl["targeting"]["target_hysteresis"], file, "targeting.target_hysteresis");
cfg.artifacts.artifactChanceFormula = utility::requireFormula(tbl["artifacts"]["artifact_chance_formula"], file, "artifacts.artifact_chance_formula");
cfg.artifacts.artifactWinCount = static_cast<int>(utility::requireInt(tbl["artifacts"]["artifact_win_count"], file, "artifacts.artifact_win_count"));
cfg.scroll.panSpeedSlow_tps = utility::requireDouble(tbl["scroll"]["pan_speed_slow_tiles_per_second"], file, "scroll.pan_speed_slow_tiles_per_second");
cfg.scroll.panSpeedFast_tps = utility::requireDouble(tbl["scroll"]["pan_speed_fast_tiles_per_second"], file, "scroll.pan_speed_fast_tiles_per_second");
cfg.scroll.panRampBandWidth_tiles = static_cast<int>(utility::requireInt(tbl["scroll"]["pan_ramp_band_width_tiles"], file, "scroll.pan_ramp_band_width_tiles"));
return cfg;
}

View File

@@ -59,4 +59,18 @@ struct ModuleDef
struct ModulesConfig
{
std::vector<ModuleDef> modules;
// Returns the definition for the given module id, or nullptr if the id has
// no entry in modules.toml.
const ModuleDef* findModuleDef(const std::string& id) const
{
for (const ModuleDef& def : modules)
{
if (def.id == id)
{
return &def;
}
}
return nullptr;
}
};

View File

@@ -47,4 +47,32 @@ struct RecipeDef
struct RecipesConfig
{
std::vector<RecipeDef> recipes;
// Returns the definition for the given recipe id, or nullptr if the id has
// no entry in recipes.toml.
const RecipeDef* findRecipeDef(const std::string& id) const
{
for (const RecipeDef& recipe : recipes)
{
if (recipe.id == id)
{
return &recipe;
}
}
return nullptr;
}
// Same, but additionally requires the recipe to belong to the given building
// type — recipe ids are only unique per building type.
const RecipeDef* findRecipeDef(const std::string& id, BuildingType building) const
{
for (const RecipeDef& recipe : recipes)
{
if (recipe.id == id && recipe.building == building)
{
return &recipe;
}
}
return nullptr;
}
};

View File

@@ -49,4 +49,18 @@ struct ShipDef
struct ShipsConfig
{
std::vector<ShipDef> ships;
// Returns the definition for the given ship schematic id, or nullptr if the
// id has no entry in ships.toml.
const ShipDef* findShipDef(const std::string& id) const
{
for (const ShipDef& def : ships)
{
if (def.id == id)
{
return &def;
}
}
return nullptr;
}
};

View File

@@ -0,0 +1,172 @@
#include "TomlHelpers.h"
#include <sstream>
#include <utility>
namespace utility
{
// --- Error helpers --------------------------------------------------------
std::runtime_error makeError(const std::string& file,
const std::string& path,
const std::string& why)
{
return std::runtime_error("Config: " + file + ": '" + path + "' " + why);
}
// --- Typed accessors (throw on missing or wrong type) ---------------------
int64_t requireInt(const toml::node_view<toml::node>& node,
const std::string& file,
const std::string& path)
{
const std::optional<int64_t> value = node.value<int64_t>();
if (!value)
{
throw makeError(file, path, "missing or not an integer");
}
return *value;
}
double requireDouble(const toml::node_view<toml::node>& node,
const std::string& file,
const std::string& path)
{
if (const std::optional<double> v = node.value<double>())
{
return *v;
}
if (const std::optional<int64_t> v = node.value<int64_t>())
{
return static_cast<double>(*v);
}
throw makeError(file, path, "missing or not a number");
}
std::string requireString(const toml::node_view<toml::node>& node,
const std::string& file,
const std::string& path)
{
const std::optional<std::string> value = node.value<std::string>();
if (!value)
{
throw makeError(file, path, "missing or not a string");
}
return *value;
}
bool requireBool(const toml::node_view<toml::node>& node,
const std::string& file,
const std::string& path)
{
const std::optional<bool> value = node.value<bool>();
if (!value)
{
throw makeError(file, path, "missing or not a boolean");
}
return *value;
}
const toml::array& requireArray(const toml::node_view<toml::node>& node,
const std::string& file,
const std::string& path)
{
const toml::array* arr = node.as_array();
if (arr == nullptr)
{
throw makeError(file, path, "missing or not an array");
}
return *arr;
}
const toml::table& requireTable(const toml::node_view<toml::node>& node,
const std::string& file,
const std::string& path)
{
const toml::table* tbl = node.as_table();
if (tbl == nullptr)
{
throw makeError(file, path, "missing or not a table");
}
return *tbl;
}
Formula requireFormula(const toml::node_view<toml::node>& node,
const std::string& file,
const std::string& path)
{
const std::string source = requireString(node, file, path);
try
{
return Formula::compile(source);
}
catch (const std::exception& e)
{
throw makeError(file, path, std::string("formula error: ") + e.what());
}
}
std::vector<std::string> requireStringArray(const toml::node_view<toml::node>& node,
const std::string& file,
const std::string& path)
{
const toml::array& arr = requireArray(node, file, path);
std::vector<std::string> result;
result.reserve(arr.size());
for (std::size_t i = 0; i < arr.size(); ++i)
{
const std::string elemPath = path + "[" + std::to_string(i) + "]";
const std::optional<std::string> s = arr[i].value<std::string>();
if (!s)
{
throw makeError(file, elemPath, "not a string");
}
result.push_back(*s);
}
return result;
}
std::vector<RecipeIngredient> parseIngredients(const toml::array& arr,
const std::string& file,
const std::string& path)
{
std::vector<RecipeIngredient> result;
result.reserve(arr.size());
for (std::size_t i = 0; i < arr.size(); ++i)
{
const std::string elemPath = path + "[" + std::to_string(i) + "]";
const toml::table* t = arr[i].as_table();
if (t == nullptr)
{
throw makeError(file, elemPath, "not a table");
}
// We need a mutable node_view to reuse our helpers, which is fine
// because the helpers never mutate.
toml::table& mt = const_cast<toml::table&>(*t);
RecipeIngredient ing;
ing.item = requireString(mt["item"], file, elemPath + ".item");
ing.amount = static_cast<int>(requireInt(mt["amount"], file, elemPath + ".amount"));
result.push_back(std::move(ing));
}
return result;
}
toml::table parseFile(const std::string& path, const std::string& file)
{
try
{
return toml::parse_file(path);
}
catch (const toml::parse_error& e)
{
std::ostringstream oss;
oss << "Config: " << file << ": TOML parse error: " << e.description()
<< " at " << e.source().begin;
throw std::runtime_error(oss.str());
}
}
} // namespace utility

View File

@@ -0,0 +1,70 @@
#pragma once
#include <cstdint>
#include <stdexcept>
#include <string>
#include <vector>
#include "toml.hpp"
#include "Formula.h"
#include "RecipesConfig.h" // for RecipeIngredient
// Shared TOML-parsing helpers used by two or more ConfigLoader per-domain
// loaders. Helpers used by exactly one domain stay local to that domain's
// .cpp file instead.
//
// Namespaced because the names are generic: VisualsLoader.cpp and
// BalancingConfig.cpp each have their own same-named helpers in anonymous
// namespaces, and unqualified globals here would form an overload set with
// them the moment either file includes this header.
namespace utility
{
// --- Error helpers ----------------------------------------------------------
std::runtime_error makeError(const std::string& file,
const std::string& path,
const std::string& why);
// --- Typed accessors (throw on missing or wrong type) -----------------------
int64_t requireInt(const toml::node_view<toml::node>& node,
const std::string& file,
const std::string& path);
double requireDouble(const toml::node_view<toml::node>& node,
const std::string& file,
const std::string& path);
std::string requireString(const toml::node_view<toml::node>& node,
const std::string& file,
const std::string& path);
bool requireBool(const toml::node_view<toml::node>& node,
const std::string& file,
const std::string& path);
const toml::array& requireArray(const toml::node_view<toml::node>& node,
const std::string& file,
const std::string& path);
const toml::table& requireTable(const toml::node_view<toml::node>& node,
const std::string& file,
const std::string& path);
Formula requireFormula(const toml::node_view<toml::node>& node,
const std::string& file,
const std::string& path);
std::vector<std::string> requireStringArray(const toml::node_view<toml::node>& node,
const std::string& file,
const std::string& path);
std::vector<RecipeIngredient> parseIngredients(const toml::array& arr,
const std::string& file,
const std::string& path);
toml::table parseFile(const std::string& path, const std::string& file);
} // namespace utility

View File

@@ -38,3 +38,32 @@ std::string buildingTypeId(BuildingType type)
}
return "";
}
bool isAutoRecipeBuildingType(BuildingType type)
{
return type == BuildingType::Smelter
|| type == BuildingType::ReprocessingPlant;
}
bool isBeltSubsystemType(BuildingType type)
{
return type == BuildingType::Belt
|| type == BuildingType::Splitter
|| type == BuildingType::TunnelEntry
|| type == BuildingType::TunnelExit;
}
bool isProductionBuildingType(BuildingType type)
{
switch (type)
{
case BuildingType::Miner:
case BuildingType::Smelter:
case BuildingType::Assembler:
case BuildingType::ReprocessingPlant:
case BuildingType::Shipyard:
return true;
default:
return false;
}
}

View File

@@ -29,3 +29,17 @@ std::optional<BuildingType> parseBuildingType(const std::string& id);
// Canonical id string for a BuildingType. The inverse of parseBuildingType.
std::string buildingTypeId(BuildingType type);
// Smelter and Reprocessing Plant have no player-selected recipe
// (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING). They auto-process whatever inputs
// they receive, matching against every recipe of their building type.
bool isAutoRecipeBuildingType(BuildingType type);
// Buildings that run a production cycle: Miner, Smelter, Assembler, Reprocessing
// Plant and Shipyard (REQ-UI-DEBUG-OVERLAY counts these).
bool isProductionBuildingType(BuildingType type);
// Belts, splitters, and tunnel ends keep their runtime data in the belt subsystem
// rather than in the Building instance, so placing/removing them must register or
// unregister a tile with BeltSystem.
bool isBeltSubsystemType(BuildingType type);

View File

@@ -9,6 +9,7 @@ SET(HDRS
${CMAKE_CURRENT_SOURCE_DIR}/ItemType.h
${CMAKE_CURRENT_SOURCE_DIR}/Item.h
${CMAKE_CURRENT_SOURCE_DIR}/Port.h
${CMAKE_CURRENT_SOURCE_DIR}/PortGeometry.h
${CMAKE_CURRENT_SOURCE_DIR}/SchematicChoiceOption.h
${CMAKE_CURRENT_SOURCE_DIR}/DisplayName.h
${CMAKE_CURRENT_SOURCE_DIR}/BeltDragPath.h
@@ -19,6 +20,7 @@ SET(HDRS
SET(SRCS
${SRCS}
${CMAKE_CURRENT_SOURCE_DIR}/BuildingType.cpp
${CMAKE_CURRENT_SOURCE_DIR}/PortGeometry.cpp
${CMAKE_CURRENT_SOURCE_DIR}/EntityAdmin.cpp
${CMAKE_CURRENT_SOURCE_DIR}/DisplayName.cpp
${CMAKE_CURRENT_SOURCE_DIR}/BeltDragPath.cpp

View File

@@ -45,11 +45,11 @@ entt::entity EntityAdmin::spawnShip(QVector2D position, float hp, float maxHp,
const std::string& schematicId, bool isEnemy)
{
entt::entity entity = createEntity();
add<PositionComponent>(entity, PositionComponent{position});
add<HealthComponent>(entity, HealthComponent{hp, maxHp});
add<FactionComponent>(entity, FactionComponent{isEnemy});
add<FacingComponent>(entity, FacingComponent{0.0f});
add<DynamicBodyComponent>(entity, DynamicBodyComponent{
addComponent<PositionComponent>(entity, PositionComponent{position});
addComponent<HealthComponent>(entity, HealthComponent{hp, maxHp});
addComponent<FactionComponent>(entity, FactionComponent{isEnemy});
addComponent<FacingComponent>(entity, FacingComponent{0.0f});
addComponent<DynamicBodyComponent>(entity, DynamicBodyComponent{
maxSpeed_tpt,
mainAcceleration_tptt,
maneuveringAcceleration_tptt,
@@ -60,9 +60,9 @@ entt::entity EntityAdmin::spawnShip(QVector2D position, float hp, float maxHp,
QVector2D(0.0f, 0.0f), // linearAcceleration_tptt
0.0f // angularAcceleration_rptt
});
add<SensorRangeComponent>(entity, SensorRangeComponent{sensorRange_tiles});
add<ShipIdentityComponent>(entity, ShipIdentityComponent{schematicId});
add<MovementIntentComponent>(entity, MovementIntentComponent{0, QVector2D(0.0f, 0.0f)});
addComponent<SensorRangeComponent>(entity, SensorRangeComponent{sensorRange_tiles});
addComponent<ShipIdentityComponent>(entity, ShipIdentityComponent{schematicId});
addComponent<MovementIntentComponent>(entity, MovementIntentComponent{0, QVector2D(0.0f, 0.0f)});
return entity;
}
@@ -73,28 +73,28 @@ entt::entity EntityAdmin::spawnStation(QPoint anchor, QSize footprint,
entt::entity entity = createEntity();
QVector2D center(anchor.x() + footprint.width() / 2.0f,
anchor.y() + footprint.height() / 2.0f);
add<PositionComponent>(entity, PositionComponent{center});
add<HealthComponent>(entity, HealthComponent{hp, maxHp});
add<FactionComponent>(entity, FactionComponent{isEnemy});
add<StationBodyComponent>(entity, StationBodyComponent{anchor, footprint, bodyCells});
addComponent<PositionComponent>(entity, PositionComponent{center});
addComponent<HealthComponent>(entity, HealthComponent{hp, maxHp});
addComponent<FactionComponent>(entity, FactionComponent{isEnemy});
addComponent<StationBodyComponent>(entity, StationBodyComponent{anchor, footprint, bodyCells});
return entity;
}
entt::entity EntityAdmin::spawnDebris(QVector2D position, int amount, Tick despawnAt)
{
entt::entity entity = createEntity();
add<PositionComponent>(entity, PositionComponent{position});
add<DebrisComponent>(entity, DebrisComponent{amount});
add<DespawnAtComponent>(entity, DespawnAtComponent{despawnAt});
addComponent<PositionComponent>(entity, PositionComponent{position});
addComponent<DebrisComponent>(entity, DebrisComponent{amount});
addComponent<DespawnAtComponent>(entity, DespawnAtComponent{despawnAt});
return entity;
}
entt::entity EntityAdmin::spawnHqProxy(QVector2D position, float hp, float maxHp)
{
entt::entity entity = createEntity();
add<PositionComponent>(entity, PositionComponent{position});
add<HealthComponent>(entity, HealthComponent{hp, maxHp});
add<FactionComponent>(entity, FactionComponent{false});
add<HqProxyComponent>(entity);
addComponent<PositionComponent>(entity, PositionComponent{position});
addComponent<HealthComponent>(entity, HealthComponent{hp, maxHp});
addComponent<FactionComponent>(entity, FactionComponent{false});
addComponent<HqProxyComponent>(entity);
return entity;
}

View File

@@ -73,9 +73,6 @@ public:
private:
entt::entity createEntity();
template <typename T, typename... Args>
void add(entt::entity entity, Args&&... args);
entt::registry m_registry;
};
@@ -133,10 +130,4 @@ void EntityAdmin::removeComponent(entt::entity entity)
m_registry.remove<T>(entity);
}
template <typename T, typename... Args>
void EntityAdmin::add(entt::entity entity, Args&&... args)
{
m_registry.emplace<T>(entity, std::forward<Args>(args)...);
}
#endif // ENTITY_ADMIN_H

View File

@@ -0,0 +1,57 @@
#include "PortGeometry.h"
#include <set>
#include <utility>
std::vector<Port> computeInputPorts(
const std::vector<QPoint>& bodyCells,
const std::vector<Port>& outputPorts)
{
// Build lookup sets for quick membership checks.
std::set<std::pair<int, int>> bodySet;
for (const QPoint& cell : bodyCells)
{
bodySet.insert({cell.x(), cell.y()});
}
std::set<std::pair<int, int>> outputPortTiles;
for (const Port& port : outputPorts)
{
outputPortTiles.insert({port.tile.x(), port.tile.y()});
}
// Neighbour deltas and the corresponding "inward" belt direction.
const int dx[4] = {-1, 1, 0, 0};
const int dy[4] = { 0, 0, -1, 1};
const Rotation inward[4] = {
Rotation::East, // neighbour is to the West; belt flows East toward building
Rotation::West, // neighbour is to the East; belt flows West toward building
Rotation::South, // neighbour is above (row-1); belt flows South toward building
Rotation::North // neighbour is below (row+1); belt flows North toward building
};
std::set<std::pair<int, int>> seen;
std::vector<Port> inputPorts;
for (const QPoint& cell : bodyCells)
{
for (int i = 0; i < 4; ++i)
{
const int nx = cell.x() + dx[i];
const int ny = cell.y() + dy[i];
const std::pair<int, int> neighbor = {nx, ny};
if (bodySet.count(neighbor)) { continue; }
if (outputPortTiles.count(neighbor)){ continue; }
if (seen.count(neighbor)) { continue; }
seen.insert(neighbor);
Port port;
port.tile = QPoint(nx, ny);
port.direction = inward[i];
inputPorts.push_back(port);
}
}
return inputPorts;
}

View File

@@ -0,0 +1,55 @@
#pragma once
#include <vector>
#include <QPoint>
#include "Port.h"
#include "Rotation.h"
// Geometry of a building's input/output ports. A Port names the tile *outside* the
// building together with the direction items flow across it; these helpers give the
// building body tile on the other side of that edge, which is where the virtual
// input/output belt lives.
//
// Shared by the simulation (which moves items across the edge) and the renderer
// (which draws the virtual belt), so the two cannot disagree about which tile a
// port belongs to.
// The building body tile that owns an output port, given the port's outside tile
// (port.tile) and its facing direction. The virtual output belt occupies this tile
// and flows toward port.tile (REQ-MAT-OUTPUT-EMERGE).
inline QPoint outputBodyTile(QPoint portTile, Rotation direction)
{
switch (direction)
{
case Rotation::East: return portTile + QPoint(-1, 0);
case Rotation::West: return portTile + QPoint( 1, 0);
case Rotation::North: return portTile + QPoint( 0, 1);
case Rotation::South: return portTile + QPoint( 0, -1);
}
return portTile;
}
// The building body tile an input port feeds into, given the port's outside belt
// tile (port.tile) and its inward flow direction. The virtual input belt occupies
// this tile and flows from the outer edge (progress 0.0) to the centre (0.5)
// (REQ-MAT-INPUT-INTAKE).
inline QPoint inputBodyTile(QPoint portTile, Rotation inwardDirection)
{
switch (inwardDirection)
{
case Rotation::East: return portTile + QPoint( 1, 0);
case Rotation::West: return portTile + QPoint(-1, 0);
case Rotation::North: return portTile + QPoint( 0, -1);
case Rotation::South: return portTile + QPoint( 0, 1);
}
return portTile;
}
// Every belt-facing edge of a footprint that is not already an output port — the
// tiles a belt can feed the building from, with the direction items must flow to
// enter (REQ-MAT-INPUT-PORTS, REQ-BLD-BELT-DRAG). bodyCells and outputPorts are
// in absolute tile coordinates, and so is the result.
std::vector<Port> computeInputPorts(const std::vector<QPoint>& bodyCells,
const std::vector<Port>& outputPorts);

View File

@@ -1,4 +1,5 @@
#include "AiSystem.h"
#include "FactoryQueries.h"
#include <limits>
@@ -42,7 +43,7 @@ AiSystem::AiSystem(const GameConfig& config)
{
}
void AiSystem::tick(EntityAdmin& admin, const BuildingSystem& buildings,
void AiSystem::tick(EntityAdmin& admin, const FactoryState& state,
const DebrisSystem& debris)
{
TRACE();
@@ -55,7 +56,7 @@ void AiSystem::tick(EntityAdmin& admin, const BuildingSystem& buildings,
m_attackEvaluator.evaluate(admin);
m_repairEvaluator.evaluate(admin);
m_salvageScrapEvaluator.evaluate(admin, debris);
m_deliverScrapEvaluator.evaluate(admin, buildings);
m_deliverScrapEvaluator.evaluate(admin, state);
// Phase 2: pick the highest-scoring behavior per ship.
selectWinningBehaviors(admin);
@@ -68,7 +69,7 @@ void AiSystem::tick(EntityAdmin& admin, const BuildingSystem& buildings,
m_attackExecutor.execute(admin);
m_repairExecutor.execute(admin);
m_salvageScrapExecutor.execute(admin);
m_deliverScrapExecutor.execute(admin, buildings);
m_deliverScrapExecutor.execute(admin, state);
}
void AiSystem::selectWinningBehaviors(EntityAdmin& admin)

View File

@@ -1,5 +1,7 @@
#pragma once
#include "FactoryQueries.h"
#include "AdvanceEvaluator.h"
#include "AdvanceExecutor.h"
#include "AttackEvaluator.h"
@@ -17,7 +19,6 @@
#include "StandbyEvaluator.h"
#include "StandbyExecutor.h"
class BuildingSystem;
class EntityAdmin;
class DebrisSystem;
struct GameConfig;
@@ -34,7 +35,7 @@ class AiSystem
public:
explicit AiSystem(const GameConfig& config);
void tick(EntityAdmin& admin, const BuildingSystem& buildings, const DebrisSystem& debris);
void tick(EntityAdmin& admin, const FactoryState& state, const DebrisSystem& debris);
private:
void selectWinningBehaviors(EntityAdmin& admin);

View File

@@ -5,8 +5,10 @@ SET(HDRS
${CMAKE_CURRENT_SOURCE_DIR}/ai/AttackEvaluator.h
${CMAKE_CURRENT_SOURCE_DIR}/ai/AttackExecutor.h
${CMAKE_CURRENT_SOURCE_DIR}/ai/BehaviorTargeting.h
${CMAKE_CURRENT_SOURCE_DIR}/ai/Centroid.h
${CMAKE_CURRENT_SOURCE_DIR}/ai/DeliverScrapEvaluator.h
${CMAKE_CURRENT_SOURCE_DIR}/ai/DeliverScrapExecutor.h
${CMAKE_CURRENT_SOURCE_DIR}/ai/OrbitAndAssignExecutor.h
${CMAKE_CURRENT_SOURCE_DIR}/ai/RallyEvaluator.h
${CMAKE_CURRENT_SOURCE_DIR}/ai/RallyExecutor.h
${CMAKE_CURRENT_SOURCE_DIR}/ai/RepairEvaluator.h

View File

@@ -17,7 +17,6 @@ CombatSystem::CombatSystem(const GameConfig& config)
void CombatSystem::tick(Tick currentTick,
EntityAdmin& admin,
BuildingSystem& /*buildings*/,
std::vector<BeamFiredEvent>& outBeamFiredEvents)
{
TRACE();

View File

@@ -15,7 +15,6 @@
#include "entt/entity/entity.hpp"
class BuildingSystem;
class EntityAdmin;
class CombatSystem
@@ -25,7 +24,6 @@ public:
void tick(Tick currentTick,
EntityAdmin& admin,
BuildingSystem& buildings,
std::vector<BeamFiredEvent>& outBeamFiredEvents);
void applyPendingDamage(Tick currentTick, EntityAdmin& admin);

View File

@@ -1,4 +1,5 @@
#include "SalvagerSystem.h"
#include "FactoryQueries.h"
#include <vector>
@@ -23,7 +24,7 @@ SalvagerSystem::SalvagerSystem(EntityAdmin& admin)
{
}
void SalvagerSystem::tick(Tick currentTick, DebrisSystem& debris, BuildingSystem& buildings,
void SalvagerSystem::tick(Tick currentTick, DebrisSystem& debris, FactoryState& state,
std::vector<BeamFiredEvent>& outBeamFiredEvents)
{
TRACE();
@@ -89,7 +90,7 @@ void SalvagerSystem::tick(Tick currentTick, DebrisSystem& debris, BuildingSystem
[&](entt::entity ship, const DeliverScrapBehavior& deliver, const PositionComponent& pos)
{
if (!deliver.deliveryBay.has_value()) { return; }
const Building* bay = buildings.findBuilding(*deliver.deliveryBay);
const Building* bay = findBuilding(state, *deliver.deliveryBay);
if (!bay) { return; }
const QVector2D bayCenter(bay->anchor.x() + bay->footprint.width() / 2.0f,
@@ -100,7 +101,7 @@ void SalvagerSystem::tick(Tick currentTick, DebrisSystem& debris, BuildingSystem
if (!m_admin.hasAll<CargoComponent>(ship)) { return; }
CargoComponent& cargo = m_admin.get<CargoComponent>(ship);
if (cargo.current <= 0) { return; }
if (buildings.deliverScrapToSalvageBay(*deliver.deliveryBay))
if (deliverScrapToSalvageBay(state, *deliver.deliveryBay))
{
--cargo.current;
}

View File

@@ -1,5 +1,7 @@
#pragma once
#include "FactoryQueries.h"
#include <vector>
#include "BeamFiredEvent.h"
@@ -7,7 +9,6 @@
#include "entt/entity/entity.hpp"
class BuildingSystem;
class EntityAdmin;
class DebrisSystem;
@@ -21,7 +22,7 @@ class SalvagerSystem
public:
explicit SalvagerSystem(EntityAdmin& admin);
void tick(Tick currentTick, DebrisSystem& debris, BuildingSystem& buildings,
void tick(Tick currentTick, DebrisSystem& debris, FactoryState& state,
std::vector<BeamFiredEvent>& outBeamFiredEvents);
private:

View File

@@ -41,35 +41,11 @@ ShipSystem::ShipSystem(const GameConfig& config, EntityAdmin& admin)
{
}
const ShipDef* ShipSystem::findShipDef(const std::string& schematicId) const
{
for (const ShipDef& def : m_config.ships.ships)
{
if (def.id == schematicId)
{
return &def;
}
}
return nullptr;
}
const ModuleDef* ShipSystem::findModuleDef(const std::string& id) const
{
for (const ModuleDef& def : m_config.modules.modules)
{
if (def.id == id)
{
return &def;
}
}
return nullptr;
}
entt::entity ShipSystem::spawn(const std::string& schematicId,
QVector2D position, bool isEnemy,
const std::optional<ShipLayoutConfig>& layout)
{
const ShipDef* def = findShipDef(schematicId);
const ShipDef* def = m_config.ships.findShipDef(schematicId);
assert(def != nullptr);
const float tickRate = static_cast<float>(kTickRateHz);
@@ -116,7 +92,7 @@ entt::entity ShipSystem::spawn(const std::string& schematicId,
for (const PlacedModule& pm : modules)
{
const ModuleDef* modDef = findModuleDef(pm.moduleId);
const ModuleDef* modDef = m_config.modules.findModuleDef(pm.moduleId);
if (!modDef) { throw std::runtime_error("unknown module id '" + pm.moduleId + "'"); }
if (modDef->weaponCapability)
@@ -184,7 +160,7 @@ entt::entity ShipSystem::spawn(const std::string& schematicId,
for (const PlacedModule& pm : modules)
{
const ModuleDef* modDef = findModuleDef(pm.moduleId);
const ModuleDef* modDef = m_config.modules.findModuleDef(pm.moduleId);
if (!modDef) { throw std::runtime_error("unknown module id '" + pm.moduleId + "'"); }
for (const ModuleStatModifier& sm : modDef->statModifiers)

View File

@@ -38,9 +38,6 @@ public:
void setRetreatEnabled(bool enabled);
private:
const ShipDef* findShipDef(const std::string& schematicId) const;
const ModuleDef* findModuleDef(const std::string& id) const;
const GameConfig& m_config;
EntityAdmin& m_admin;
QVector2D m_rallyPoint;

View File

@@ -6,6 +6,7 @@
#include "AdvanceBehavior.h"
#include "BehaviorKind.h"
#include "Centroid.h"
#include "EntityAdmin.h"
#include "FactionComponent.h"
#include "HealthComponent.h"
@@ -16,28 +17,6 @@
#include "StationBodyComponent.h"
#include "tracing.h"
namespace
{
// Accumulates positions to produce their centroid (the center between them).
struct Centroid
{
QVector2D sum;
int count = 0;
void add(const QVector2D& point)
{
sum += point;
count += 1;
}
std::optional<QVector2D> value() const
{
if (count == 0) { return std::nullopt; }
return sum / static_cast<float>(count);
}
};
}
void AdvanceExecutor::execute(EntityAdmin& admin)
{
TRACE();

View File

@@ -2,12 +2,8 @@
#include "AttackBehavior.h"
#include "BehaviorKind.h"
#include "DynamicBodyComponent.h"
#include "EntityAdmin.h"
#include "ModuleOwnerComponent.h"
#include "MovementIntentComponent.h"
#include "PositionComponent.h"
#include "SelectedBehaviorComponent.h"
#include "OrbitAndAssignExecutor.h"
#include "tracing.h"
#include "WeaponComponent.h"
@@ -15,55 +11,7 @@ void AttackExecutor::execute(EntityAdmin& admin)
{
TRACE();
// Ships: move toward the behavior target.
admin.forEach<AttackBehavior, SelectedBehaviorComponent, PositionComponent,
MovementIntentComponent>(
[&](entt::entity /*e*/, const AttackBehavior& attack,
const SelectedBehaviorComponent& selected, const PositionComponent& pos,
MovementIntentComponent& intent)
{
if (selected.winner != BehaviorKind::Attack) { return; }
if (!attack.currentTarget) { return; }
const entt::entity t = *attack.currentTarget;
QVector2D center = pos.value;
float radius = 0.0f;
QVector2D centerVelocity;
if (admin.isValid(t) && admin.hasAll<PositionComponent>(t))
{
center = admin.get<PositionComponent>(t).value;
radius = attack.orbitRadius_tiles;
if (admin.hasAll<DynamicBodyComponent>(t))
{
centerVelocity = admin.get<DynamicBodyComponent>(t).velocity_tpt;
}
}
intent = MovementIntentComponent{true, center, radius, centerVelocity};
});
// Weapons: assign the behavior target only if it is within this weapon's range.
admin.forEach<WeaponComponent, ModuleOwnerComponent>(
[&](entt::entity /*we*/, WeaponComponent& weapon, const ModuleOwnerComponent& owner)
{
if (!admin.hasAll<AttackBehavior, SelectedBehaviorComponent>(owner.owner))
{
return;
}
const SelectedBehaviorComponent& selected =
admin.get<SelectedBehaviorComponent>(owner.owner);
if (selected.winner != BehaviorKind::Attack) { return; }
const AttackBehavior& attack = admin.get<AttackBehavior>(owner.owner);
if (!attack.currentTarget) { return; }
const entt::entity t = *attack.currentTarget;
if (!admin.isValid(t) || !admin.hasAll<PositionComponent>(t)) { return; }
const QVector2D ownerPos = admin.get<PositionComponent>(owner.owner).value;
const float dist = (admin.get<PositionComponent>(t).value - ownerPos).length();
if (dist <= weapon.range_tiles)
{
weapon.currentTarget = t;
}
});
// Orbit the attack target and hand it to every weapon that can reach it
// (REQ-SHP-ORBIT).
executeOrbitAndAssign<AttackBehavior, WeaponComponent>(admin, BehaviorKind::Attack);
}

View File

@@ -0,0 +1,26 @@
#pragma once
#include <optional>
#include <QVector2D>
// Accumulates positions to produce their centroid (the center between them).
// Shared by the behavior executors that steer toward the middle of a group of
// entities (AdvanceExecutor: defence stations; StandbyExecutor: friendly ships).
struct Centroid
{
QVector2D sum;
int count = 0;
void add(const QVector2D& point)
{
sum += point;
count += 1;
}
std::optional<QVector2D> value() const
{
if (count == 0) { return std::nullopt; }
return sum / static_cast<float>(count);
}
};

View File

@@ -1,4 +1,5 @@
#include "DeliverScrapEvaluator.h"
#include "FactoryQueries.h"
#include <unordered_map>
@@ -12,7 +13,7 @@
#include "PositionComponent.h"
#include "tracing.h"
void DeliverScrapEvaluator::evaluate(EntityAdmin& admin, const BuildingSystem& buildings)
void DeliverScrapEvaluator::evaluate(EntityAdmin& admin, const FactoryState& state)
{
TRACE();
const std::unordered_map<entt::entity, CargoState> cargoByShip = buildCargoByShip(admin);
@@ -34,7 +35,7 @@ void DeliverScrapEvaluator::evaluate(EntityAdmin& admin, const BuildingSystem& b
if (!deliver.deliveryBay.has_value())
{
const Building* bay =
buildings.findNearestBuilding(pos.value, BuildingType::SalvageBay);
findNearestBuilding(state, pos.value, BuildingType::SalvageBay);
if (bay) { deliver.deliveryBay = bay->id; }
}

View File

@@ -1,12 +1,13 @@
#pragma once
#include "FactoryQueries.h"
class EntityAdmin;
class BuildingSystem;
// Scores high only when the ship's cargo is full, and assigns the nearest
// SalvageBay as the delivery destination.
class DeliverScrapEvaluator
{
public:
void evaluate(EntityAdmin& admin, const BuildingSystem& buildings);
void evaluate(EntityAdmin& admin, const FactoryState& state);
};

View File

@@ -1,4 +1,5 @@
#include "DeliverScrapExecutor.h"
#include "FactoryQueries.h"
#include <QVector2D>
@@ -12,7 +13,7 @@
#include "SelectedBehaviorComponent.h"
#include "tracing.h"
void DeliverScrapExecutor::execute(EntityAdmin& admin, const BuildingSystem& buildings)
void DeliverScrapExecutor::execute(EntityAdmin& admin, const FactoryState& state)
{
TRACE();
admin.forEach<DeliverScrapBehavior, SelectedBehaviorComponent, PositionComponent,
@@ -26,7 +27,7 @@ void DeliverScrapExecutor::execute(EntityAdmin& admin, const BuildingSystem& bui
QVector2D dest = pos.value;
if (deliver.deliveryBay.has_value())
{
const Building* bay = buildings.findBuilding(*deliver.deliveryBay);
const Building* bay = findBuilding(state, *deliver.deliveryBay);
if (bay)
{
dest = QVector2D(bay->anchor.x() + bay->footprint.width() / 2.0f,

View File

@@ -1,12 +1,13 @@
#pragma once
#include "FactoryQueries.h"
class EntityAdmin;
class BuildingSystem;
// Moves a ship toward its delivery bay when DeliverScrap is the winning
// behavior. Never decrements cargo — SalvagerSystem performs the delivery.
class DeliverScrapExecutor
{
public:
void execute(EntityAdmin& admin, const BuildingSystem& buildings);
void execute(EntityAdmin& admin, const FactoryState& state);
};

View File

@@ -0,0 +1,89 @@
#pragma once
#include <QVector2D>
#include "entt/entity/entity.hpp"
#include "BehaviorKind.h"
#include "DynamicBodyComponent.h"
#include "EntityAdmin.h"
#include "ModuleOwnerComponent.h"
#include "MovementIntentComponent.h"
#include "PositionComponent.h"
#include "SelectedBehaviorComponent.h"
// Shared executor body for the behaviors that orbit a single target entity and then
// hand that target to the ship's in-range modules (REQ-SHP-ORBIT): Attack (with
// WeaponComponent) and Repair (with RepairToolComponent).
//
// Two passes, in this order — the order and the exact sequence of component writes
// are load-bearing for determinism (see the Tick Order section of
// docs/architecture.md):
// 1. Ships that have `Behavior` and won with `kind` write their MovementIntent to
// orbit the behavior's target at the behavior's orbit radius. A target that is
// gone (or has no position) degenerates to "hold position": the ship's own
// position with a zero radius.
// 2. Modules of type `ModuleComponent` whose owner won with `kind` adopt the
// behavior's target, but only when it lies within that module's own range.
// Out-of-range modules keep whatever target they already had, which
// CombatSystem/RepairSystem re-validate.
//
// `Behavior` must expose `std::optional<entt::entity> currentTarget` and
// `float orbitRadius_tiles`; `ModuleComponent` must expose `float range_tiles` and
// `std::optional<entt::entity> currentTarget`.
template <typename Behavior, typename ModuleComponent>
void executeOrbitAndAssign(EntityAdmin& admin, BehaviorKind kind)
{
// Ships: move toward the behavior target.
admin.forEach<Behavior, SelectedBehaviorComponent, PositionComponent,
MovementIntentComponent>(
[&](entt::entity /*e*/, const Behavior& behavior,
const SelectedBehaviorComponent& selected, const PositionComponent& pos,
MovementIntentComponent& intent)
{
if (selected.winner != kind) { return; }
if (!behavior.currentTarget) { return; }
const entt::entity t = *behavior.currentTarget;
QVector2D center = pos.value;
float radius = 0.0f;
QVector2D centerVelocity;
if (admin.isValid(t) && admin.hasAll<PositionComponent>(t))
{
center = admin.get<PositionComponent>(t).value;
radius = behavior.orbitRadius_tiles;
if (admin.hasAll<DynamicBodyComponent>(t))
{
centerVelocity = admin.get<DynamicBodyComponent>(t).velocity_tpt;
}
}
intent = MovementIntentComponent{true, center, radius, centerVelocity};
});
// Modules: assign the behavior target only if it is within this module's range.
admin.forEach<ModuleComponent, ModuleOwnerComponent>(
[&](entt::entity /*me*/, ModuleComponent& module,
const ModuleOwnerComponent& owner)
{
if (!admin.hasAll<Behavior, SelectedBehaviorComponent>(owner.owner))
{
return;
}
const SelectedBehaviorComponent& selected =
admin.get<SelectedBehaviorComponent>(owner.owner);
if (selected.winner != kind) { return; }
const Behavior& behavior = admin.get<Behavior>(owner.owner);
if (!behavior.currentTarget) { return; }
const entt::entity t = *behavior.currentTarget;
if (!admin.isValid(t) || !admin.hasAll<PositionComponent>(t)) { return; }
const QVector2D ownerPos = admin.get<PositionComponent>(owner.owner).value;
const float dist = (admin.get<PositionComponent>(t).value - ownerPos).length();
if (dist <= module.range_tiles)
{
module.currentTarget = t;
}
});
}

View File

@@ -1,69 +1,17 @@
#include "RepairExecutor.h"
#include "BehaviorKind.h"
#include "DynamicBodyComponent.h"
#include "EntityAdmin.h"
#include "ModuleOwnerComponent.h"
#include "MovementIntentComponent.h"
#include "PositionComponent.h"
#include "OrbitAndAssignExecutor.h"
#include "RepairBehavior.h"
#include "RepairToolComponent.h"
#include "SelectedBehaviorComponent.h"
#include "tracing.h"
void RepairExecutor::execute(EntityAdmin& admin)
{
TRACE();
// Ships: move toward the repair target.
admin.forEach<RepairBehavior, SelectedBehaviorComponent, PositionComponent,
MovementIntentComponent>(
[&](entt::entity /*e*/, const RepairBehavior& repair,
const SelectedBehaviorComponent& selected, const PositionComponent& pos,
MovementIntentComponent& intent)
{
if (selected.winner != BehaviorKind::Repair) { return; }
if (!repair.currentTarget) { return; }
const entt::entity t = *repair.currentTarget;
QVector2D center = pos.value;
float radius = 0.0f;
QVector2D centerVelocity;
if (admin.isValid(t) && admin.hasAll<PositionComponent>(t))
{
center = admin.get<PositionComponent>(t).value;
radius = repair.orbitRadius_tiles;
if (admin.hasAll<DynamicBodyComponent>(t))
{
centerVelocity = admin.get<DynamicBodyComponent>(t).velocity_tpt;
}
}
intent = MovementIntentComponent{true, center, radius, centerVelocity};
});
// Repair tools: prefer the behavior target if it is within tool range.
admin.forEach<RepairToolComponent, ModuleOwnerComponent>(
[&](entt::entity /*re*/, RepairToolComponent& tool, const ModuleOwnerComponent& owner)
{
if (!admin.hasAll<RepairBehavior, SelectedBehaviorComponent>(owner.owner))
{
return;
}
const SelectedBehaviorComponent& selected =
admin.get<SelectedBehaviorComponent>(owner.owner);
if (selected.winner != BehaviorKind::Repair) { return; }
const RepairBehavior& repair = admin.get<RepairBehavior>(owner.owner);
if (!repair.currentTarget) { return; }
const entt::entity t = *repair.currentTarget;
if (!admin.isValid(t) || !admin.hasAll<PositionComponent>(t)) { return; }
const QVector2D ownerPos = admin.get<PositionComponent>(owner.owner).value;
const float dist = (admin.get<PositionComponent>(t).value - ownerPos).length();
if (dist <= tool.range_tiles)
{
tool.currentTarget = t;
}
});
// Orbit the repair target and hand it to every repair tool that can reach it
// (REQ-SHP-ORBIT).
executeOrbitAndAssign<RepairBehavior, RepairToolComponent>(admin, BehaviorKind::Repair);
}

View File

@@ -5,6 +5,7 @@
#include <QVector2D>
#include "BehaviorKind.h"
#include "Centroid.h"
#include "EntityAdmin.h"
#include "FactionComponent.h"
#include "HealthComponent.h"
@@ -16,28 +17,6 @@
#include "StationBodyComponent.h"
#include "tracing.h"
namespace
{
// Accumulates positions to produce their centroid (the center between them).
struct Centroid
{
QVector2D sum;
int count = 0;
void add(const QVector2D& point)
{
sum += point;
count += 1;
}
std::optional<QVector2D> value() const
{
if (count == 0) { return std::nullopt; }
return sum / static_cast<float>(count);
}
};
}
void StandbyExecutor::execute(EntityAdmin& admin)
{
TRACE();

View File

@@ -2,10 +2,9 @@
#include "Event.h"
// Fired when the collected artifact count changes. Carries no payload —
// subscribers re-read Simulation::getArtifactCount(), and the win count from
// world.artifacts.artifactWinCount.
class ArtifactCountChangedEvent : public Event
{
public:
ArtifactCountChangedEvent(int count, int winCount) : count(count), winCount(winCount) {}
const int count;
const int winCount;
};

View File

@@ -2,16 +2,11 @@
#define BOSS_WAVE_UPDATED_EVENT_H
#include "Event.h"
#include "Tick.h"
// Fired when the boss wave counter or its countdown changes. Carries no payload —
// subscribers re-read Simulation::getBossWaveCounter() and getBossCountdownTicks().
class BossWaveUpdatedEvent : public Event
{
public:
BossWaveUpdatedEvent(int counter, Tick countdownTicks)
: counter(counter), countdownTicks(countdownTicks) {}
const int counter;
const Tick countdownTicks;
};
#endif // BOSS_WAVE_UPDATED_EVENT_H

View File

@@ -3,12 +3,10 @@
#include "Event.h"
// Fired when the building block stock changes. Carries no payload — subscribers
// re-read Simulation::getBuildingBlocksStock().
class BuildingBlocksChangedEvent : public Event
{
public:
explicit BuildingBlocksChangedEvent(int blocks) : blocks(blocks) {}
const int blocks;
};
#endif // BUILDING_BLOCKS_CHANGED_EVENT_H

View File

@@ -4,14 +4,11 @@
#include "Event.h"
// Fired when the current asteroid-expansion cost changes (REQ-EXP-COST): once at
// startup and again after each expansion is purchased. Carries the cost in
// building blocks so the header Expand button can update its caption/enabled
// state (REQ-UI-EXPAND-BUTTON).
// startup and again after each expansion is purchased. Carries no payload — the
// header Expand button re-reads Simulation::getCurrentExpansionCost() to update
// its caption and enabled state (REQ-UI-EXPAND-BUTTON).
class ExpansionCostChangedEvent : public Event
{
public:
explicit ExpansionCostChangedEvent(int cost) : cost(cost) {}
const int cost;
};
#endif // EXPANSION_COST_CHANGED_EVENT_H

View File

@@ -2,14 +2,11 @@
#define TICK_ADVANCED_EVENT_H
#include "Event.h"
#include "Tick.h"
// Fired when the simulation tick advances. Carries no payload — subscribers
// re-read Simulation::getCurrentTick().
class TickAdvancedEvent : public Event
{
public:
explicit TickAdvancedEvent(Tick tick) : tick(tick) {}
const Tick tick;
};
#endif // TICK_ADVANCED_EVENT_H

View File

@@ -0,0 +1,173 @@
#include "BuildingBuffers.h"
#include <algorithm>
#include <cassert>
#include "BuildingType.h"
#include "ItemType.h"
#include "ModulesConfig.h"
#include "ShipsConfig.h"
void initBuffers(Building& b, const RecipeDef& recipe)
{
b.inputBuffer.counts.clear();
b.inputBuffer.caps.clear();
for (const RecipeIngredient& ing : recipe.inputs)
{
const ItemType type{ing.item};
b.inputBuffer.counts[type] = 0;
b.inputBuffer.caps[type] = 2 * ing.amount;
}
b.outputBuffer.items.clear();
if (b.type == BuildingType::ReprocessingPlant)
{
// 1× max-per-roll (REQ-MAT-OUTPUT-BUFFER-REPROCESSING).
int maxAmount = 0;
for (const RecipeOutput& out : recipe.outputs)
{
if (out.amount > maxAmount)
{
maxAmount = out.amount;
}
}
b.outputBuffer.capacity = maxAmount;
}
else
{
// 2× per-cycle output.
int totalAmount = 0;
for (const RecipeOutput& out : recipe.outputs)
{
totalAmount += out.amount;
}
b.outputBuffer.capacity = 2 * totalAmount;
}
}
void initAutoBuffers(const GameConfig& config, Building& b)
{
b.inputBuffer.counts.clear();
b.inputBuffer.caps.clear();
// Union the inputs of every recipe of this building type; the cap for each
// item is twice the largest per-cycle requirement across those recipes.
// Output capacity follows the same rules as initBuffers: the Reprocessing
// Plant holds one cycle's max output (REQ-MAT-OUTPUT-BUFFER-REPROCESSING),
// other auto buildings hold twice the largest per-cycle output.
int outputCapacity = 0;
for (const RecipeDef& recipe : config.recipes.recipes)
{
if (recipe.building != b.type)
{
continue;
}
for (const RecipeIngredient& ing : recipe.inputs)
{
const ItemType type{ing.item};
b.inputBuffer.counts[type] = 0;
b.inputBuffer.caps[type] =
std::max(b.inputBuffer.caps[type], 2 * ing.amount);
}
if (b.type == BuildingType::ReprocessingPlant)
{
int maxAmount = 0;
for (const RecipeOutput& out : recipe.outputs)
{
maxAmount = std::max(maxAmount, out.amount);
}
outputCapacity = std::max(outputCapacity, maxAmount);
}
else
{
int totalAmount = 0;
for (const RecipeOutput& out : recipe.outputs)
{
totalAmount += out.amount;
}
outputCapacity = std::max(outputCapacity, 2 * totalAmount);
}
}
b.outputBuffer.items.clear();
b.outputBuffer.capacity = outputCapacity;
}
void initShipyardBuffers(const GameConfig& config, Building& b)
{
b.inputBuffer.counts.clear();
b.inputBuffer.caps.clear();
b.outputBuffer.items.clear();
b.outputBuffer.capacity = 0;
const ShipDef* def = config.ships.findShipDef(b.recipeId);
if (!def)
{
return;
}
for (const RecipeIngredient& ing : def->schematic.materials)
{
const ItemType type{ing.item};
b.inputBuffer.counts[type] = 0;
b.inputBuffer.caps[type] = 2 * ing.amount;
}
if (b.shipLayout.has_value())
{
for (const PlacedModule& pm : b.shipLayout->placedModules)
{
const ModuleDef* modDef = config.modules.findModuleDef(pm.moduleId);
if (!modDef)
{
continue;
}
for (const RecipeIngredient& ing : modDef->materials)
{
const ItemType type{ing.item};
b.inputBuffer.counts.try_emplace(type, 0);
b.inputBuffer.caps[type] += 2 * ing.amount;
}
}
}
}
void initSalvageBayBuffer(const GameConfig& config, Building& b)
{
// Salvage Bay has no recipe-driven buffer; its output-buffer holding size for
// ship drop-off is config-defined (REQ-BLD-SALVAGE-BAY).
b.outputBuffer.items.clear();
const BuildingDef* def = config.buildings.findBuildingDef(BuildingType::SalvageBay);
b.outputBuffer.capacity =
(def && def->outputBufferCapacity) ? *def->outputBufferCapacity : 0;
}
void reregisterBeltTile(BeltSystem& belts, const GameConfig& config,
const Building& building,
const std::vector<ItemType>& splitterFilterA,
const std::vector<ItemType>& splitterFilterB)
{
switch (building.type)
{
case BuildingType::Belt:
belts.placeBelt(building.anchor, building.rotation);
break;
case BuildingType::Splitter:
assert(building.outputPorts.size() >= 2);
belts.placeSplitter(building.anchor,
building.outputPorts[0].direction,
building.outputPorts[1].direction);
belts.setSplitterFilters(building.anchor, splitterFilterA, splitterFilterB);
break;
case BuildingType::TunnelEntry:
belts.placeTunnelEntry(building.anchor, building.rotation,
config.world.tunnelMaxDistance_tiles);
break;
case BuildingType::TunnelExit:
belts.placeTunnelExit(building.anchor, building.rotation);
break;
default:
break;
}
}

View File

@@ -0,0 +1,39 @@
#pragma once
#include <vector>
#include "BeltSystem.h"
#include "Building.h"
#include "GameConfig.h"
#include "ItemType.h"
#include "RecipesConfig.h"
// Setting a building up when it starts existing or is reconfigured: sizing its
// input/output buffers from what it will produce, and handing belt-like types back
// to BeltSystem. Free functions over the config and the building — they read no
// factory state, so both BuildingSystem and ConstructionSystem can use them.
// Buffers for a building running one known recipe: inputs capped at twice each
// ingredient's per-cycle amount, output at twice the per-cycle total (one cycle's
// max for a Reprocessing Plant, REQ-MAT-OUTPUT-BUFFER-REPROCESSING).
void initBuffers(Building& b, const RecipeDef& recipe);
// Buffers for an auto-recipe building (Smelter, Reprocessing Plant), unioned over
// every recipe of its type (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING).
void initAutoBuffers(const GameConfig& config, Building& b);
// Buffers for a shipyard: its schematic's materials plus those of every placed
// module (REQ-BLD-SHIPYARD).
void initShipyardBuffers(const GameConfig& config, Building& b);
// The Salvage Bay holds no recipe inputs; its output capacity is config-defined
// (REQ-BLD-SALVAGE-BAY).
void initSalvageBayBuffer(const GameConfig& config, Building& b);
// Registers a belt, splitter or tunnel end with BeltSystem. A splitter's filters
// live in BeltSystem and are lost by removeTile, so they are passed back in
// (REQ-BLD-SPLITTER). No-op for every other building type.
void reregisterBeltTile(BeltSystem& belts, const GameConfig& config,
const Building& building,
const std::vector<ItemType>& splitterFilterA,
const std::vector<ItemType>& splitterFilterB);

View File

@@ -1,4 +1,5 @@
#include "BuildingConfig.h"
#include "FactoryQueries.h"
#include <algorithm>
#include <climits>
@@ -26,8 +27,8 @@ struct SelectedBuilding
// (the HQ and defence stations, per REQ-UI-BLUEPRINT-CREATE).
std::optional<SelectedBuilding> resolvePlaceable(const Simulation& sim, BuildingId id)
{
const Building* building = sim.getBuildings().findBuilding(id);
const ConstructionSite* site = building ? nullptr : sim.getBuildings().findSite(id);
const Building* building = findBuilding(sim.getFactoryState(), id);
const ConstructionSite* site = building ? nullptr : findSite(sim.getFactoryState(), id);
if (!building && !site)
{
return std::nullopt;
@@ -52,8 +53,8 @@ std::optional<SelectedBuilding> resolvePlaceable(const Simulation& sim, Building
std::optional<BuildingConfig> readBuildingConfig(const Simulation& sim, BuildingId id)
{
const Building* building = sim.getBuildings().findBuilding(id);
const ConstructionSite* site = building ? nullptr : sim.getBuildings().findSite(id);
const Building* building = findBuilding(sim.getFactoryState(), id);
const ConstructionSite* site = building ? nullptr : findSite(sim.getFactoryState(), id);
if (!building && !site)
{
return std::nullopt;

View File

@@ -0,0 +1,52 @@
#include "BuildingGrid.h"
#include "StateChecksum.h"
void BuildingGrid::occupy(QPoint cell, BuildingId id)
{
m_owners[{cell.x(), cell.y()}] = id;
}
void BuildingGrid::occupy(const std::vector<QPoint>& cells, BuildingId id)
{
for (const QPoint& cell : cells)
{
occupy(cell, id);
}
}
void BuildingGrid::release(const std::vector<QPoint>& cells)
{
for (const QPoint& cell : cells)
{
m_owners.erase({cell.x(), cell.y()});
}
}
bool BuildingGrid::isOccupied(QPoint tile) const
{
return m_owners.count({tile.x(), tile.y()}) > 0;
}
std::optional<BuildingId> BuildingGrid::findOwner(QPoint tile) const
{
const std::map<std::pair<int, int>, BuildingId>::const_iterator it =
m_owners.find({tile.x(), tile.y()});
if (it == m_owners.end())
{
return std::nullopt;
}
return it->second;
}
void BuildingGrid::appendChecksum(Hasher& hasher) const
{
// std::map iterates in sorted key order.
hasher.append(m_owners.size());
for (const std::pair<const std::pair<int, int>, BuildingId>& entry : m_owners)
{
hasher.append(entry.first.first);
hasher.append(entry.first.second);
hasher.append(entry.second);
}
}

View File

@@ -0,0 +1,46 @@
#pragma once
#include <map>
#include <optional>
#include <utility>
#include <vector>
#include <QPoint>
#include "BuildingId.h"
class Hasher;
// The authority on which building owns which world tile.
//
// Every building and construction site claims its body cells here when it is placed
// and releases them when it is removed, so the map is the single place that knows
// whether a tile is free. It is a plain index owned by BuildingSystem, not a system:
// it has no per-tick behaviour and nothing outside BuildingSystem touches it.
//
// Keys are deliberately std::pair<int, int> rather than QPoint: the checksum folds the
// entries in map iteration order (docs/replay_design.md), so the comparator is part of
// the determinism contract and is not changed casually.
class BuildingGrid
{
public:
// Records absolute body cells as owned by id. Re-occupying a cell overwrites its
// previous owner, matching the placement paths that reserve cells for a site and
// then hand them to the building it becomes.
void occupy(QPoint cell, BuildingId id);
void occupy(const std::vector<QPoint>& cells, BuildingId id);
// Releases absolute body cells. Cells that are not occupied are ignored.
void release(const std::vector<QPoint>& cells);
bool isOccupied(QPoint tile) const;
// The building owning the tile, or nullopt when the tile is free.
std::optional<BuildingId> findOwner(QPoint tile) const;
// Folds the occupancy into the hasher in deterministic order.
void appendChecksum(Hasher& hasher) const;
private:
std::map<std::pair<int, int>, BuildingId> m_owners;
};

File diff suppressed because it is too large Load Diff

View File

@@ -15,6 +15,10 @@
#include "BeltSystem.h"
#include "Building.h"
#include "FactoryState.h"
#include "BuildingBuffers.h"
#include "PlacementRules.h"
#include "ProductionRules.h"
#include "BuildingType.h"
#include "BuildingId.h"
#include "GameConfig.h"
@@ -26,18 +30,6 @@
class Hasher;
// Production state of a building for the UI status light (REQ-UI-STATUS-LIGHT).
// The simulation owns the classification so it stays in sync with the
// production-cycle predicates (REQ-MAT-CYCLE); the UI maps each value to a fill
// color.
enum class ProductionStatus
{
Unconfigured, // no recipe/schematic selected (grey)
Producing, // a production cycle is active (green)
Starved, // idle: a required input is missing / Salvage Bay empty (red)
Blocked, // idle: output buffer full, inputs otherwise present (yellow)
};
// Manages building placement, construction queuing, and the per-tick
// production loop (belt→building pull, production, building→belt push).
// All types including Belt and Splitter are stored as Building instances;
@@ -61,7 +53,7 @@ public:
// queue. Terrain type (A vs S) is NOT checked here so that tests can stage
// arbitrary layouts; the player-facing entry point
// (Simulation::tryPlaceBuilding) enforces the full rule via isPlacementValid.
std::optional<BuildingId> place(BuildingType type, QPoint anchor, Rotation rotation,
std::optional<BuildingId> place(FactoryState& state, BuildingType type, QPoint anchor, Rotation rotation,
Tick currentTick);
// Returns true if the placement satisfies REQ-BLD-PLACE-VALID terrain and
@@ -69,13 +61,12 @@ public:
// other body (A) cell sits on the asteroid (x < 0 and x >= the left edge),
// and every cell has 0 <= y < world.height_tiles. There is no right-side
// bound — space extends rightward. Tile occupancy is NOT checked here.
bool isPlacementValid(BuildingType type, QPoint anchor,
Rotation rotation) const;
// Sets the current buildable asteroid width in tiles. Grows the left
// placement bound as the player unlocks asteroid expansions (REQ-EXP-UNLOCK).
// Defaults to world.regions.asteroid_width_tiles at construction.
void setAsteroidWidth_tiles(int widthTiles) { m_asteroidWidth_tiles = widthTiles; }
void setAsteroidWidth_tiles(FactoryState& state, int widthTiles) const
{ state.asteroidWidth_tiles = widthTiles; }
// Mark a building or construction site for demolition (REQ-BLD-DECONSTRUCT).
// A construction site is removed instantly and the full cost is returned.
@@ -83,24 +74,23 @@ public:
// (REQ-BLD-DECON-QUEUE) and stops operating at once; its (partial) refund is
// credited later, on completion in tickDeconstruction, so this returns 0 for
// it. Returns 0 for unknown ids and for a building already queued.
int deconstruct(BuildingId id, Tick currentTick);
int deconstruct(FactoryState& state, BuildingId id, Tick currentTick);
// Take a building back out of the deconstruction queue before it is removed
// (REQ-BLD-DECON-QUEUE). Clears its queued flag and resumes operation
// (re-registering belt/tunnel/splitter tiles); discards deconstruction
// progress and credits no refund. No-op if the id is not queued.
void cancelDeconstruction(BuildingId id);
void cancelDeconstruction(FactoryState& state, BuildingId id);
// True if the building is currently in the deconstruction queue.
bool isQueuedForDeconstruction(BuildingId id) const;
// Set the recipe (or schematic id for shipyard) on a building or queued
// construction site. Clears both buffers on an operational building.
void setRecipe(BuildingId id, const std::string& recipeId);
void setRecipe(FactoryState& state, BuildingId id, const std::string& recipeId);
// Set the module layout for a shipyard. Cancels in-progress production
// (materials discarded) and reinitializes input buffers (REQ-BLD-SHIPYARD).
void setShipLayout(BuildingId id, const ShipLayoutConfig& layout);
void setShipLayout(FactoryState& state, BuildingId id, const ShipLayoutConfig& layout);
// Splitter filter configuration for a queued/under-construction Splitter
// site (REQ-BLD-SITE-CONFIG). Operational splitters are configured through
@@ -109,130 +99,96 @@ public:
// output directions (derived from its surface mask) and stored filters, or
// nullopt if the id is not a Splitter site. The stored filters are applied
// to BeltSystem when the splitter finishes building (tickConstruction).
std::optional<BeltSystem::SplitterInfo> getSiteSplitterInfo(BuildingId id) const;
void setSiteSplitterFilters(BuildingId id,
void setSiteSplitterFilters(FactoryState& state, BuildingId id,
const std::vector<ItemType>& filterA,
const std::vector<ItemType>& filterB);
// -- Tick hooks (called from Simulation::tick in the documented order) ---
void tickConstruction(Tick currentTick);
// Advances the deconstruction queue (REQ-BLD-DECON-QUEUE): one building at a
// time, in parallel with tickConstruction. Removes the front building and
// credits its refund when its timer elapses.
void tickDeconstruction(Tick currentTick);
void tickBeltPull();
void tickProduction(Tick currentTick);
void tickShipyardProduction(Tick currentTick);
void tickDeconstruction(FactoryState& state, Tick currentTick);
void tickBeltPull(FactoryState& state);
void tickProduction(FactoryState& state, Tick currentTick);
void tickShipyardProduction(FactoryState& state, Tick currentTick);
// Advances each building's virtual output belts, hands finished items off onto
// the adjacent real belt, and feeds new buffered items into them
// (REQ-MAT-OUTPUT-EMERGE).
void tickOutputBelts();
void tickOutputBelts(FactoryState& state);
// -- Queries -------------------------------------------------------------
struct BeltTileInfo
{
BuildingId buildingId;
QPoint tile;
BuildingType type; // Belt or Splitter
Rotation directionA; // Belt: its direction; Splitter: first output
Rotation directionB; // Splitter: second output; Belt: same as directionA
};
const Building* findBuilding(BuildingId id) const;
const ConstructionSite* findSite(BuildingId id) const;
std::vector<Building> getAllBuildings() const;
std::vector<ConstructionSite> getAllSites() const;
// REQ-UI-DEBUG-OVERLAY "Max Factory Production": count of completed
// (operational) Miner/Smelter/Assembler/ReprocessingPlant/Shipyard buildings.
int getProductionBuildingCount() const;
// REQ-UI-DEBUG-OVERLAY "Current Factory Production": subset of the above
// that currently has an active production cycle.
int getActiveProductionBuildingCount() const;
// Production state for the UI status light (REQ-UI-STATUS-LIGHT). Returns
// nullopt for building types that show no light (belts, splitters, tunnels,
// HQ, defence stations). The Salvage Bay is a two-state special case:
// Producing while its output buffer holds scrap, Starved when empty.
std::optional<ProductionStatus> getProductionStatus(const Building& building) const;
std::vector<BeltTileInfo> getAllBeltTiles() const;
bool isTileOccupied(QPoint tile) const;
// Visits every item currently emerging from a building output port on its
// virtual output belt (REQ-MAT-OUTPUT-EMERGE), passing the item type and its
// world-space centre (in tile units). Least-progressed first (drawn bottom) so
// callers can paint in visit order (REQ-GW-TILE-SIZE ordering).
void forEachEmergingItem(
void forEachEmergingItem(const FactoryState& state,
const std::function<void(const ItemType&, QPointF)>& visit) const;
// Visits every item currently travelling inward on a building input port's
// virtual input belt (REQ-MAT-INPUT-INTAKE), passing the item type and its
// world-space centre (in tile units). Least-progressed first (drawn bottom).
void forEachIncomingItem(
void forEachIncomingItem(const FactoryState& state,
const std::function<void(const ItemType&, QPointF)>& visit) const;
// Returns the entity id of the building or construction site whose footprint
// exactly coincides with the ghost (type, anchor, rot) and is of the same
// building type. Returns nullopt otherwise.
std::optional<BuildingId> findRotateInPlaceTarget(BuildingType type,
QPoint anchor,
Rotation rot) const;
// Rotate an existing building or construction site to newRotation in place.
// For belt-type operational buildings, re-registers with BeltSystem (items
// currently on the tile are discarded by BeltSystem::removeTile).
void rotateInPlace(BuildingId id, Rotation newRotation);
void rotateInPlace(FactoryState& state, BuildingId id, Rotation newRotation);
// Find nearest operational building of the given type; nullptr if none.
const Building* findNearestBuilding(QVector2D worldPos, BuildingType type) const;
// Input-capable adjacent tiles for a building or construction site
// (REQ-BLD-BELT-DRAG, REQ-MAT-INPUT-PORTS): each returned Port.tile is the
// outside adjacent tile and Port.direction is the belt facing that points into
// the target. Output-port edges are excluded. Empty for an unknown id.
std::vector<Port> getInputPorts(BuildingId id) const;
// Register / unregister tile occupancy for ECS station entities.
void registerTileOccupancy(const std::vector<QPoint>& cells, BuildingId ownerPlaceholder);
void unregisterTileOccupancy(const std::vector<QPoint>& cells);
void registerTileOccupancy(FactoryState& state, const std::vector<QPoint>& cells, BuildingId ownerPlaceholder);
void unregisterTileOccupancy(FactoryState& state, const std::vector<QPoint>& cells);
// Place one "scrap" item into a SalvageBay's output buffer.
// Returns false if bay not found, wrong type, or output buffer is full.
bool deliverScrapToSalvageBay(BuildingId bayId);
// Bypass the construction queue and create a fully-operational Building
// immediately. Used for pre-placed structures (HQ, defence stations).
// surfaceMask comes from the relevant config struct.
BuildingId placeImmediate(BuildingType type,
BuildingId placeImmediate(FactoryState& state, BuildingType type,
const std::vector<std::string>& surfaceMask,
QPoint anchor, Rotation rotation);
// Remove an operational building by id without refund (used for deaths).
// Returns true if found and removed.
bool removeBuilding(BuildingId id);
bool removeBuilding(FactoryState& state, BuildingId id);
// Mutable iteration over all operational buildings.
void forEachBuilding(std::function<void(Building&)> fn);
void forEachBuilding(FactoryState& state, std::function<void(Building&)> fn);
// -- Determinism ---------------------------------------------------------
// Folds all building, construction-site, and tile-occupancy state into the
// hasher in deterministic order (see docs/replay_design.md).
void appendChecksum(Hasher& hasher) const;
void appendChecksum(const FactoryState& state, Hasher& hasher) const;
private:
// Starts the front deconstruction-queue entry's timer if not yet started
// (mirrors how tickConstruction starts a queued construction site).
void startFrontDeconstruction(Tick currentTick);
void startFrontDeconstruction(FactoryState& state, Tick currentTick);
// Registers a belt/splitter/tunnel building's tile with the belt subsystem
// (on construction completion, or when un-queuing a deconstruction). No-op for
// non-belt-subsystem types. Splitter filters are (re)applied after placement.
void reregisterBeltTile(const Building& building,
const std::vector<ItemType>& splitterFilterA,
const std::vector<ItemType>& splitterFilterB);
Building* findBuildingMutable(BuildingId id);
// True if the consumer would accept `type` at the given input port right now:
// it is a required input (or a building block for the HQ), the reservation-aware
// buffer has room, and the input belt entry is free (REQ-MAT-INPUT-INTAKE).
@@ -247,7 +203,7 @@ private:
// Attempts to hand an emerging output item straight into a directly adjacent
// building whose input edge meets the producer's output port (REQ-MAT-DIRECT-COUPLE).
// Returns true if the item was accepted onto the consumer's input belt.
bool tryDirectCoupleDeposit(BuildingId producerId,
bool tryDirectCoupleDeposit(FactoryState& state, BuildingId producerId,
const Port& outputPort,
const Item& item);
@@ -255,39 +211,22 @@ private:
// building (Smelter, Reprocessing Plant) offers every recipe of its type with
// inputs; other buildings offer only their selected recipe. Shared by
// tickProduction and the status classifier (REQ-MAT-CYCLE, REQ-UI-STATUS-LIGHT).
std::vector<const RecipeDef*> gatherCandidateRecipes(const Building& b) const;
// True if every input of `recipe` is present in `b`'s input buffers in the
// required per-cycle amount (REQ-MAT-CYCLE input check).
bool recipeInputsAvailable(const Building& b,
const RecipeDef& recipe) const;
// Combined base + module materials a shipyard needs per ship (REQ-BLD-SHIPYARD).
std::map<std::string, int> computeShipyardRequiredMaterials(const Building& b) const;
// True if the building currently has all inputs/materials to start a cycle
// (ignoring output-buffer space); drives the Starved/Blocked distinction of
// the status light (REQ-UI-STATUS-LIGHT).
bool hasInputsToStart(const Building& b) const;
const BuildingDef* findBuildingDef(BuildingType type) const;
const RecipeDef* findRecipe(const std::string& id, BuildingType type) const;
const ShipDef* findShipDef(const std::string& id) const;
const ModuleDef* findModuleDef(const std::string& id) const;
void initBuffers(Building& b, const RecipeDef& recipe) const;
// Buffers for an auto-recipe building (Smelter, Reprocessing Plant): input
// caps span the union of every recipe of the building's type; no player
// recipe is selected (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING).
void initAutoBuffers(Building& b) const;
void initShipyardBuffers(Building& b) const;
void initSalvageBayBuffer(Building& b) const;
std::vector<Port> computeInputPorts(const Building& b) const;
// Core input-edge scan shared by operational buildings and construction sites.
std::vector<Port> computeInputPorts(const std::vector<QPoint>& bodyCells,
const std::vector<Port>& outputPorts) const;
std::vector<Item> rollReprocessingOutput(const RecipeDef& recipe);
bool bodyCellsWithinWorldBounds(
const std::vector<QPoint>& bodyCells,
QPoint anchor) const;
const GameConfig& m_config;
BeltSystem& m_belts;
std::function<BuildingId()> m_allocateBuildingId;
std::function<void(int)> m_addBuildingBlocks;
@@ -295,24 +234,4 @@ private:
const std::optional<ShipLayoutConfig>&)> m_spawnShip;
std::function<bool(const std::string&)> m_isItemUnlocked;
std::mt19937& m_rng;
int m_asteroidWidth_tiles;
std::vector<Building> m_buildings;
std::deque<ConstructionSite> m_constructionQueue;
// One pending demolition of a fully-built building (REQ-BLD-DECON-QUEUE).
// completesAt == 0 means "queued but its timer has not started yet"
// (mirrors ConstructionSite). For a Splitter, the filters it had are captured
// here so cancelDeconstruction can restore them on re-registration.
struct DeconstructionEntry
{
BuildingId id = kInvalidBuildingId;
Tick completesAt = 0;
std::vector<ItemType> splitterFilterA;
std::vector<ItemType> splitterFilterB;
};
std::deque<DeconstructionEntry> m_deconstructionQueue;
// Maps every occupied body-cell coordinate to the entity that owns it.
std::map<std::pair<int, int>, BuildingId> m_tileOccupancy;
};

View File

@@ -12,6 +12,13 @@ SET(HDRS
${CMAKE_CURRENT_SOURCE_DIR}/BeltSystem.h
${CMAKE_CURRENT_SOURCE_DIR}/Building.h
${CMAKE_CURRENT_SOURCE_DIR}/BuildingConfig.h
${CMAKE_CURRENT_SOURCE_DIR}/BuildingGrid.h
${CMAKE_CURRENT_SOURCE_DIR}/ConstructionSystem.h
${CMAKE_CURRENT_SOURCE_DIR}/BuildingBuffers.h
${CMAKE_CURRENT_SOURCE_DIR}/FactoryState.h
${CMAKE_CURRENT_SOURCE_DIR}/FactoryQueries.h
${CMAKE_CURRENT_SOURCE_DIR}/ProductionRules.h
${CMAKE_CURRENT_SOURCE_DIR}/PlacementRules.h
${CMAKE_CURRENT_SOURCE_DIR}/BuildingSystem.h
${CMAKE_CURRENT_SOURCE_DIR}/EntityHitTest.h
${CMAKE_CURRENT_SOURCE_DIR}/ShipLayout.h
@@ -19,6 +26,7 @@ SET(HDRS
${CMAKE_CURRENT_SOURCE_DIR}/ShipStatsCalculator.h
${CMAKE_CURRENT_SOURCE_DIR}/StateChecksum.h
${CMAKE_CURRENT_SOURCE_DIR}/ThreatCostCalculator.h
${CMAKE_CURRENT_SOURCE_DIR}/UnlockState.h
${CMAKE_CURRENT_SOURCE_DIR}/WaveSystem.h
PARENT_SCOPE
)
@@ -35,11 +43,18 @@ SET(SRCS
${CMAKE_CURRENT_SOURCE_DIR}/BeltSlot.cpp
${CMAKE_CURRENT_SOURCE_DIR}/BeltSystem.cpp
${CMAKE_CURRENT_SOURCE_DIR}/BuildingConfig.cpp
${CMAKE_CURRENT_SOURCE_DIR}/BuildingGrid.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ConstructionSystem.cpp
${CMAKE_CURRENT_SOURCE_DIR}/BuildingBuffers.cpp
${CMAKE_CURRENT_SOURCE_DIR}/FactoryQueries.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ProductionRules.cpp
${CMAKE_CURRENT_SOURCE_DIR}/PlacementRules.cpp
${CMAKE_CURRENT_SOURCE_DIR}/BuildingSystem.cpp
${CMAKE_CURRENT_SOURCE_DIR}/EntityHitTest.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ShipStatsCalculator.cpp
${CMAKE_CURRENT_SOURCE_DIR}/StateChecksum.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ThreatCostCalculator.cpp
${CMAKE_CURRENT_SOURCE_DIR}/UnlockState.cpp
${CMAKE_CURRENT_SOURCE_DIR}/WaveSystem.cpp
PARENT_SCOPE
)

View File

@@ -0,0 +1,112 @@
#include "ConstructionSystem.h"
#include "BuildingBuffers.h"
#include "BuildingType.h"
#include "FactoryQueries.h"
#include "PortGeometry.h"
#include "SurfaceMask.h"
#include "tracing.h"
void ConstructionSystem::tick(FactoryState& state, BeltSystem& belts, Tick currentTick)
{
TRACE();
if (state.constructionQueue.empty())
{
return;
}
ConstructionSite& front = state.constructionQueue.front();
// Guard: if somehow the front site was never started, start it now.
if (front.completesAt == 0)
{
const BuildingDef* def = m_config.buildings.findBuildingDef(front.type);
if (def)
{
front.completesAt = currentTick + secondsToTicks(def->constructionTimeSeconds);
}
return;
}
if (currentTick < front.completesAt)
{
return;
}
// Promote construction site to an operational Building.
const BuildingDef* def = m_config.buildings.findBuildingDef(front.type);
const ParsedSurfaceMask mask = parseSurfaceMask(
def ? def->surfaceMask : std::vector<std::string>{},
front.rotation);
Building building;
building.id = front.id;
building.anchor = front.anchor;
building.footprint = front.footprint;
building.rotation = front.rotation;
building.type = front.type;
building.recipeId = front.recipeId;
building.shipLayout = front.shipLayout;
for (const QPoint& cell : mask.bodyCells)
{
building.bodyCells.push_back(front.anchor + cell);
}
for (const Port& port : mask.outputPorts)
{
Port absPort;
absPort.tile = front.anchor + port.tile;
absPort.direction = port.direction;
building.outputPorts.push_back(absPort);
}
building.emergingItems.resize(building.outputPorts.size());
building.inputPorts = computeInputPorts(building.bodyCells, building.outputPorts);
building.incomingItems.assign(building.inputPorts.size(), {});
if (building.type == BuildingType::SalvageBay)
{
initSalvageBayBuffer(m_config, building);
}
else if (isAutoRecipeBuildingType(building.type))
{
// Smelter/Reprocessing Plant need no recipe selection; buffers are set
// up from all recipes of the type (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING).
initAutoBuffers(m_config, building);
}
else if (!building.recipeId.empty())
{
if (building.type == BuildingType::Shipyard)
{
initShipyardBuffers(m_config, building);
}
else
{
const RecipeDef* recipe = m_config.recipes.findRecipeDef(building.recipeId, building.type);
if (recipe)
{
initBuffers(building, *recipe);
}
}
}
// Register with BeltSystem before the move (mask/building stays valid). Any
// filters configured while under construction carry over (REQ-BLD-SITE-CONFIG).
reregisterBeltTile(belts, m_config, building, front.splitterFilterA, front.splitterFilterB);
state.buildings.push_back(std::move(building));
state.constructionQueue.pop_front();
// Start next queued site if present.
if (!state.constructionQueue.empty() && state.constructionQueue.front().completesAt == 0)
{
const BuildingDef* nextDef =
m_config.buildings.findBuildingDef(state.constructionQueue.front().type);
if (nextDef)
{
state.constructionQueue.front().completesAt =
currentTick + secondsToTicks(nextDef->constructionTimeSeconds);
}
}
}

View File

@@ -0,0 +1,30 @@
#pragma once
#include "BeltSystem.h"
#include "FactoryState.h"
#include "GameConfig.h"
#include "Tick.h"
// Advances the construction queue and turns a finished site into an operational
// building (REQ-BLD-CONSTRUCTION). One site is built at a time, in queue order:
// the front site's timer runs, and when it elapses the site becomes a Building —
// its ports and buffers are derived from its definition, its belt tile is handed
// back to BeltSystem, and the next queued site starts.
//
// It completes the building itself rather than handing the finished site back to
// BuildingSystem: everything materialisation needs is either in FactoryState, the
// config, or a free function (see BuildingBuffers.h, PortGeometry.h), so there is
// no intermediate value to pass and no ordering rule between two calls.
//
// Holds only the config; the world it works on arrives per tick, like the other
// systems in lib/ecs/system.
class ConstructionSystem
{
public:
explicit ConstructionSystem(const GameConfig& config) : m_config(config) {}
void tick(FactoryState& state, BeltSystem& belts, Tick currentTick);
private:
const GameConfig& m_config;
};

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@@ -0,0 +1,181 @@
#include "FactoryQueries.h"
#include <limits>
#include "PortGeometry.h"
#include "SurfaceMask.h"
#include "Item.h"
#include "ItemType.h"
const Building* findBuilding(const FactoryState& state, BuildingId id)
{
for (const Building& building : state.buildings)
{
if (building.id == id)
{
return &building;
}
}
return nullptr;
}
Building* findBuilding(FactoryState& state, BuildingId id)
{
for (Building& building : state.buildings)
{
if (building.id == id)
{
return &building;
}
}
return nullptr;
}
const ConstructionSite* findSite(const FactoryState& state, BuildingId id)
{
for (const ConstructionSite& site : state.constructionQueue)
{
if (site.id == id)
{
return &site;
}
}
return nullptr;
}
std::vector<Building> getAllBuildings(const FactoryState& state)
{
return state.buildings;
}
std::vector<ConstructionSite> getAllSites(const FactoryState& state)
{
return std::vector<ConstructionSite>(state.constructionQueue.begin(),
state.constructionQueue.end());
}
int getProductionBuildingCount(const FactoryState& state)
{
int count = 0;
for (const Building& b : state.buildings)
{
if (isProductionBuildingType(b.type)) { ++count; }
}
return count;
}
int getActiveProductionBuildingCount(const FactoryState& state)
{
int count = 0;
for (const Building& b : state.buildings)
{
if (isProductionBuildingType(b.type) && b.production.has_value()) { ++count; }
}
return count;
}
bool isTileOccupied(const FactoryState& state, QPoint tile)
{
return state.grid.isOccupied(tile);
}
bool isQueuedForDeconstruction(const FactoryState& state, BuildingId id)
{
const Building* building = findBuilding(state, id);
return building && building->queuedForDeconstruction;
}
const Building* findNearestBuilding(const FactoryState& state, QVector2D worldPos,
BuildingType type)
{
const Building* best = nullptr;
float bestDist = std::numeric_limits<float>::max();
for (const Building& b : state.buildings)
{
if (b.type != type)
{
continue;
}
QVector2D center(b.anchor.x() + b.footprint.width() / 2.0f,
b.anchor.y() + b.footprint.height() / 2.0f);
float dist = (center - worldPos).length();
if (dist < bestDist)
{
bestDist = dist;
best = &b;
}
}
return best;
}
bool deliverScrapToSalvageBay(FactoryState& state, BuildingId bayId)
{
Building* bay = findBuilding(state, bayId);
if (!bay || bay->type != BuildingType::SalvageBay)
{
return false;
}
if (bay->queuedForDeconstruction)
{
return false; // queued for deconstruction: stopped operating (REQ-BLD-DECON-QUEUE)
}
// Emerging scrap still counts against the bay's holding capacity
// (REQ-MAT-OUTPUT-EMERGE).
if (bay->getOutputItemCount() >= bay->outputBuffer.capacity)
{
return false;
}
bay->outputBuffer.items.push_back(Item{ItemType{"scrap"}});
return true;
}
std::vector<Port> getInputPorts(const FactoryState& state, const GameConfig& config,
BuildingId id)
{
if (const Building* building = findBuilding(state, id))
{
return building->inputPorts;
}
if (const ConstructionSite* site = findSite(state, id))
{
// A site stores no ports; derive its output ports from the mask (absolute)
// and run the same input-edge scan (REQ-BLD-BELT-DRAG, REQ-MAT-INPUT-PORTS).
const BuildingDef* def = config.buildings.findBuildingDef(site->type);
if (def == nullptr) { return {}; }
const ParsedSurfaceMask mask = parseSurfaceMask(def->surfaceMask, site->rotation);
std::vector<Port> outputPortsAbsolute;
outputPortsAbsolute.reserve(mask.outputPorts.size());
for (const Port& port : mask.outputPorts)
{
outputPortsAbsolute.push_back(Port{ site->anchor + port.tile, port.direction });
}
return computeInputPorts(site->bodyCells, outputPortsAbsolute);
}
return {};
}
std::optional<BeltSystem::SplitterInfo>
getSiteSplitterInfo(const FactoryState& state, const GameConfig& config, BuildingId id)
{
for (const ConstructionSite& site : state.constructionQueue)
{
if (site.id != id) { continue; }
if (site.type != BuildingType::Splitter) { return std::nullopt; }
const BuildingDef* def = config.buildings.findBuildingDef(site.type);
const ParsedSurfaceMask mask = parseSurfaceMask(
def ? def->surfaceMask : std::vector<std::string>{}, site.rotation);
if (mask.outputPorts.size() < 2) { return std::nullopt; }
BeltSystem::SplitterInfo info;
info.outputA = mask.outputPorts[0].direction;
info.outputB = mask.outputPorts[1].direction;
info.filterA = site.splitterFilterA;
info.filterB = site.splitterFilterB;
return info;
}
return std::nullopt;
}

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@@ -0,0 +1,71 @@
#pragma once
#include <vector>
#include <QPoint>
#include <QVector2D>
#include "Building.h"
#include "BuildingId.h"
#include "BuildingType.h"
#include "BeltSystem.h"
#include "FactoryState.h"
#include "GameConfig.h"
#include "Port.h"
// Queries and operations over the factory's world data that need nothing but that
// data — no config, no belts, no RNG. Free functions rather than BuildingSystem
// methods so that callers depend on the data they read instead of on the system
// that happens to tick it (see FactoryState.h).
//
// Most need nothing but the state. The two at the bottom also take the config,
// because answering them means reading a building definition — but still no belts,
// no RNG and no system.
// The building with the given id, or nullptr when no building has it. Construction
// sites are not buildings yet — use findSite for those.
const Building* findBuilding(const FactoryState& state, BuildingId id);
Building* findBuilding(FactoryState& state, BuildingId id);
// The queued construction site with the given id, or nullptr.
const ConstructionSite* findSite(const FactoryState& state, BuildingId id);
std::vector<Building> getAllBuildings(const FactoryState& state);
std::vector<ConstructionSite> getAllSites(const FactoryState& state);
// REQ-UI-DEBUG-OVERLAY "Max Factory Production": count of completed
// (operational) Miner/Smelter/Assembler/ReprocessingPlant/Shipyard buildings.
int getProductionBuildingCount(const FactoryState& state);
// REQ-UI-DEBUG-OVERLAY "Current Factory Production": subset of the above that
// currently has an active production cycle.
int getActiveProductionBuildingCount(const FactoryState& state);
bool isTileOccupied(const FactoryState& state, QPoint tile);
// True while the building is in the deconstruction queue (REQ-BLD-DECON-QUEUE).
bool isQueuedForDeconstruction(const FactoryState& state, BuildingId id);
// The nearest building of the given type to a world position, or nullptr when
// none exists. Distance is measured to the building's footprint centre.
const Building* findNearestBuilding(const FactoryState& state, QVector2D worldPos,
BuildingType type);
// Hands one scrap to a Salvage Bay's output buffer (REQ-BLD-SALVAGE-BAY). Fails
// if the id is not a Salvage Bay, it is queued for deconstruction
// (REQ-BLD-DECON-QUEUE), or its holding capacity is already taken — emerging
// scrap counts against that capacity (REQ-MAT-OUTPUT-EMERGE).
bool deliverScrapToSalvageBay(FactoryState& state, BuildingId bayId);
// Every belt-facing edge of the building or site with this id (REQ-MAT-INPUT-PORTS,
// REQ-BLD-BELT-DRAG). Empty when the id is unknown. A site has no stored ports, so
// they are derived from its surface mask.
std::vector<Port> getInputPorts(const FactoryState& state, const GameConfig& config,
BuildingId id);
// The two output directions and stored filters of a queued Splitter site
// (REQ-BLD-SITE-CONFIG), or nullopt if the id is not one. Operational splitters are
// configured through BeltSystem by tile instead.
std::optional<BeltSystem::SplitterInfo> getSiteSplitterInfo(const FactoryState& state,
const GameConfig& config,
BuildingId id);

View File

@@ -0,0 +1,66 @@
#pragma once
#include <deque>
#include <vector>
#include "Building.h"
#include "GameConfig.h"
#include "BuildingGrid.h"
#include "BuildingId.h"
#include "ItemType.h"
#include "Tick.h"
// One pending demolition of a fully-built building (REQ-BLD-DECON-QUEUE).
// completesAt == 0 means "queued but its timer has not started yet"
// (mirrors ConstructionSite). For a Splitter, the filters it had are captured
// here so cancelDeconstruction can restore them on re-registration.
struct DeconstructionEntry
{
BuildingId id = kInvalidBuildingId;
Tick completesAt = 0;
std::vector<ItemType> splitterFilterA;
std::vector<ItemType> splitterFilterB;
};
// The factory's world data: every building, the work queued on them, and the
// tile ownership index. This is the buildings-side counterpart to EntityAdmin —
// data with no behaviour of its own beyond what BuildingGrid encapsulates.
//
// Buildings deliberately stay a plain vector rather than becoming EnTT entities
// (see docs/architecture.md). Separating this data from the systems that operate
// on it is not a step toward putting them in the entity model; it is the same
// data/behaviour split the ecs/system/ classes already follow, where world data
// arrives as a tick argument instead of being owned by the system.
//
// Owned by Simulation (and by ArenaSimulation in the balancing tool), not by the
// systems that operate on it. BuildingSystem holds a reference. The remaining step
// is to pass this into the tick methods instead, so the systems become stateless
// over it — that one is gated on the query surface, which today reaches the data
// through BuildingSystem's ~180 const call sites.
struct FactoryState
{
std::vector<Building> buildings;
std::deque<ConstructionSite> constructionQueue;
std::deque<DeconstructionEntry> deconstructionQueue;
// The authority on which building owns which tile; every placement and removal
// path claims and releases its body cells here.
BuildingGrid grid;
// Current buildable asteroid width, the left bound for placement. Grows as the
// player buys expansions (REQ-EXP-UNLOCK). Deliberately not checksummed: it is
// derived from config and Simulation's expansion count, which is folded already.
// Seeded from config by BuildingSystem's constructor.
int asteroidWidth_tiles = 0;
};
// A fresh factory for a new run: nothing built, and the asteroid bound seeded from
// config. Every owner of a FactoryState creates it this way — the bound has no
// sensible default without the config, so a default-constructed state would refuse
// every placement on the asteroid.
inline FactoryState makeFactoryState(const GameConfig& config)
{
FactoryState state;
state.asteroidWidth_tiles = config.world.regions.asteroidWidth_tiles;
return state;
}

View File

@@ -0,0 +1,121 @@
#include "PlacementRules.h"
#include "BuildingType.h"
#include "FactoryQueries.h"
#include "SurfaceMask.h"
bool bodyCellsWithinWorldBounds(const FactoryState& state, const GameConfig& config,const std::vector<QPoint>& bodyCells,
QPoint anchor)
{
const int heightTiles = config.world.heightTiles;
const int leftEdgeX = -state.asteroidWidth_tiles;
for (const QPoint& cell : bodyCells)
{
const QPoint worldCell = anchor + cell;
if (worldCell.y() < 0 || worldCell.y() >= heightTiles)
{
return false;
}
if (worldCell.x() < leftEdgeX)
{
return false;
}
}
return true;
}
bool isPlacementValid(const FactoryState& state, const GameConfig& config,BuildingType type, QPoint anchor,
Rotation rotation)
{
const BuildingDef* def = config.buildings.findBuildingDef(type);
if (def == nullptr)
{
return false;
}
const ParsedSurfaceMask mask = parseSurfaceMask(def->surfaceMask, rotation);
if (!bodyCellsWithinWorldBounds(state, config, mask.bodyCells, anchor))
{
return false;
}
// Terrain: ship-dock (S) cells must sit in space (x >= 0); all other body
// (A) cells must sit on the asteroid (x < 0). (REQ-BLD-PLACE-VALID)
for (const QPoint& cell : mask.bodyCells)
{
const QPoint worldCell = anchor + cell;
bool isShipDock = false;
for (const QPoint& dock : mask.shipDockCells)
{
if (dock == cell)
{
isShipDock = true;
break;
}
}
if (isShipDock)
{
if (worldCell.x() < 0)
{
return false;
}
}
else if (worldCell.x() >= 0)
{
return false;
}
}
return true;
}
std::optional<BuildingId> findRotateInPlaceTarget(const FactoryState& state, const GameConfig& config,
BuildingType type, QPoint anchor, Rotation rot)
{
// Tunnel Entries and Tunnel Exits cannot be rotated in place; re-orienting a
// tunnel requires deconstructing and re-placing it (REQ-BLD-ROTATE-IN-PLACE).
if (type == BuildingType::TunnelEntry || type == BuildingType::TunnelExit)
{
return std::nullopt;
}
const BuildingDef* def = config.buildings.findBuildingDef(type);
if (!def) { return std::nullopt; }
const ParsedSurfaceMask mask = parseSurfaceMask(def->surfaceMask, rot);
if (mask.bodyCells.empty()) { return std::nullopt; }
// All body cells must be occupied by the same entity.
const QPoint firstAbs = anchor + mask.bodyCells[0];
const std::optional<BuildingId> firstOwner = state.grid.findOwner(firstAbs);
if (!firstOwner.has_value()) { return std::nullopt; }
const BuildingId candidateId = *firstOwner;
for (const QPoint& rel : mask.bodyCells)
{
const std::optional<BuildingId> owner = state.grid.findOwner(anchor + rel);
if (!owner.has_value() || *owner != candidateId)
{
return std::nullopt;
}
}
// Verify the candidate is the same building type with the same cell count.
for (const ConstructionSite& site : state.constructionQueue)
{
if (site.id != candidateId) { continue; }
if (site.type != type) { return std::nullopt; }
if (site.bodyCells.size() != mask.bodyCells.size()) { return std::nullopt; }
return candidateId;
}
for (const Building& b : state.buildings)
{
if (b.id != candidateId) { continue; }
if (b.type != type) { return std::nullopt; }
if (b.bodyCells.size() != mask.bodyCells.size()) { return std::nullopt; }
return candidateId;
}
return std::nullopt;
}

View File

@@ -0,0 +1,38 @@
#pragma once
#include <optional>
#include <vector>
#include <QPoint>
#include "BuildingId.h"
#include "BuildingType.h"
#include "FactoryState.h"
#include "GameConfig.h"
#include "Rotation.h"
// Where a building may be placed, and what is already sitting on those tiles.
// Free functions over the factory state and the config — they read no other
// system state, so they do not belong to BuildingSystem.
// True if every body cell lies inside the world: 0 <= y < world.height_tiles and
// x >= the current asteroid left edge (REQ-BLD-PLACE-VALID). Terrain type is not
// checked — see isPlacementValid for the full rule.
bool bodyCellsWithinWorldBounds(const FactoryState& state, const GameConfig& config,
const std::vector<QPoint>& bodyCells, QPoint anchor);
// True if the placement satisfies REQ-BLD-PLACE-VALID terrain and world-bounds
// rules: every ship-dock (S) cell sits in space (x >= 0), every other body (A)
// cell sits on the asteroid (x < 0 and x >= the left edge), and every cell has
// 0 <= y < world.height_tiles. There is no right-side bound — space extends
// rightward. Tile occupancy is NOT checked here.
bool isPlacementValid(const FactoryState& state, const GameConfig& config,
BuildingType type, QPoint anchor, Rotation rotation);
// The building or site that a ghost of the given type/anchor/rotation would
// rotate in place rather than replace: same type, same body cells, one owner
// (REQ-BLD-ROTATE-IN-PLACE). Tunnels never qualify.
std::optional<BuildingId> findRotateInPlaceTarget(const FactoryState& state,
const GameConfig& config,
BuildingType type, QPoint anchor,
Rotation rot);

View File

@@ -0,0 +1,142 @@
#include "ProductionRules.h"
#include "BuildingType.h"
#include "ItemType.h"
#include "ModulesConfig.h"
#include "ShipsConfig.h"
std::vector<const RecipeDef*>
gatherCandidateRecipes(const GameConfig& config, const Building& b)
{
std::vector<const RecipeDef*> candidates;
if (isAutoRecipeBuildingType(b.type))
{
for (const RecipeDef& r : config.recipes.recipes)
{
if (r.building == b.type && !r.inputs.empty())
{
candidates.push_back(&r);
}
}
}
else
{
const RecipeDef* recipe = config.recipes.findRecipeDef(b.recipeId, b.type);
if (recipe)
{
candidates.push_back(recipe);
}
}
return candidates;
}
bool recipeInputsAvailable(const Building& b, const RecipeDef& recipe)
{
for (const RecipeIngredient& ing : recipe.inputs)
{
const std::map<ItemType, int>::const_iterator it =
b.inputBuffer.counts.find(ItemType{ing.item});
const int have = (it != b.inputBuffer.counts.end()) ? it->second : 0;
if (have < ing.amount)
{
return false;
}
}
return true;
}
std::map<std::string, int>
computeShipyardRequiredMaterials(const GameConfig& config, const Building& b)
{
std::map<std::string, int> requiredMaterials;
const ShipDef* shipDef = config.ships.findShipDef(b.recipeId);
if (!shipDef)
{
return requiredMaterials;
}
for (const RecipeIngredient& ing : shipDef->schematic.materials)
{
requiredMaterials[ing.item] += ing.amount;
}
if (b.shipLayout.has_value())
{
for (const PlacedModule& pm : b.shipLayout->placedModules)
{
const ModuleDef* modDef = config.modules.findModuleDef(pm.moduleId);
if (!modDef)
{
continue;
}
for (const RecipeIngredient& ing : modDef->materials)
{
requiredMaterials[ing.item] += ing.amount;
}
}
}
return requiredMaterials;
}
bool hasInputsToStart(const GameConfig& config, const Building& b)
{
if (b.type == BuildingType::Shipyard)
{
const std::map<std::string, int> required =
computeShipyardRequiredMaterials(config, b);
for (const std::pair<const std::string, int>& req : required)
{
const std::map<ItemType, int>::const_iterator it =
b.inputBuffer.counts.find(ItemType{req.first});
const int have = (it != b.inputBuffer.counts.end()) ? it->second : 0;
if (have < req.second)
{
return false;
}
}
return true;
}
// Recipe buildings: startable if any candidate recipe's inputs are satisfied.
// A Miner recipe has no inputs, so an idle Miner is always startable and its
// only idle reason is a full output buffer.
for (const RecipeDef* recipe : gatherCandidateRecipes(config, b))
{
if (recipeInputsAvailable(b, *recipe))
{
return true;
}
}
return false;
}
std::optional<ProductionStatus>
getProductionStatus(const GameConfig& config, const Building& building)
{
// Salvage Bay has no recipe or production cycle (REQ-BLD-SALVAGE-BAY): it is
// "producing" while it holds scrap to push out, and starved when empty.
if (building.type == BuildingType::SalvageBay)
{
return building.getOutputItemCount() >= 1 ? ProductionStatus::Producing
: ProductionStatus::Starved;
}
// Only the five recipe/cycle production types show a status light besides the
// Salvage Bay; belts, splitters, tunnels, HQ, and stations show none.
if (!isProductionBuildingType(building.type))
{
return std::nullopt;
}
// Grey only applies to player-configured types; auto-recipe buildings
// (Smelter, Reprocessing Plant) always run an implicit recipe.
if (!isAutoRecipeBuildingType(building.type) && building.recipeId.empty())
{
return ProductionStatus::Unconfigured;
}
if (building.production.has_value())
{
return ProductionStatus::Producing;
}
// Idle: missing inputs (red) take precedence over a full output buffer
// (yellow). If inputs are present yet the building is idle, the only remaining
// reason it could not start a cycle is a full output buffer (REQ-MAT-CYCLE).
return hasInputsToStart(config, building) ? ProductionStatus::Blocked
: ProductionStatus::Starved;
}

View File

@@ -0,0 +1,47 @@
#pragma once
#include <map>
#include <optional>
#include <string>
#include <vector>
#include "Building.h"
#include "GameConfig.h"
#include "RecipesConfig.h"
// Production state of a building for the UI status light (REQ-UI-STATUS-LIGHT).
// The simulation owns the classification so it stays in sync with the
// production-cycle predicates (REQ-MAT-CYCLE); the UI maps each value to a fill
// color.
enum class ProductionStatus
{
Unconfigured, // no recipe/schematic selected (grey)
Producing, // a production cycle is active (green)
Starved, // idle: a required input is missing / Salvage Bay empty (red)
Blocked, // idle: output buffer full, inputs otherwise present (yellow)
};
// The rules deciding what a building can produce and whether it can start.
// Pure functions of the config and the building itself — they read no factory
// state, so they are free functions rather than BuildingSystem members.
// Recipes this building could run: every recipe of its type for an auto-recipe
// building (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING), otherwise just its selected one.
std::vector<const RecipeDef*> gatherCandidateRecipes(const GameConfig& config,
const Building& b);
// True when the building's input buffer holds every ingredient the recipe needs.
bool recipeInputsAvailable(const Building& b, const RecipeDef& recipe);
// Total materials a shipyard needs for its schematic plus its placed modules
// (REQ-BLD-SHIPYARD), keyed by item id.
std::map<std::string, int> computeShipyardRequiredMaterials(const GameConfig& config,
const Building& b);
// True when a production cycle could start right now, ignoring output-buffer space.
bool hasInputsToStart(const GameConfig& config, const Building& b);
// Status light for a building, or nullopt for types that show none — belts,
// splitters, tunnels, HQ and defence stations (REQ-UI-STATUS-LIGHT).
std::optional<ProductionStatus> getProductionStatus(const GameConfig& config,
const Building& building);

View File

@@ -21,22 +21,9 @@ ShipStats calculateShipStats(const GameConfig& config,
{
ShipStats result{};
const ShipDef* shipDef = nullptr;
for (const ShipDef& d : config.ships.ships)
{
if (d.id == shipId) { shipDef = &d; break; }
}
const ShipDef* shipDef = config.ships.findShipDef(shipId);
if (!shipDef) { return result; }
auto findModuleDef = [&](const std::string& id) -> const ModuleDef*
{
for (const ModuleDef& d : config.modules.modules)
{
if (d.id == id) { return &d; }
}
return nullptr;
};
const double tileSize = config.world.tileSize_m;
// --- Base hull stats (convert from SI to display units) ------------------
@@ -67,7 +54,7 @@ ShipStats calculateShipStats(const GameConfig& config,
for (const PlacedModule& pm : modules)
{
const ModuleDef* def = findModuleDef(pm.moduleId);
const ModuleDef* def = config.modules.findModuleDef(pm.moduleId);
if (!def) { throw std::runtime_error("unknown module id '" + pm.moduleId + "'"); }
if (def->weaponCapability)
@@ -107,7 +94,7 @@ ShipStats calculateShipStats(const GameConfig& config,
for (const PlacedModule& pm : modules)
{
const ModuleDef* def = findModuleDef(pm.moduleId);
const ModuleDef* def = config.modules.findModuleDef(pm.moduleId);
if (!def) { throw std::runtime_error("unknown module id '" + pm.moduleId + "'"); }
for (const ModuleStatModifier& sm : def->statModifiers)

View File

@@ -1,12 +1,15 @@
#include "Simulation.h"
#include "FactoryQueries.h"
#include "ConstructionSystem.h"
#include "PlacementRules.h"
#include <algorithm>
#include <cassert>
#include <cmath>
#include "AiSystem.h"
#include "Command.h"
#include "DisplayName.h"
#include "BuildingSystem.h"
#include "CombatSystem.h"
#include "DynamicBodyComponent.h"
@@ -43,39 +46,16 @@ Simulation::Simulation(GameConfig config, unsigned int seed)
, m_hqProxyEntity(entt::null)
, m_playerStation1Entity(entt::null)
, m_playerStation2Entity(entt::null)
, m_unlockState(m_config)
, m_beltSystem(m_config.world.beltSpeed_tps)
{
m_currentEnemyStationEntities[0] = entt::null;
m_currentEnemyStationEntities[1] = entt::null;
m_factoryState = makeFactoryState(m_config);
m_buildingSystem = std::make_unique<BuildingSystem>(
m_config,
m_beltSystem,
[this]() { return allocateBuildingId(); },
[this](int amount) { m_buildingBlocksStock += amount; },
[this](const std::string& id, QVector2D pos,
const std::optional<ShipLayoutConfig>& layout) {
const std::map<std::string, SchematicState>::const_iterator it =
m_schematicLevels.find(id);
if (it == m_schematicLevels.end() || !it->second.unlocked)
{
return;
}
m_shipSystem->spawn(id, pos, /*isEnemy=*/false, layout);
},
[this](const std::string& itemId) -> bool { return isItemUnlocked(itemId); },
m_rng);
m_shipSystem = std::make_unique<ShipSystem>(m_config, m_admin);
m_aiSystem = std::make_unique<AiSystem>(m_config);
m_movementIntentSystem = std::make_unique<MovementIntentSystem>();
m_dynamicBodySystem = std::make_unique<DynamicBodySystem>();
m_debrisSystem = std::make_unique<DebrisSystem>(m_admin);
m_salvagerSystem = std::make_unique<SalvagerSystem>(m_admin);
m_repairSystem = std::make_unique<RepairSystem>(m_admin);
m_waveSystem = std::make_unique<WaveSystem>(m_config, m_rng);
m_combatSystem = std::make_unique<CombatSystem>(m_config);
initializeSubsystems();
initializeUnlockState();
m_unlockState.initializeUnlockState();
placeInitialStructures();
registerForEvents();
}
@@ -119,7 +99,16 @@ void Simulation::reset(unsigned int seed)
m_pendingSchematicChoices.clear();
m_admin.clear();
m_factoryState = makeFactoryState(m_config);
m_beltSystem = BeltSystem(m_config.world.beltSpeed_tps);
initializeSubsystems();
m_unlockState.initializeUnlockState();
placeInitialStructures();
}
void Simulation::initializeSubsystems()
{
m_buildingSystem = std::make_unique<BuildingSystem>(
m_config,
m_beltSystem,
@@ -127,9 +116,7 @@ void Simulation::reset(unsigned int seed)
[this](int amount) { m_buildingBlocksStock += amount; },
[this](const std::string& id, QVector2D pos,
const std::optional<ShipLayoutConfig>& layout) {
const std::map<std::string, SchematicState>::const_iterator it =
m_schematicLevels.find(id);
if (it == m_schematicLevels.end() || !it->second.unlocked)
if (!isSchematicUnlocked(id))
{
return;
}
@@ -137,6 +124,7 @@ void Simulation::reset(unsigned int seed)
},
[this](const std::string& itemId) -> bool { return isItemUnlocked(itemId); },
m_rng);
m_constructionSystem = std::make_unique<ConstructionSystem>(m_config);
m_shipSystem = std::make_unique<ShipSystem>(m_config, m_admin);
m_aiSystem = std::make_unique<AiSystem>(m_config);
m_movementIntentSystem = std::make_unique<MovementIntentSystem>();
@@ -146,58 +134,6 @@ void Simulation::reset(unsigned int seed)
m_repairSystem = std::make_unique<RepairSystem>(m_admin);
m_waveSystem = std::make_unique<WaveSystem>(m_config, m_rng);
m_combatSystem = std::make_unique<CombatSystem>(m_config);
initializeUnlockState();
placeInitialStructures();
}
void Simulation::initializeUnlockState()
{
// Cache the ids granted by some unlock group (REQ-LOCK-EXPLICIT); an item
// starts locked iff it is granted by a group.
m_grantedShipIds.clear();
m_grantedModuleIds.clear();
m_grantedBuildingIds.clear();
m_grantedRecipeIds.clear();
for (const UnlockGroupDef& group : m_config.unlocks.groups)
{
m_grantedShipIds.insert(group.ships.begin(), group.ships.end());
m_grantedModuleIds.insert(group.modules.begin(), group.modules.end());
m_grantedBuildingIds.insert(group.buildings.begin(), group.buildings.end());
m_grantedRecipeIds.insert(group.recipes.begin(), group.recipes.end());
}
m_awardedUnlockGroupIds.clear();
m_schematicLevels.clear();
for (const ShipDef& def : m_config.ships.ships)
{
SchematicState state;
state.unlocked = (m_grantedShipIds.count(def.id) == 0);
m_schematicLevels[def.id] = state;
}
m_moduleSchematicLevels.clear();
for (const ModuleDef& def : m_config.modules.modules)
{
SchematicState state;
state.unlocked = (m_grantedModuleIds.count(def.id) == 0);
m_moduleSchematicLevels[def.id] = state;
}
m_buildingLevels.clear();
for (const BuildingDef& def : m_config.buildings.buildings)
{
SchematicState state;
state.unlocked = (m_grantedBuildingIds.count(def.id) == 0);
m_buildingLevels[def.id] = state;
}
// Gated assembler recipes start locked; unlocked_at_start recipes are handled
// in the REQ-LOCK-IMPLICIT traversal, not tracked here.
m_unlockedRecipeSchematicIds.clear();
recomputeUnlocked();
}
// ---------------------------------------------------------------------------
@@ -219,15 +155,15 @@ void Simulation::apply(const Command& command)
const BuildingId id = *placed;
if (c.recipeId.has_value())
{
m_buildingSystem->setRecipe(id, *c.recipeId);
m_buildingSystem->setRecipe(m_factoryState, id, *c.recipeId);
}
if (c.shipLayout.has_value())
{
m_buildingSystem->setShipLayout(id, *c.shipLayout);
m_buildingSystem->setShipLayout(m_factoryState, id, *c.shipLayout);
}
if (c.hasSplitterFilters)
{
m_buildingSystem->setSiteSplitterFilters(id, c.splitterFilterA, c.splitterFilterB);
m_buildingSystem->setSiteSplitterFilters(m_factoryState, id, c.splitterFilterA, c.splitterFilterB);
}
break;
}
@@ -240,26 +176,26 @@ void Simulation::apply(const Command& command)
case CommandKind::RotateInPlace:
{
const RotateInPlaceCommand& c = static_cast<const RotateInPlaceCommand&>(command);
m_buildingSystem->rotateInPlace(*c.id, c.newRotation);
m_buildingSystem->rotateInPlace(m_factoryState, *c.id, c.newRotation);
break;
}
case CommandKind::SetRecipe:
{
const SetRecipeCommand& c = static_cast<const SetRecipeCommand&>(command);
m_buildingSystem->setRecipe(*c.id, c.recipeId);
m_buildingSystem->setRecipe(m_factoryState, *c.id, c.recipeId);
break;
}
case CommandKind::SetShipLayout:
{
const SetShipLayoutCommand& c = static_cast<const SetShipLayoutCommand&>(command);
m_buildingSystem->setShipLayout(*c.id, c.layout);
m_buildingSystem->setShipLayout(m_factoryState, *c.id, c.layout);
break;
}
case CommandKind::SetSiteSplitterFilters:
{
const SetSiteSplitterFiltersCommand& c =
static_cast<const SetSiteSplitterFiltersCommand&>(command);
m_buildingSystem->setSiteSplitterFilters(*c.id, c.filterA, c.filterB);
m_buildingSystem->setSiteSplitterFilters(m_factoryState, *c.id, c.filterA, c.filterB);
break;
}
case CommandKind::SetSplitterFilters:
@@ -309,12 +245,12 @@ void Simulation::tick()
m_waveSystem->tickThreatAccumulation();
// Construction + production pipeline
m_buildingSystem->tickConstruction(m_currentTick);
m_buildingSystem->tickDeconstruction(m_currentTick); // parallel to construction
m_buildingSystem->tickBeltPull(); // step 3
m_buildingSystem->tickProduction(m_currentTick); // step 4
m_buildingSystem->tickShipyardProduction(m_currentTick); // step 4b
m_buildingSystem->tickOutputBelts(); // step 5
m_constructionSystem->tick(m_factoryState, m_beltSystem, m_currentTick);
m_buildingSystem->tickDeconstruction(m_factoryState, m_currentTick); // parallel to construction
m_buildingSystem->tickBeltPull(m_factoryState); // step 3
m_buildingSystem->tickProduction(m_factoryState, m_currentTick); // step 4
m_buildingSystem->tickShipyardProduction(m_factoryState, m_currentTick); // step 4b
m_buildingSystem->tickOutputBelts(m_factoryState); // step 5
m_beltSystem.tick(); // step 6
// Step 7: ship behavior systems (movement arbitration via intent priority)
@@ -329,15 +265,14 @@ void Simulation::tick()
m_shipSystem->clearMovementIntents();
// Score-based behavior selection: evaluate, select winner, execute (sets
// movement intent + preferred module targets only — no world mutation).
m_aiSystem->tick(m_admin, *m_buildingSystem, *m_debrisSystem);
m_aiSystem->tick(m_admin, m_factoryState, *m_debrisSystem);
// Module systems perform the world mutation (collection/delivery, healing).
// Each emits its tool beams and applies its own delayed (mid-beam) effects.
m_salvagerSystem->tick(m_currentTick, *m_debrisSystem, *m_buildingSystem, m_beamFiredEvents);
m_salvagerSystem->tick(m_currentTick, *m_debrisSystem, m_factoryState, m_beamFiredEvents);
m_repairSystem->tick(m_currentTick, m_beamFiredEvents);
// Step 8: combat resolution
m_combatSystem->tick(m_currentTick, m_admin,
*m_buildingSystem, m_beamFiredEvents);
m_combatSystem->tick(m_currentTick, m_admin, m_beamFiredEvents);
// Step 8b: deferred damage whose impact tick has arrived
m_combatSystem->applyPendingDamage(m_currentTick, m_admin);
@@ -373,8 +308,7 @@ void Simulation::placeInitialStructures()
(m_config.world.heightTiles - hqParsed.footprint.height()) / 2;
const float hqHp =
static_cast<float>(m_config.stations.hq.hpFormula.evaluate(0.0));
m_hqBuildingId = m_buildingSystem->placeImmediate(
BuildingType::Hq,
m_hqBuildingId = m_buildingSystem->placeImmediate(m_factoryState, BuildingType::Hq,
m_config.stations.hq.surfaceMask,
QPoint(hqAnchorX, hqAnchorY),
Rotation::East);
@@ -423,7 +357,7 @@ void Simulation::placeInitialStructures()
m_admin.addComponent<ModuleOwnerComponent>(wChild,
ModuleOwnerComponent{m_playerStation1Entity});
}
m_buildingSystem->registerTileOccupancy(absCells, allocateBuildingId());
m_buildingSystem->registerTileOccupancy(m_factoryState, absCells, allocateBuildingId());
}
{
const QPoint anchor(psAnchorX, ps2Y);
@@ -440,7 +374,7 @@ void Simulation::placeInitialStructures()
m_admin.addComponent<ModuleOwnerComponent>(wChild,
ModuleOwnerComponent{m_playerStation2Entity});
}
m_buildingSystem->registerTileOccupancy(absCells, allocateBuildingId());
m_buildingSystem->registerTileOccupancy(m_factoryState, absCells, allocateBuildingId());
}
// Rally point: center of the player defence stations' X column, world vertical midpoint.
@@ -495,7 +429,7 @@ void Simulation::placeEnemyStationSet(int generation)
m_admin.addComponent<ModuleOwnerComponent>(wChild,
ModuleOwnerComponent{m_currentEnemyStationEntities[0]});
}
m_buildingSystem->registerTileOccupancy(absCells, allocateBuildingId());
m_buildingSystem->registerTileOccupancy(m_factoryState, absCells, allocateBuildingId());
}
{
const QPoint anchor(anchorX, y2);
@@ -512,7 +446,7 @@ void Simulation::placeEnemyStationSet(int generation)
m_admin.addComponent<ModuleOwnerComponent>(wChild,
ModuleOwnerComponent{m_currentEnemyStationEntities[1]});
}
m_buildingSystem->registerTileOccupancy(absCells, allocateBuildingId());
m_buildingSystem->registerTileOccupancy(m_factoryState, absCells, allocateBuildingId());
}
}
@@ -586,7 +520,7 @@ void Simulation::tickDeathsAndLoot()
{
m_debrisSystem->spawn(pos.value, scrap, despawnAt);
}
m_buildingSystem->unregisterTileOccupancy(sb.bodyCells);
m_buildingSystem->unregisterTileOccupancy(m_factoryState, sb.bodyCells);
{
std::vector<entt::entity> stationChildren;
m_admin.forEach<ModuleOwnerComponent>(
@@ -633,9 +567,9 @@ void Simulation::generateSchematicChoices(int destroyedStationLevel)
std::vector<const UnlockGroupDef*> pool;
for (const UnlockGroupDef& group : m_config.unlocks.groups)
{
if (m_awardedUnlockGroupIds.count(group.id) > 0) { continue; }
if (m_unlockState.isUnlockGroupAwarded(group.id)) { continue; }
if (group.stationLevel < 0 || group.stationLevel > destroyedStationLevel) { continue; }
if (!prerequisitesSatisfied(group.requiredGroupIds)) { continue; }
if (!m_unlockState.prerequisitesSatisfied(group.requiredGroupIds)) { continue; }
pool.push_back(&group);
}
@@ -659,7 +593,7 @@ void Simulation::generateSchematicChoices(int destroyedStationLevel)
const std::size_t endIdx = pool.size() - 1 - static_cast<std::size_t>(i);
std::swap(pool[rollIdx], pool[endIdx]);
m_pendingSchematicChoices.push_back(makeUnlockOption(*pool[endIdx]));
m_pendingSchematicChoices.push_back(m_unlockState.makeUnlockOption(*pool[endIdx]));
}
if (artifactRolled)
@@ -671,48 +605,6 @@ void Simulation::generateSchematicChoices(int destroyedStationLevel)
}
}
SchematicChoiceOption Simulation::makeUnlockOption(const UnlockGroupDef& group) const
{
SchematicChoiceOption option;
option.isArtifact = false;
option.unlockGroupId = group.id;
option.displayName = toDisplayName(group.id);
for (const std::string& id : group.ships)
{
option.grantedItems.push_back({SchematicType::Ship, id, toDisplayName(id)});
}
for (const std::string& id : group.modules)
{
option.grantedItems.push_back({SchematicType::Module, id, toDisplayName(id)});
}
for (const std::string& id : group.buildings)
{
option.grantedItems.push_back({SchematicType::Building, id, toDisplayName(id)});
}
for (const std::string& id : group.recipes)
{
option.grantedItems.push_back({SchematicType::Recipe, id, toDisplayName(id)});
}
// REQ-DEF-SCHEMATIC-DROP: preview recipes newly implicitly unlocked by
// awarding this whole group. Seed the hypothetical explicit-unlock sets with
// every grant (ship + module materials via step 1a, recipe outputs via step
// 1b), then diff against the current implicit set.
std::set<std::string> hypotheticalShipIds = getUnlockedShipSchematicIds();
std::set<std::string> hypotheticalModuleIds = getUnlockedModuleSchematicIds();
std::set<std::string> hypotheticalRecipeSchematicIds = m_unlockedRecipeSchematicIds;
for (const std::string& id : group.ships) { hypotheticalShipIds.insert(id); }
for (const std::string& id : group.modules) { hypotheticalModuleIds.insert(id); }
for (const std::string& id : group.recipes) { hypotheticalRecipeSchematicIds.insert(id); }
const UnlockedSets hypothetical = computeUnlockedSets(
hypotheticalShipIds, hypotheticalModuleIds, hypotheticalRecipeSchematicIds);
option.newlyUnlockedRecipeIds = computeNewlyUnlockedRecipeIds(hypothetical);
return option;
}
void Simulation::applySchematicChoice(int choiceIndex)
{
assert(choiceIndex >= 0 && choiceIndex < static_cast<int>(m_pendingSchematicChoices.size()));
@@ -729,204 +621,24 @@ void Simulation::applySchematicChoice(int choiceIndex)
return;
}
// Award the whole unlock group (REQ-DEF-SCHEMATIC-DROP): unlock every granted
// ship, module, building, and assembler recipe at once.
m_awardedUnlockGroupIds.insert(chosen.unlockGroupId);
for (const GrantedSchematic& grant : chosen.grantedItems)
{
switch (grant.type)
{
case SchematicType::Ship: m_schematicLevels.at(grant.id).unlocked = true; break;
case SchematicType::Module: m_moduleSchematicLevels.at(grant.id).unlocked = true; break;
case SchematicType::Building: m_buildingLevels.at(grant.id).unlocked = true; break;
case SchematicType::Recipe: m_unlockedRecipeSchematicIds.insert(grant.id); break;
}
}
recomputeUnlocked();
m_unlockState.awardUnlockGroup(chosen);
m_pendingSchematicChoices.clear();
}
// ---------------------------------------------------------------------------
// Implicit unlock computation (REQ-LOCK-IMPLICIT)
// ---------------------------------------------------------------------------
void Simulation::recomputeUnlocked()
{
const UnlockedSets result = computeUnlockedSets(
getUnlockedShipSchematicIds(), getUnlockedModuleSchematicIds(), m_unlockedRecipeSchematicIds);
m_unlockedItemIds = result.itemIds;
m_unlockedRecipeIds = result.recipeIds;
}
std::set<std::string> Simulation::getUnlockedShipSchematicIds() const
{
std::set<std::string> ids;
for (const auto& [id, state] : m_schematicLevels)
{
if (state.unlocked) { ids.insert(id); }
}
return ids;
}
std::set<std::string> Simulation::getUnlockedModuleSchematicIds() const
{
std::set<std::string> ids;
for (const auto& [id, state] : m_moduleSchematicLevels)
{
if (state.unlocked) { ids.insert(id); }
}
return ids;
}
bool Simulation::prerequisitesSatisfied(const std::vector<std::string>& requiredGroupIds) const
{
// A prerequisite is satisfied only once the named unlock group has been
// awarded (REQ-LOCK-PREREQ).
for (const std::string& groupId : requiredGroupIds)
{
if (m_awardedUnlockGroupIds.count(groupId) == 0) { return false; }
}
return true;
}
Simulation::UnlockedSets Simulation::computeUnlockedSets(
const std::set<std::string>& unlockedShipSchematicIds,
const std::set<std::string>& unlockedModuleSchematicIds,
const std::set<std::string>& unlockedRecipeSchematicIds) const
{
UnlockedSets result;
for (const ShipDef& def : m_config.ships.ships)
{
if (unlockedShipSchematicIds.count(def.id) == 0) { continue; }
for (const RecipeIngredient& mat : def.schematic.materials)
{
result.itemIds.insert(mat.item);
}
}
for (const ModuleDef& def : m_config.modules.modules)
{
if (unlockedModuleSchematicIds.count(def.id) == 0) { continue; }
for (const RecipeIngredient& mat : def.materials)
{
result.itemIds.insert(mat.item);
}
}
for (const RecipeDef& def : m_config.recipes.recipes)
{
// An assembler recipe seeds the base set when it is explicitly available:
// flagged unlocked_at_start (base recipes the graph can't reach), or a
// gated recipe whose unlock group has been awarded (REQ-LOCK-EXPLICIT).
if (def.building == BuildingType::Assembler
&& (def.unlockedAtStart || unlockedRecipeSchematicIds.count(def.id) > 0))
{
for (const RecipeOutput& out : def.outputs)
{
result.itemIds.insert(out.item);
}
}
}
bool changed = true;
while (changed)
{
changed = false;
for (const RecipeDef& recipe : m_config.recipes.recipes)
{
if (recipe.building != BuildingType::Miner
&& recipe.building != BuildingType::Smelter
&& recipe.building != BuildingType::Assembler)
{
continue;
}
// Skip a gated assembler recipe (granted by an unlock group) whose
// group has not yet been awarded (REQ-LOCK-IMPLICIT step 2).
if (recipe.building == BuildingType::Assembler
&& m_grantedRecipeIds.count(recipe.id) > 0
&& unlockedRecipeSchematicIds.count(recipe.id) == 0)
{
continue;
}
bool producesUnlocked = false;
for (const RecipeOutput& out : recipe.outputs)
{
if (result.itemIds.count(out.item) > 0)
{
producesUnlocked = true;
break;
}
}
if (!producesUnlocked) { continue; }
if (recipe.building == BuildingType::Miner
|| recipe.building == BuildingType::Assembler)
{
result.recipeIds.insert(recipe.id);
}
for (const RecipeIngredient& ing : recipe.inputs)
{
if (result.itemIds.insert(ing.item).second)
{
changed = true;
}
}
}
}
return result;
}
std::vector<std::string> Simulation::computeNewlyUnlockedRecipeIds(const UnlockedSets& hypothetical) const
{
std::vector<std::string> recipeIds;
for (const std::string& recipeId : hypothetical.recipeIds)
{
if (m_unlockedRecipeIds.count(recipeId) > 0) { continue; }
recipeIds.push_back(recipeId);
}
std::sort(recipeIds.begin(), recipeIds.end(),
[](const std::string& lhs, const std::string& rhs)
{
return toDisplayName(lhs) < toDisplayName(rhs);
});
return recipeIds;
}
bool Simulation::isRecipeUnlocked(const std::string& recipeId) const
{
return m_unlockedRecipeIds.count(recipeId) > 0;
return m_unlockState.isRecipeUnlocked(recipeId);
}
bool Simulation::isItemUnlocked(const std::string& itemId) const
{
return m_unlockedItemIds.count(itemId) > 0;
return m_unlockState.isItemUnlocked(itemId);
}
// ---------------------------------------------------------------------------
// Determinism (see docs/replay_design.md)
// ---------------------------------------------------------------------------
void Simulation::appendSchematicMap(Hasher& hasher,
const std::map<std::string, SchematicState>& levels)
{
hasher.append(levels.size());
for (const std::pair<const std::string, SchematicState>& entry : levels)
{
hasher.append(entry.first);
hasher.append(entry.second.unlocked);
}
}
void Simulation::appendStringSet(Hasher& hasher, const std::set<std::string>& ids)
{
hasher.append(ids.size());
for (const std::string& id : ids)
{
hasher.append(id);
}
}
unsigned long long Simulation::getRngFingerprint() const
{
return fingerprintRng(m_rng);
@@ -957,16 +669,10 @@ unsigned long long Simulation::computeStateChecksum() const
hasher.append(getNormalGapRemainingTicks());
// Schematic / unlock state (std::map and std::set iterate in sorted order).
appendSchematicMap(hasher, m_schematicLevels);
appendSchematicMap(hasher, m_moduleSchematicLevels);
appendSchematicMap(hasher, m_buildingLevels);
appendStringSet(hasher, m_awardedUnlockGroupIds);
appendStringSet(hasher, m_unlockedRecipeSchematicIds);
appendStringSet(hasher, m_unlockedRecipeIds);
appendStringSet(hasher, m_unlockedItemIds);
m_unlockState.appendChecksum(hasher);
// Subsystems contribute their own state.
m_buildingSystem->appendChecksum(hasher);
m_buildingSystem->appendChecksum(m_factoryState, hasher);
m_beltSystem.appendChecksum(hasher);
// ECS component state. View iteration order is a pure function of the
@@ -1079,7 +785,7 @@ void Simulation::tryExpandAsteroid()
}
m_buildingBlocksStock -= cost;
++m_expansionsPurchased;
m_buildingSystem->setAsteroidWidth_tiles(getCurrentAsteroidWidth_tiles());
m_buildingSystem->setAsteroidWidth_tiles(m_factoryState, getCurrentAsteroidWidth_tiles());
}
bool Simulation::isGameOver() const
@@ -1109,12 +815,12 @@ double Simulation::getThreatAccumulationRate() const
double Simulation::getMaxFactoryProductionThreatRate() const
{
return static_cast<double>(m_buildingSystem->getProductionBuildingCount());
return static_cast<double>(getProductionBuildingCount(m_factoryState));
}
double Simulation::getCurrentFactoryProductionThreatRate() const
{
return static_cast<double>(m_buildingSystem->getActiveProductionBuildingCount());
return static_cast<double>(getActiveProductionBuildingCount(m_factoryState));
}
int Simulation::getBossWaveCounter() const
@@ -1134,37 +840,17 @@ Tick Simulation::getNormalGapRemainingTicks() const
bool Simulation::isSchematicUnlocked(const std::string& shipId) const
{
const std::map<std::string, SchematicState>::const_iterator it =
m_schematicLevels.find(shipId);
if (it == m_schematicLevels.end())
{
return false;
}
return it->second.unlocked;
return m_unlockState.isSchematicUnlocked(shipId);
}
bool Simulation::isModuleSchematicUnlocked(const std::string& moduleId) const
{
const std::map<std::string, SchematicState>::const_iterator it =
m_moduleSchematicLevels.find(moduleId);
if (it == m_moduleSchematicLevels.end())
{
return false;
}
return it->second.unlocked;
return m_unlockState.isModuleSchematicUnlocked(moduleId);
}
bool Simulation::isBuildingUnlocked(BuildingType type) const
{
const BuildingDef* def = m_config.buildings.findBuildingDef(type);
if (def == nullptr)
{
// Types without a config entry (e.g. HQ, defence stations) are unrestricted.
return true;
}
const std::map<std::string, SchematicState>::const_iterator it =
m_buildingLevels.find(def->id);
return it == m_buildingLevels.end() ? true : it->second.unlocked;
return m_unlockState.isBuildingUnlocked(type);
}
std::optional<BuildingId> Simulation::tryPlaceBuilding(BuildingType type, QPoint anchor, Rotation rotation)
@@ -1176,7 +862,7 @@ std::optional<BuildingId> Simulation::tryPlaceBuilding(BuildingType type, QPoint
return std::nullopt;
}
if (!m_buildingSystem->isPlacementValid(type, anchor, rotation))
if (!isPlacementValid(m_factoryState, m_config, type, anchor, rotation))
{
return std::nullopt;
}
@@ -1195,17 +881,17 @@ std::optional<BuildingId> Simulation::tryPlaceBuilding(BuildingType type, QPoint
return std::nullopt;
}
m_buildingBlocksStock -= cost;
return m_buildingSystem->place(type, anchor, rotation, m_currentTick);
return m_buildingSystem->place(m_factoryState, type, anchor, rotation, m_currentTick);
}
void Simulation::deconstruct(BuildingId id)
{
m_buildingBlocksStock += m_buildingSystem->deconstruct(id, m_currentTick);
m_buildingBlocksStock += m_buildingSystem->deconstruct(m_factoryState, id, m_currentTick);
}
void Simulation::cancelDeconstruction(BuildingId id)
{
m_buildingSystem->cancelDeconstruction(id);
m_buildingSystem->cancelDeconstruction(m_factoryState, id);
}
BuildingSystem& Simulation::getBuildingsMutable()
@@ -1213,6 +899,11 @@ BuildingSystem& Simulation::getBuildingsMutable()
return *m_buildingSystem;
}
const FactoryState& Simulation::getFactoryState() const
{
return m_factoryState;
}
const BuildingSystem& Simulation::getBuildings() const
{
return *m_buildingSystem;

View File

@@ -1,16 +1,15 @@
#pragma once
#include <map>
#include <memory>
#include <optional>
#include <random>
#include <set>
#include <string>
#include <vector>
#include <QPoint>
#include "BeltSystem.h"
#include "FactoryState.h"
#include "EntityAdmin.h"
#include "entt/entity/entity.hpp"
#include "SchematicChoiceOption.h"
@@ -22,9 +21,11 @@
#include "Rotation.h"
#include "Tick.h"
#include "TracePrintRequestedEvent.h"
#include "UnlockState.h"
class AiSystem;
class BuildingSystem;
class ConstructionSystem;
struct Command;
class Hasher;
class CombatSystem;
@@ -119,6 +120,9 @@ public:
// chokepoint) or, in tests, SimulationTestAccess — so production code cannot
// mutate the factory outside the recorded command path (docs/replay_design.md).
const BuildingSystem& getBuildings() const;
// The factory's world data, for the free queries in FactoryQueries.h.
const FactoryState& getFactoryState() const;
const BeltSystem& getBelts() const;
ShipSystem& getShips();
const ShipSystem& getShips() const;
@@ -165,6 +169,11 @@ private:
BuildingId allocateBuildingId(); // Strictly increasing; never returns kInvalidBuildingId.
// (Re-)create every owned subsystem. Shared by the constructor and reset();
// the construction order is load-bearing for determinism, so both paths must
// go through here. Only called before the first tick of a run.
void initializeSubsystems();
// Populate HQ, player defence stations, and the first enemy station set.
void placeInitialStructures();
@@ -198,73 +207,19 @@ private:
entt::entity m_playerStation2Entity;
entt::entity m_currentEnemyStationEntities[2];
// Schematic unlock state (REQ-DEF-SCHEMATIC-DROP).
struct SchematicState
{
bool unlocked;
};
std::map<std::string, SchematicState> m_schematicLevels;
std::map<std::string, SchematicState> m_moduleSchematicLevels;
std::map<std::string, SchematicState> m_buildingLevels;
// Unlock groups awarded so far (REQ-LOCK-EXPLICIT). Group ids.
std::set<std::string> m_awardedUnlockGroupIds;
// Ids granted by some unlock group, per kind — cached from config at init.
// An item starts locked iff it appears in the corresponding set.
std::set<std::string> m_grantedShipIds;
std::set<std::string> m_grantedModuleIds;
std::set<std::string> m_grantedBuildingIds;
std::set<std::string> m_grantedRecipeIds;
// Builds the granted-id sets and initializes all per-item unlock maps from
// them (shared by the constructor and reset). Ends with recomputeUnlocked().
void initializeUnlockState();
// Builds a schematic choice option for one unlock group (REQ-DEF-SCHEMATIC-DROP).
SchematicChoiceOption makeUnlockOption(const UnlockGroupDef& group) const;
// Determinism helpers — fold sub-state into the hasher in deterministic order.
static void appendSchematicMap(Hasher& hasher,
const std::map<std::string, SchematicState>& levels);
static void appendStringSet(Hasher& hasher, const std::set<std::string>& ids);
// Explicitly unlocked assembler recipe schematics (REQ-LOCK-EXPLICIT).
std::set<std::string> m_unlockedRecipeSchematicIds;
// Implicit unlock sets derived from schematic state (REQ-LOCK-IMPLICIT).
std::set<std::string> m_unlockedRecipeIds;
std::set<std::string> m_unlockedItemIds;
// Recomputes m_unlockedRecipeIds and m_unlockedItemIds from current schematic state.
void recomputeUnlocked();
// Result of the REQ-LOCK-IMPLICIT traversal.
struct UnlockedSets
{
std::set<std::string> itemIds;
std::set<std::string> recipeIds;
};
// Pure REQ-LOCK-IMPLICIT traversal given hypothetical explicit-unlock sets.
UnlockedSets computeUnlockedSets(const std::set<std::string>& unlockedShipSchematicIds,
const std::set<std::string>& unlockedModuleSchematicIds,
const std::set<std::string>& unlockedRecipeSchematicIds) const;
// Current explicit-unlock id sets, derived from m_schematicLevels / m_moduleSchematicLevels.
std::set<std::string> getUnlockedShipSchematicIds() const;
std::set<std::string> getUnlockedModuleSchematicIds() const;
// True if every prerequisite unlock group has been awarded (REQ-LOCK-PREREQ).
bool prerequisitesSatisfied(const std::vector<std::string>& requiredGroupIds) const;
// Ids (sorted alphabetically by display name) of the recipes in
// hypothetical.recipeIds that are not yet in m_unlockedRecipeIds.
std::vector<std::string> computeNewlyUnlockedRecipeIds(const UnlockedSets& hypothetical) const;
// Schematic/unlock bookkeeping (REQ-DEF-SCHEMATIC-DROP, REQ-LOCK-EXPLICIT,
// REQ-LOCK-IMPLICIT, REQ-LOCK-BUILDING, REQ-LOCK-PREREQ). Constructed before
// initializeSubsystems() runs since BuildingSystem's spawn-gating lambda
// calls into it (see initializeSubsystems()).
UnlockState m_unlockState;
EntityAdmin m_admin;
// The factory's world data. Owned here, not by BuildingSystem, so the systems
// that operate on it can be handed the same state (see FactoryState.h).
FactoryState m_factoryState;
BeltSystem m_beltSystem;
std::unique_ptr<BuildingSystem> m_buildingSystem;
std::unique_ptr<ConstructionSystem> m_constructionSystem;
std::unique_ptr<ShipSystem> m_shipSystem;
std::unique_ptr<AiSystem> m_aiSystem;
std::unique_ptr<MovementIntentSystem> m_movementIntentSystem;

View File

@@ -335,15 +335,7 @@ double calculateShipThreatCost(const ThreatCostTable& table,
const std::string& shipId,
const std::vector<PlacedModule>& modules)
{
const ShipDef* shipDef = nullptr;
for (const ShipDef& d : config.ships.ships)
{
if (d.id == shipId)
{
shipDef = &d;
break;
}
}
const ShipDef* shipDef = config.ships.findShipDef(shipId);
if (shipDef == nullptr)
{
return 0.0;
@@ -357,15 +349,7 @@ double calculateShipThreatCost(const ThreatCostTable& table,
// Add module production times and material threats.
for (const PlacedModule& pm : modules)
{
const ModuleDef* moduleDef = nullptr;
for (const ModuleDef& d : config.modules.modules)
{
if (d.id == pm.moduleId)
{
moduleDef = &d;
break;
}
}
const ModuleDef* moduleDef = config.modules.findModuleDef(pm.moduleId);
if (moduleDef == nullptr)
{
continue;

352
src/lib/sim/UnlockState.cpp Normal file
View File

@@ -0,0 +1,352 @@
#include "UnlockState.h"
#include <algorithm>
#include "DisplayName.h"
#include "StateChecksum.h"
UnlockState::UnlockState(const GameConfig& config)
: m_config(config)
{
}
void UnlockState::initializeUnlockState()
{
// Cache the ids granted by some unlock group (REQ-LOCK-EXPLICIT); an item
// starts locked iff it is granted by a group.
m_grantedShipIds.clear();
m_grantedModuleIds.clear();
m_grantedBuildingIds.clear();
m_grantedRecipeIds.clear();
for (const UnlockGroupDef& group : m_config.unlocks.groups)
{
m_grantedShipIds.insert(group.ships.begin(), group.ships.end());
m_grantedModuleIds.insert(group.modules.begin(), group.modules.end());
m_grantedBuildingIds.insert(group.buildings.begin(), group.buildings.end());
m_grantedRecipeIds.insert(group.recipes.begin(), group.recipes.end());
}
m_awardedUnlockGroupIds.clear();
m_schematicLevels.clear();
for (const ShipDef& def : m_config.ships.ships)
{
SchematicState state;
state.unlocked = (m_grantedShipIds.count(def.id) == 0);
m_schematicLevels[def.id] = state;
}
m_moduleSchematicLevels.clear();
for (const ModuleDef& def : m_config.modules.modules)
{
SchematicState state;
state.unlocked = (m_grantedModuleIds.count(def.id) == 0);
m_moduleSchematicLevels[def.id] = state;
}
m_buildingLevels.clear();
for (const BuildingDef& def : m_config.buildings.buildings)
{
SchematicState state;
state.unlocked = (m_grantedBuildingIds.count(def.id) == 0);
m_buildingLevels[def.id] = state;
}
// Gated assembler recipes start locked; unlocked_at_start recipes are handled
// in the REQ-LOCK-IMPLICIT traversal, not tracked here.
m_unlockedRecipeSchematicIds.clear();
recomputeUnlocked();
}
bool UnlockState::isSchematicUnlocked(const std::string& shipId) const
{
const std::map<std::string, SchematicState>::const_iterator it =
m_schematicLevels.find(shipId);
if (it == m_schematicLevels.end())
{
return false;
}
return it->second.unlocked;
}
bool UnlockState::isModuleSchematicUnlocked(const std::string& moduleId) const
{
const std::map<std::string, SchematicState>::const_iterator it =
m_moduleSchematicLevels.find(moduleId);
if (it == m_moduleSchematicLevels.end())
{
return false;
}
return it->second.unlocked;
}
bool UnlockState::isRecipeUnlocked(const std::string& recipeId) const
{
return m_unlockedRecipeIds.count(recipeId) > 0;
}
bool UnlockState::isItemUnlocked(const std::string& itemId) const
{
return m_unlockedItemIds.count(itemId) > 0;
}
bool UnlockState::isBuildingUnlocked(BuildingType type) const
{
const BuildingDef* def = m_config.buildings.findBuildingDef(type);
if (def == nullptr)
{
// Types without a config entry (e.g. HQ, defence stations) are unrestricted.
return true;
}
const std::map<std::string, SchematicState>::const_iterator it =
m_buildingLevels.find(def->id);
return it == m_buildingLevels.end() ? true : it->second.unlocked;
}
bool UnlockState::isUnlockGroupAwarded(const std::string& groupId) const
{
return m_awardedUnlockGroupIds.count(groupId) > 0;
}
bool UnlockState::prerequisitesSatisfied(const std::vector<std::string>& requiredGroupIds) const
{
// A prerequisite is satisfied only once the named unlock group has been
// awarded (REQ-LOCK-PREREQ).
for (const std::string& groupId : requiredGroupIds)
{
if (m_awardedUnlockGroupIds.count(groupId) == 0) { return false; }
}
return true;
}
SchematicChoiceOption UnlockState::makeUnlockOption(const UnlockGroupDef& group) const
{
SchematicChoiceOption option;
option.isArtifact = false;
option.unlockGroupId = group.id;
option.displayName = toDisplayName(group.id);
for (const std::string& id : group.ships)
{
option.grantedItems.push_back({SchematicType::Ship, id, toDisplayName(id)});
}
for (const std::string& id : group.modules)
{
option.grantedItems.push_back({SchematicType::Module, id, toDisplayName(id)});
}
for (const std::string& id : group.buildings)
{
option.grantedItems.push_back({SchematicType::Building, id, toDisplayName(id)});
}
for (const std::string& id : group.recipes)
{
option.grantedItems.push_back({SchematicType::Recipe, id, toDisplayName(id)});
}
// REQ-DEF-SCHEMATIC-DROP: preview recipes newly implicitly unlocked by
// awarding this whole group. Seed the hypothetical explicit-unlock sets with
// every grant (ship + module materials via step 1a, recipe outputs via step
// 1b), then diff against the current implicit set.
std::set<std::string> hypotheticalShipIds = getUnlockedShipSchematicIds();
std::set<std::string> hypotheticalModuleIds = getUnlockedModuleSchematicIds();
std::set<std::string> hypotheticalRecipeSchematicIds = m_unlockedRecipeSchematicIds;
for (const std::string& id : group.ships) { hypotheticalShipIds.insert(id); }
for (const std::string& id : group.modules) { hypotheticalModuleIds.insert(id); }
for (const std::string& id : group.recipes) { hypotheticalRecipeSchematicIds.insert(id); }
const UnlockedSets hypothetical = computeUnlockedSets(
hypotheticalShipIds, hypotheticalModuleIds, hypotheticalRecipeSchematicIds);
option.newlyUnlockedRecipeIds = computeNewlyUnlockedRecipeIds(hypothetical);
return option;
}
void UnlockState::awardUnlockGroup(const SchematicChoiceOption& chosen)
{
// Award the whole unlock group (REQ-DEF-SCHEMATIC-DROP): unlock every granted
// ship, module, building, and assembler recipe at once.
m_awardedUnlockGroupIds.insert(chosen.unlockGroupId);
for (const GrantedSchematic& grant : chosen.grantedItems)
{
switch (grant.type)
{
case SchematicType::Ship: m_schematicLevels.at(grant.id).unlocked = true; break;
case SchematicType::Module: m_moduleSchematicLevels.at(grant.id).unlocked = true; break;
case SchematicType::Building: m_buildingLevels.at(grant.id).unlocked = true; break;
case SchematicType::Recipe: m_unlockedRecipeSchematicIds.insert(grant.id); break;
}
}
recomputeUnlocked();
}
// ---------------------------------------------------------------------------
// Implicit unlock computation (REQ-LOCK-IMPLICIT)
// ---------------------------------------------------------------------------
void UnlockState::recomputeUnlocked()
{
const UnlockedSets result = computeUnlockedSets(
getUnlockedShipSchematicIds(), getUnlockedModuleSchematicIds(), m_unlockedRecipeSchematicIds);
m_unlockedItemIds = result.itemIds;
m_unlockedRecipeIds = result.recipeIds;
}
std::set<std::string> UnlockState::getUnlockedShipSchematicIds() const
{
std::set<std::string> ids;
for (const auto& [id, state] : m_schematicLevels)
{
if (state.unlocked) { ids.insert(id); }
}
return ids;
}
std::set<std::string> UnlockState::getUnlockedModuleSchematicIds() const
{
std::set<std::string> ids;
for (const auto& [id, state] : m_moduleSchematicLevels)
{
if (state.unlocked) { ids.insert(id); }
}
return ids;
}
UnlockState::UnlockedSets UnlockState::computeUnlockedSets(
const std::set<std::string>& unlockedShipSchematicIds,
const std::set<std::string>& unlockedModuleSchematicIds,
const std::set<std::string>& unlockedRecipeSchematicIds) const
{
UnlockedSets result;
for (const ShipDef& def : m_config.ships.ships)
{
if (unlockedShipSchematicIds.count(def.id) == 0) { continue; }
for (const RecipeIngredient& mat : def.schematic.materials)
{
result.itemIds.insert(mat.item);
}
}
for (const ModuleDef& def : m_config.modules.modules)
{
if (unlockedModuleSchematicIds.count(def.id) == 0) { continue; }
for (const RecipeIngredient& mat : def.materials)
{
result.itemIds.insert(mat.item);
}
}
for (const RecipeDef& def : m_config.recipes.recipes)
{
// An assembler recipe seeds the base set when it is explicitly available:
// flagged unlocked_at_start (base recipes the graph can't reach), or a
// gated recipe whose unlock group has been awarded (REQ-LOCK-EXPLICIT).
if (def.building == BuildingType::Assembler
&& (def.unlockedAtStart || unlockedRecipeSchematicIds.count(def.id) > 0))
{
for (const RecipeOutput& out : def.outputs)
{
result.itemIds.insert(out.item);
}
}
}
bool changed = true;
while (changed)
{
changed = false;
for (const RecipeDef& recipe : m_config.recipes.recipes)
{
if (recipe.building != BuildingType::Miner
&& recipe.building != BuildingType::Smelter
&& recipe.building != BuildingType::Assembler)
{
continue;
}
// Skip a gated assembler recipe (granted by an unlock group) whose
// group has not yet been awarded (REQ-LOCK-IMPLICIT step 2).
if (recipe.building == BuildingType::Assembler
&& m_grantedRecipeIds.count(recipe.id) > 0
&& unlockedRecipeSchematicIds.count(recipe.id) == 0)
{
continue;
}
bool producesUnlocked = false;
for (const RecipeOutput& out : recipe.outputs)
{
if (result.itemIds.count(out.item) > 0)
{
producesUnlocked = true;
break;
}
}
if (!producesUnlocked) { continue; }
if (recipe.building == BuildingType::Miner
|| recipe.building == BuildingType::Assembler)
{
result.recipeIds.insert(recipe.id);
}
for (const RecipeIngredient& ing : recipe.inputs)
{
if (result.itemIds.insert(ing.item).second)
{
changed = true;
}
}
}
}
return result;
}
std::vector<std::string> UnlockState::computeNewlyUnlockedRecipeIds(const UnlockedSets& hypothetical) const
{
std::vector<std::string> recipeIds;
for (const std::string& recipeId : hypothetical.recipeIds)
{
if (m_unlockedRecipeIds.count(recipeId) > 0) { continue; }
recipeIds.push_back(recipeId);
}
std::sort(recipeIds.begin(), recipeIds.end(),
[](const std::string& lhs, const std::string& rhs)
{
return toDisplayName(lhs) < toDisplayName(rhs);
});
return recipeIds;
}
// ---------------------------------------------------------------------------
// Determinism (see docs/replay_design.md)
// ---------------------------------------------------------------------------
void UnlockState::appendSchematicMap(Hasher& hasher,
const std::map<std::string, SchematicState>& levels)
{
hasher.append(levels.size());
for (const std::pair<const std::string, SchematicState>& entry : levels)
{
hasher.append(entry.first);
hasher.append(entry.second.unlocked);
}
}
void UnlockState::appendStringSet(Hasher& hasher, const std::set<std::string>& ids)
{
hasher.append(ids.size());
for (const std::string& id : ids)
{
hasher.append(id);
}
}
void UnlockState::appendChecksum(Hasher& hasher) const
{
appendSchematicMap(hasher, m_schematicLevels);
appendSchematicMap(hasher, m_moduleSchematicLevels);
appendSchematicMap(hasher, m_buildingLevels);
appendStringSet(hasher, m_awardedUnlockGroupIds);
appendStringSet(hasher, m_unlockedRecipeSchematicIds);
appendStringSet(hasher, m_unlockedRecipeIds);
appendStringSet(hasher, m_unlockedItemIds);
}

129
src/lib/sim/UnlockState.h Normal file
View File

@@ -0,0 +1,129 @@
#pragma once
#include <map>
#include <set>
#include <string>
#include <vector>
#include "BuildingType.h"
#include "GameConfig.h"
#include "SchematicChoiceOption.h"
class Hasher;
// Owns schematic/unlock bookkeeping for one run: which ship, module, and
// building schematics are unlocked (REQ-LOCK-EXPLICIT), which assembler recipe
// schematics have been explicitly granted, and the implicit recipe/item unlock
// sets derived from that state (REQ-LOCK-IMPLICIT). Reads config the same way
// BuildingSystem does (a bound const reference to Simulation::m_config, which is
// safe across restart because that member's storage address never changes —
// reset() move-assigns into it rather than replacing it).
//
// Simulation forwards its isXUnlocked-style public queries here and drives
// state changes (awarding an unlock group) here; the RNG-touching schematic
// choice generation itself stays in Simulation (call ordering of m_rng is the
// determinism backbone and must not move).
class UnlockState
{
public:
explicit UnlockState(const GameConfig& config);
// Builds the granted-id sets and initializes all per-item unlock maps from
// them (shared by the constructor and Simulation::reset). Ends with
// recomputeUnlocked().
void initializeUnlockState();
// Ship schematic state query.
bool isSchematicUnlocked(const std::string& shipId) const;
// Module schematic state query.
bool isModuleSchematicUnlocked(const std::string& moduleId) const;
// Implicit recipe/item unlock queries (REQ-LOCK-IMPLICIT).
bool isRecipeUnlocked(const std::string& recipeId) const;
bool isItemUnlocked(const std::string& itemId) const;
// Building unlock query (REQ-LOCK-BUILDING). True if the building type is not
// gated by any unlock group, or its granting group has been awarded.
bool isBuildingUnlocked(BuildingType type) const;
// True if the unlock group has already been awarded to the player.
bool isUnlockGroupAwarded(const std::string& groupId) const;
// True if every prerequisite unlock group has been awarded (REQ-LOCK-PREREQ).
bool prerequisitesSatisfied(const std::vector<std::string>& requiredGroupIds) const;
// Builds a schematic choice option for one unlock group (REQ-DEF-SCHEMATIC-DROP).
SchematicChoiceOption makeUnlockOption(const UnlockGroupDef& group) const;
// Awards the unlock group backing `chosen` (REQ-DEF-SCHEMATIC-DROP): marks
// every granted ship/module/building schematic unlocked, records granted
// recipe schematics, marks the group as awarded, and recomputes the implicit
// unlock sets. Mirrors the non-artifact branch of the original
// Simulation::applySchematicChoice exactly; callers still special-case
// chosen.isArtifact themselves before calling this.
void awardUnlockGroup(const SchematicChoiceOption& chosen);
// Determinism helper (see Simulation::computeStateChecksum): folds unlock
// state into the hasher via the same seven calls, in the same order, that
// used to live at the Simulation::computeStateChecksum call site.
void appendChecksum(Hasher& hasher) const;
private:
// Schematic unlock state (REQ-DEF-SCHEMATIC-DROP).
struct SchematicState
{
bool unlocked;
};
// Recomputes m_unlockedRecipeIds and m_unlockedItemIds from current schematic state.
void recomputeUnlocked();
// Result of the REQ-LOCK-IMPLICIT traversal.
struct UnlockedSets
{
std::set<std::string> itemIds;
std::set<std::string> recipeIds;
};
// Pure REQ-LOCK-IMPLICIT traversal given hypothetical explicit-unlock sets.
UnlockedSets computeUnlockedSets(const std::set<std::string>& unlockedShipSchematicIds,
const std::set<std::string>& unlockedModuleSchematicIds,
const std::set<std::string>& unlockedRecipeSchematicIds) const;
// Current explicit-unlock id sets, derived from m_schematicLevels / m_moduleSchematicLevels.
std::set<std::string> getUnlockedShipSchematicIds() const;
std::set<std::string> getUnlockedModuleSchematicIds() const;
// Ids (sorted alphabetically by display name) of the recipes in
// hypothetical.recipeIds that are not yet in m_unlockedRecipeIds.
std::vector<std::string> computeNewlyUnlockedRecipeIds(const UnlockedSets& hypothetical) const;
// Determinism helpers — fold sub-state into the hasher in deterministic order.
static void appendSchematicMap(Hasher& hasher,
const std::map<std::string, SchematicState>& levels);
static void appendStringSet(Hasher& hasher, const std::set<std::string>& ids);
const GameConfig& m_config;
std::map<std::string, SchematicState> m_schematicLevels;
std::map<std::string, SchematicState> m_moduleSchematicLevels;
std::map<std::string, SchematicState> m_buildingLevels;
// Unlock groups awarded so far (REQ-LOCK-EXPLICIT). Group ids.
std::set<std::string> m_awardedUnlockGroupIds;
// Ids granted by some unlock group, per kind — cached from config at init.
// An item starts locked iff it appears in the corresponding set.
std::set<std::string> m_grantedShipIds;
std::set<std::string> m_grantedModuleIds;
std::set<std::string> m_grantedBuildingIds;
std::set<std::string> m_grantedRecipeIds;
// Explicitly unlocked assembler recipe schematics (REQ-LOCK-EXPLICIT).
std::set<std::string> m_unlockedRecipeSchematicIds;
// Implicit unlock sets derived from schematic state (REQ-LOCK-IMPLICIT).
std::set<std::string> m_unlockedRecipeIds;
std::set<std::string> m_unlockedItemIds;
};

View File

@@ -11,11 +11,7 @@
#include "Simulation.h"
#include "SimulationTestAccess.h"
#include "StationBodyComponent.h"
static GameConfig loadConfig()
{
return ConfigLoader::loadFromDirectory(CONFIG_DIR);
}
#include "TestConfig.h"
static void killEnemyStations(Simulation& sim)
{
@@ -51,7 +47,7 @@ static int findArtifactChoiceIndex(const Simulation& sim)
TEST_CASE("ArtifactWinCondition: artifact_chance_formula and artifact_win_count are loaded",
"[artifact_win]")
{
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
CHECK(cfg.world.artifacts.artifactWinCount == 3);
// 0.05 * x at x=2 should be 0.1
CHECK(cfg.world.artifacts.artifactChanceFormula.evaluate(2.0) == Approx(0.1));
@@ -64,7 +60,7 @@ TEST_CASE("ArtifactWinCondition: artifact_chance_formula and artifact_win_count
TEST_CASE("ArtifactWinCondition: artifact count is 0 and isWon is false at game start",
"[artifact_win]")
{
const Simulation sim(loadConfig());
const Simulation sim(loadTestConfig());
CHECK(sim.getArtifactCount() == 0);
CHECK_FALSE(sim.isWon());
}
@@ -76,7 +72,7 @@ TEST_CASE("ArtifactWinCondition: artifact count is 0 and isWon is false at game
TEST_CASE("ArtifactWinCondition: artifact option appears when chance formula returns 1",
"[artifact_win]")
{
GameConfig cfg = loadConfig();
GameConfig cfg = loadTestConfig();
cfg.world.artifacts.artifactChanceFormula = Formula::compile("1");
Simulation sim(std::move(cfg));
@@ -95,7 +91,7 @@ TEST_CASE("ArtifactWinCondition: artifact option appears when chance formula ret
TEST_CASE("ArtifactWinCondition: at most 2 schematic options accompany the artifact",
"[artifact_win]")
{
GameConfig cfg = loadConfig();
GameConfig cfg = loadTestConfig();
cfg.world.artifacts.artifactChanceFormula = Formula::compile("1");
Simulation sim(std::move(cfg));
@@ -112,7 +108,7 @@ TEST_CASE("ArtifactWinCondition: at most 2 schematic options accompany the artif
TEST_CASE("ArtifactWinCondition: no artifact option when chance formula returns 0",
"[artifact_win]")
{
GameConfig cfg = loadConfig();
GameConfig cfg = loadTestConfig();
cfg.world.artifacts.artifactChanceFormula = Formula::compile("0");
Simulation sim(std::move(cfg));
@@ -133,7 +129,7 @@ TEST_CASE("ArtifactWinCondition: no artifact option when chance formula returns
TEST_CASE("ArtifactWinCondition: selecting artifact increments artifact count",
"[artifact_win]")
{
GameConfig cfg = loadConfig();
GameConfig cfg = loadTestConfig();
cfg.world.artifacts.artifactChanceFormula = Formula::compile("1");
Simulation sim(std::move(cfg));
@@ -151,7 +147,7 @@ TEST_CASE("ArtifactWinCondition: selecting artifact increments artifact count",
TEST_CASE("ArtifactWinCondition: selecting a non-artifact option does not increment artifact count",
"[artifact_win]")
{
GameConfig cfg = loadConfig();
GameConfig cfg = loadTestConfig();
cfg.world.artifacts.artifactChanceFormula = Formula::compile("1");
Simulation sim(std::move(cfg));
@@ -176,7 +172,7 @@ TEST_CASE("ArtifactWinCondition: selecting a non-artifact option does not increm
TEST_CASE("ArtifactWinCondition: isWon becomes true when artifact count reaches win count",
"[artifact_win]")
{
GameConfig cfg = loadConfig();
GameConfig cfg = loadTestConfig();
cfg.world.artifacts.artifactChanceFormula = Formula::compile("1");
cfg.world.artifacts.artifactWinCount = 1;
Simulation sim(std::move(cfg));
@@ -196,7 +192,7 @@ TEST_CASE("ArtifactWinCondition: isWon becomes true when artifact count reaches
TEST_CASE("ArtifactWinCondition: isWon stays false when artifact count is below win count",
"[artifact_win]")
{
GameConfig cfg = loadConfig();
GameConfig cfg = loadTestConfig();
cfg.world.artifacts.artifactChanceFormula = Formula::compile("1");
cfg.world.artifacts.artifactWinCount = 2;
Simulation sim(std::move(cfg));
@@ -212,7 +208,7 @@ TEST_CASE("ArtifactWinCondition: isWon stays false when artifact count is below
TEST_CASE("ArtifactWinCondition: isWon becomes true after collecting required number of artifacts",
"[artifact_win]")
{
GameConfig cfg = loadConfig();
GameConfig cfg = loadTestConfig();
cfg.world.artifacts.artifactChanceFormula = Formula::compile("1");
cfg.world.artifacts.artifactWinCount = 2;
Simulation sim(std::move(cfg));
@@ -237,7 +233,7 @@ TEST_CASE("ArtifactWinCondition: isWon becomes true after collecting required nu
TEST_CASE("ArtifactWinCondition: reset clears artifact count and win state",
"[artifact_win]")
{
GameConfig cfg = loadConfig();
GameConfig cfg = loadTestConfig();
cfg.world.artifacts.artifactChanceFormula = Formula::compile("1");
cfg.world.artifacts.artifactWinCount = 1;
Simulation sim(std::move(cfg));

View File

@@ -1,4 +1,5 @@
#include "catch.hpp"
#include "FactoryQueries.h"
#include <cmath>
#include <random>
@@ -14,6 +15,8 @@
#include "BeltSystem.h"
#include "Building.h"
#include "BuildingSystem.h"
#include "ConstructionSystem.h"
#include "FactoryState.h"
#include "BuildingType.h"
#include "ConfigLoader.h"
#include "DeliverScrapBehavior.h"
@@ -45,25 +48,23 @@
#include "ShipLayout.h"
#include "ShipSystem.h"
#include "Tick.h"
#include "TestConfig.h"
// ---------------------------------------------------------------------------
// Fixture
// ---------------------------------------------------------------------------
static GameConfig loadConfig()
{
return ConfigLoader::loadFromDirectory(CONFIG_DIR);
}
struct Fixture
{
GameConfig cfg;
FactoryState state = makeFactoryState(cfg);
BeltSystem belts;
BuildingId nextBuildingId;
int stock;
std::mt19937 rng;
EntityAdmin admin;
BuildingSystem buildings;
ConstructionSystem construction;
ShipSystem ships;
AiSystem ai;
SalvagerSystem salvager;
@@ -75,7 +76,7 @@ struct Fixture
std::vector<BeamFiredEvent> beamEvents;
explicit Fixture()
: cfg(loadConfig())
: cfg(loadTestConfig())
, belts(cfg.world.beltSpeed_tps)
, nextBuildingId(1)
, stock(0)
@@ -86,6 +87,7 @@ struct Fixture
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
[](const std::string&) -> bool { return true; },
rng)
, construction(cfg)
, ships(cfg, admin)
, ai(cfg)
, salvager(admin)
@@ -99,14 +101,14 @@ struct Fixture
void decide()
{
ships.clearMovementIntents();
ai.tick(admin, buildings, scraps);
ai.tick(admin, state, scraps);
}
// World mutation: collection/delivery and healing.
void runModules()
{
beamEvents.clear();
salvager.tick(tick, scraps, buildings, beamEvents);
salvager.tick(tick, scraps, state, beamEvents);
repair.tick(tick, beamEvents);
}
@@ -139,7 +141,7 @@ struct Fixture
void salvageTick()
{
beamEvents.clear();
salvager.tick(tick, scraps, buildings, beamEvents);
salvager.tick(tick, scraps, state, beamEvents);
++tick;
}
@@ -953,18 +955,18 @@ TEST_CASE("BehaviorSystem: full-cargo salvage ship moves toward SalvageBay", "[b
{
Fixture f;
const BuildingId bayId = f.buildings.place(BuildingType::SalvageBay,
const BuildingId bayId = f.buildings.place(f.state, BuildingType::SalvageBay,
QPoint(-4, 0), Rotation::East, 0).value();
Tick t = 0;
for (int i = 0; i < 500; ++i)
{
f.buildings.tickConstruction(t++);
if (f.buildings.findBuilding(bayId) != nullptr)
f.construction.tick(f.state, f.belts, t++);
if (findBuilding(f.state, bayId) != nullptr)
{
break;
}
}
REQUIRE(f.buildings.findBuilding(bayId) != nullptr);
REQUIRE(findBuilding(f.state, bayId) != nullptr);
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
const entt::entity ship = f.ships.spawn("salvage_ship", QVector2D(5.0f, 0.0f),
@@ -988,15 +990,15 @@ TEST_CASE("SalvagerSystem: full-cargo ship at its SalvageBay hands over cargo",
{
Fixture f;
const BuildingId bayId = f.buildings.place(BuildingType::SalvageBay,
const BuildingId bayId = f.buildings.place(f.state, BuildingType::SalvageBay,
QPoint(-4, 0), Rotation::East, 0).value();
Tick t = 0;
for (int i = 0; i < 500; ++i)
{
f.buildings.tickConstruction(t++);
if (f.buildings.findBuilding(bayId) != nullptr) { break; }
f.construction.tick(f.state, f.belts, t++);
if (findBuilding(f.state, bayId) != nullptr) { break; }
}
const Building* bay = f.buildings.findBuilding(bayId);
const Building* bay = findBuilding(f.state, bayId);
REQUIRE(bay != nullptr);
// Config-driven output-buffer capacity is applied on placement (REQ-BLD-SALVAGE-BAY).
REQUIRE(bay->outputBuffer.capacity == 20);
@@ -1017,7 +1019,7 @@ TEST_CASE("SalvagerSystem: full-cargo ship at its SalvageBay hands over cargo",
// One unit handed over from cargo into the bay's output buffer.
REQUIRE(f.admin.get<CargoComponent>(ship).current == before - 1);
const Building* bayAfter = f.buildings.findBuilding(bayId);
const Building* bayAfter = findBuilding(f.state, bayId);
REQUIRE(bayAfter != nullptr);
REQUIRE(bayAfter->outputBuffer.items.size() == 1);
REQUIRE(bayAfter->outputBuffer.items.front().type.id == "scrap");

View File

@@ -1,4 +1,5 @@
#include "catch.hpp"
#include "FactoryQueries.h"
#include <algorithm>
#include <climits>
@@ -20,6 +21,7 @@
#include "SimulationTestAccess.h"
#include "SurfaceMask.h"
#include "Tick.h"
#include "TestConfig.h"
// ---------------------------------------------------------------------------
// Helpers that mirror the production implementations under test.
@@ -147,11 +149,6 @@ static void applyRotationCCW(Blueprint& bp, const GameConfig& cfg)
}
}
static GameConfig loadConfig()
{
return ConfigLoader::loadFromDirectory(CONFIG_DIR);
}
// Mirrors BlueprintPanel::createBlueprintFromSelection's player-placeable filter:
// building types absent from buildings.toml (HQ, stations) or with playerPlaceable=false
// are silently excluded before the bounding-box center and offsets are computed.
@@ -312,7 +309,7 @@ TEST_CASE("Blueprint: non-axis-aligned offset rotates correctly", "[blueprint]")
TEST_CASE("Blueprint: CW constellation rotation updates offset and building rotation", "[blueprint]")
{
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
// Building one tile to the right, facing East.
Blueprint bp;
bp.name = "test";
@@ -332,7 +329,7 @@ TEST_CASE("Blueprint: CW constellation rotation updates offset and building rota
TEST_CASE("Blueprint: CCW constellation rotation updates offset and building rotation", "[blueprint]")
{
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
Blueprint bp;
bp.name = "test";
BlueprintBuilding bb;
@@ -351,7 +348,7 @@ TEST_CASE("Blueprint: CCW constellation rotation updates offset and building rot
TEST_CASE("Blueprint: four CW rotations restore offset and building rotation", "[blueprint]")
{
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
Blueprint bp;
bp.name = "test";
BlueprintBuilding bb;
@@ -371,7 +368,7 @@ TEST_CASE("Blueprint: four CW rotations restore offset and building rotation", "
TEST_CASE("Blueprint: multi-building constellation rotates symmetrically CW", "[blueprint]")
{
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
// Two buildings left and right of center; after CW they should be above and below.
Blueprint bp;
bp.name = "test";
@@ -398,7 +395,7 @@ TEST_CASE("Blueprint: multi-building constellation rotates symmetrically CW", "[
TEST_CASE("Blueprint: CW rotation keeps belt adjacent to miner output port", "[blueprint]")
{
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
// East miner: anchor (0,0), body cells (0,0),(1,0),(0,1).
// Output port indicator '>' at (1,1) → port tile (1,1), direction East.
@@ -436,7 +433,7 @@ TEST_CASE("Blueprint: CW rotation keeps belt adjacent to miner output port", "[b
TEST_CASE("Blueprint: CCW rotation keeps belt adjacent to miner output port", "[blueprint]")
{
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
Blueprint bp;
bp.name = "test";
@@ -473,7 +470,7 @@ TEST_CASE("Blueprint: CCW rotation keeps belt adjacent to miner output port", "[
TEST_CASE("Blueprint creation: non-player-placeable building alone yields empty blueprint",
"[blueprint]")
{
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
// Hq has no entry in buildings.toml, so it is treated as non-player-placeable.
const BuildingSpec hq{ QPoint(-5, 0), {QPoint(-5, 0)}, BuildingType::Hq, Rotation::East };
@@ -485,7 +482,7 @@ TEST_CASE("Blueprint creation: non-player-placeable building alone yields empty
TEST_CASE("Blueprint creation: mixed selection keeps only player-placeable buildings",
"[blueprint]")
{
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
const BuildingSpec belt{ QPoint(-5, 0), {QPoint(-5, 0)}, BuildingType::Belt, Rotation::East };
const BuildingSpec hq { QPoint(-3, 0), {QPoint(-3, 0)}, BuildingType::Hq, Rotation::East };
@@ -498,7 +495,7 @@ TEST_CASE("Blueprint creation: mixed selection keeps only player-placeable build
TEST_CASE("Blueprint creation: bounding box ignores non-player-placeable buildings",
"[blueprint]")
{
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
// Belt at (-5, 0). HQ at (-3, 0) — excluded from the blueprint.
// If HQ were included: bboxX = [-5, -3], center.x = -4, belt offset = -1.
@@ -520,7 +517,7 @@ TEST_CASE("Blueprint placement: buildings land at anchor + offset from cursor",
// Simulate placing a two-belt blueprint with offsets (-1, 0) and (+1, 0)
// at cursor tile (-5, 0). Expected anchors: (-6, 0) and (-4, 0).
// (Belt surface_mask ["A>"] — body at relative (0,0), port at (1,0).)
Simulation sim(loadConfig());
Simulation sim(loadTestConfig());
const QPoint cursor(-5, 0);
const QPoint offsetA(-1, 0);
@@ -533,14 +530,14 @@ TEST_CASE("Blueprint placement: buildings land at anchor + offset from cursor",
REQUIRE(idA != kInvalidBuildingId);
REQUIRE(idB != kInvalidBuildingId);
REQUIRE(sim.getBuildings().isTileOccupied(cursor + offsetA)); // (-6, 0)
REQUIRE(sim.getBuildings().isTileOccupied(cursor + offsetB)); // (-4, 0)
REQUIRE_FALSE(sim.getBuildings().isTileOccupied(cursor)); // center not occupied
REQUIRE(isTileOccupied(sim.getFactoryState(), cursor + offsetA)); // (-6, 0)
REQUIRE(isTileOccupied(sim.getFactoryState(), cursor + offsetB)); // (-4, 0)
REQUIRE_FALSE(isTileOccupied(sim.getFactoryState(), cursor)); // center not occupied
}
TEST_CASE("Blueprint placement: cost is deducted for each building in sequence", "[blueprint]")
{
Simulation sim(loadConfig());
Simulation sim(loadTestConfig());
// Find belt cost from config (belt cost = 2 in test config).
int beltCost = 0;
@@ -563,7 +560,7 @@ TEST_CASE("Blueprint placement: cost is deducted for each building in sequence",
TEST_CASE("Blueprint placement: insufficient blocks returns kInvalidBuildingId and deducts nothing",
"[blueprint]")
{
Simulation sim(loadConfig());
Simulation sim(loadTestConfig());
// Find miner cost (15 in test config) — expensive enough to exhaust a small stock.
int minerCost = 0;
@@ -594,7 +591,7 @@ TEST_CASE("Blueprint placement: insufficient blocks returns kInvalidBuildingId a
TEST_CASE("Simulation: tryPlaceBuilding rejects terrain-invalid placement and charges nothing",
"[blueprint]")
{
Simulation sim(loadConfig());
Simulation sim(loadTestConfig());
const int startBlocks = sim.getBuildingBlocksStock();
// A miner is all-asteroid; placing it in space (x >= 0) violates the terrain
@@ -604,13 +601,13 @@ TEST_CASE("Simulation: tryPlaceBuilding rejects terrain-invalid placement and ch
REQUIRE_FALSE(id.has_value());
REQUIRE(sim.getBuildingBlocksStock() == startBlocks);
REQUIRE(sim.getBuildings().getAllSites().empty());
REQUIRE(getAllSites(sim.getFactoryState()).empty());
}
TEST_CASE("Simulation: tryPlaceBuilding accepts a valid asteroid spot, occupies tiles, charges cost",
"[blueprint]")
{
Simulation sim(loadConfig());
Simulation sim(loadTestConfig());
int minerCost = 0;
for (const BuildingDef& def : sim.getConfig().buildings.buildings)
@@ -627,11 +624,11 @@ TEST_CASE("Simulation: tryPlaceBuilding accepts a valid asteroid spot, occupies
REQUIRE(id != kInvalidBuildingId);
REQUIRE(sim.getBuildingBlocksStock() == startBlocks - minerCost);
REQUIRE(sim.getBuildings().isTileOccupied(QPoint(-3, 0)));
REQUIRE(sim.getBuildings().isTileOccupied(QPoint(-2, 0)));
REQUIRE(sim.getBuildings().isTileOccupied(QPoint(-3, 1)));
REQUIRE(isTileOccupied(sim.getFactoryState(), QPoint(-3, 0)));
REQUIRE(isTileOccupied(sim.getFactoryState(), QPoint(-2, 0)));
REQUIRE(isTileOccupied(sim.getFactoryState(), QPoint(-3, 1)));
// The output-port tile (1,1)+anchor = (-2,1) is not a body cell.
REQUIRE_FALSE(sim.getBuildings().isTileOccupied(QPoint(-2, 1)));
REQUIRE_FALSE(isTileOccupied(sim.getFactoryState(), QPoint(-2, 1)));
}
// ---------------------------------------------------------------------------
@@ -663,15 +660,15 @@ TEST_CASE("Blueprint: building with no recipe has empty recipeId", "[blueprint]"
TEST_CASE("Blueprint placement: setRecipe on construction site stores recipe", "[blueprint]")
{
Simulation sim(loadConfig());
Simulation sim(loadTestConfig());
// Miner body cells: (0,0),(1,0),(0,1) — all at x < 0, valid for asteroid.
const BuildingId id = SimulationTestAccess::place(sim,BuildingType::Miner, QPoint(-2, 0), Rotation::East).value();
REQUIRE(id != kInvalidBuildingId);
SimulationTestAccess::buildings(sim).setRecipe(id, "mine_iron_ore");
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), id, "mine_iron_ore");
const ConstructionSite* site = sim.getBuildings().findSite(id);
const ConstructionSite* site = findSite(sim.getFactoryState(), id);
REQUIRE(site != nullptr);
REQUIRE(site->recipeId == "mine_iron_ore");
}
@@ -679,11 +676,11 @@ TEST_CASE("Blueprint placement: setRecipe on construction site stores recipe", "
TEST_CASE("Blueprint placement: recipe transfers to building after construction completes",
"[blueprint]")
{
Simulation sim(loadConfig());
Simulation sim(loadTestConfig());
const BuildingId id = SimulationTestAccess::place(sim,BuildingType::Miner, QPoint(-2, 0), Rotation::East).value();
REQUIRE(id != kInvalidBuildingId);
SimulationTestAccess::buildings(sim).setRecipe(id, "mine_copper_ore");
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), id, "mine_copper_ore");
// Miner construction_time_seconds = 10 → completesAt = secondsToTicks(10) = 300.
// Run 301 ticks (0..300) to process the completion tick.
@@ -692,7 +689,7 @@ TEST_CASE("Blueprint placement: recipe transfers to building after construction
sim.tick();
}
const Building* b = sim.getBuildings().findBuilding(id);
const Building* b = findBuilding(sim.getFactoryState(), id);
REQUIRE(b != nullptr);
REQUIRE(b->recipeId == "mine_copper_ore");
}
@@ -705,15 +702,15 @@ TEST_CASE("Blueprint placement: recipe transfers to building after construction
TEST_CASE("Blueprint creation: a construction site is captured", "[blueprint]")
{
Simulation sim(loadConfig());
Simulation sim(loadTestConfig());
// Freshly placed → a ConstructionSite (not ticked to completion). A 1x1 belt keeps
// the body-cell bounding-box centered on the anchor, so a single site → zero offset.
const BuildingId id =
SimulationTestAccess::place(sim, BuildingType::Belt, QPoint(-2, 0), Rotation::East).value();
REQUIRE(id != kInvalidBuildingId);
REQUIRE(sim.getBuildings().findSite(id) != nullptr);
REQUIRE(sim.getBuildings().findBuilding(id) == nullptr);
REQUIRE(findSite(sim.getFactoryState(), id) != nullptr);
REQUIRE(findBuilding(sim.getFactoryState(), id) == nullptr);
const Blueprint bp = captureBlueprintFromSelection(sim, { id });
@@ -724,12 +721,12 @@ TEST_CASE("Blueprint creation: a construction site is captured", "[blueprint]")
TEST_CASE("Blueprint creation: a construction site's recipe is captured", "[blueprint]")
{
Simulation sim(loadConfig());
Simulation sim(loadTestConfig());
const BuildingId id =
SimulationTestAccess::place(sim, BuildingType::Miner, QPoint(-2, 0), Rotation::East).value();
REQUIRE(id != kInvalidBuildingId);
SimulationTestAccess::buildings(sim).setRecipe(id, "mine_iron_ore");
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), id, "mine_iron_ore");
const Blueprint bp = captureBlueprintFromSelection(sim, { id });
@@ -740,22 +737,22 @@ TEST_CASE("Blueprint creation: a construction site's recipe is captured", "[blue
TEST_CASE("Blueprint creation: mixed operational building and construction site are both captured",
"[blueprint]")
{
Simulation sim(loadConfig());
Simulation sim(loadTestConfig());
// Building A: place, configure, and tick to completion so it is operational.
const BuildingId idA =
SimulationTestAccess::place(sim, BuildingType::Miner, QPoint(-2, 0), Rotation::East).value();
REQUIRE(idA != kInvalidBuildingId);
SimulationTestAccess::buildings(sim).setRecipe(idA, "mine_iron_ore");
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), idA, "mine_iron_ore");
for (int i = 0; i <= static_cast<int>(secondsToTicks(10.0)); ++i) { sim.tick(); }
REQUIRE(sim.getBuildings().findBuilding(idA) != nullptr);
REQUIRE(findBuilding(sim.getFactoryState(), idA) != nullptr);
// Building B: place and configure, but leave as a construction site.
const BuildingId idB =
SimulationTestAccess::place(sim, BuildingType::Miner, QPoint(-6, 0), Rotation::East).value();
REQUIRE(idB != kInvalidBuildingId);
SimulationTestAccess::buildings(sim).setRecipe(idB, "mine_copper_ore");
REQUIRE(sim.getBuildings().findSite(idB) != nullptr);
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), idB, "mine_copper_ore");
REQUIRE(findSite(sim.getFactoryState(), idB) != nullptr);
const Blueprint bp = captureBlueprintFromSelection(sim, { idA, idB });
@@ -772,14 +769,14 @@ TEST_CASE("Blueprint creation: mixed operational building and construction site
TEST_CASE("Blueprint creation: selectionHasPlaceableBuilding sees a construction site", "[blueprint]")
{
Simulation sim(loadConfig());
Simulation sim(loadTestConfig());
REQUIRE_FALSE(selectionHasPlaceableBuilding(sim, {}));
const BuildingId id =
SimulationTestAccess::place(sim, BuildingType::Miner, QPoint(-2, 0), Rotation::East).value();
REQUIRE(id != kInvalidBuildingId);
REQUIRE(sim.getBuildings().findSite(id) != nullptr);
REQUIRE(findSite(sim.getFactoryState(), id) != nullptr);
REQUIRE(selectionHasPlaceableBuilding(sim, { id }));
}
@@ -787,7 +784,7 @@ TEST_CASE("Blueprint placement: interceptor schematic is unlocked at game start"
{
// "interceptor" has unlock_at_station_level = -1 in the test config.
// This confirms the guard in placeBlueprintAtTile passes for start-unlocked schematics.
Simulation sim(loadConfig());
Simulation sim(loadTestConfig());
REQUIRE(sim.isSchematicUnlocked("interceptor"));
}
@@ -796,7 +793,7 @@ TEST_CASE("Blueprint placement: repair_ship schematic is locked at game start",
// "repair_ship" has unlock_at_station_level = 0 in the test config.
// This confirms the guard in placeBlueprintAtTile blocks locked schematics,
// leaving the shipyard's schematic unset.
Simulation sim(loadConfig());
Simulation sim(loadTestConfig());
REQUIRE_FALSE(sim.isSchematicUnlocked("repair_ship"));
}
@@ -842,7 +839,7 @@ TEST_CASE("Blueprint: building without layout has nullopt shipLayout", "[bluepri
TEST_CASE("Blueprint placement: setShipLayout on construction site stores layout", "[blueprint]")
{
Simulation sim(loadConfig());
Simulation sim(loadTestConfig());
// Shipyard surface_mask ["AAAS>","AAAS "] with Rotation::East:
// A-tiles at (-3,0),(-2,0),(-1,0),(-3,1),(-2,1),(-1,1) — all x < 0, valid asteroid tiles.
@@ -857,9 +854,9 @@ TEST_CASE("Blueprint placement: setShipLayout on construction site stores layout
pm.rotation = Rotation::East;
layout.placedModules.push_back(pm);
SimulationTestAccess::buildings(sim).setShipLayout(id, layout);
SimulationTestAccess::buildings(sim).setShipLayout(SimulationTestAccess::state(sim), id, layout);
const ConstructionSite* site = sim.getBuildings().findSite(id);
const ConstructionSite* site = findSite(sim.getFactoryState(), id);
REQUIRE(site != nullptr);
REQUIRE(site->shipLayout.has_value());
REQUIRE(site->shipLayout->placedModules.size() == 1);
@@ -869,7 +866,7 @@ TEST_CASE("Blueprint placement: setShipLayout on construction site stores layout
TEST_CASE("Blueprint placement: ship layout transfers to building after construction completes",
"[blueprint]")
{
Simulation sim(loadConfig());
Simulation sim(loadTestConfig());
const BuildingId id = SimulationTestAccess::place(sim,BuildingType::Shipyard, QPoint(-3, 0), Rotation::East).value();
REQUIRE(id != kInvalidBuildingId);
@@ -881,7 +878,7 @@ TEST_CASE("Blueprint placement: ship layout transfers to building after construc
pm.rotation = Rotation::North;
layout.placedModules.push_back(pm);
SimulationTestAccess::buildings(sim).setShipLayout(id, layout);
SimulationTestAccess::buildings(sim).setShipLayout(SimulationTestAccess::state(sim), id, layout);
// Shipyard construction_time_seconds = 30 in the test config.
double constructionTime = 0.0;
@@ -896,7 +893,7 @@ TEST_CASE("Blueprint placement: ship layout transfers to building after construc
sim.tick();
}
const Building* b = sim.getBuildings().findBuilding(id);
const Building* b = findBuilding(sim.getFactoryState(), id);
REQUIRE(b != nullptr);
REQUIRE(b->shipLayout.has_value());
REQUIRE(b->shipLayout->placedModules.size() == 1);

View File

@@ -1,4 +1,5 @@
#include "catch.hpp"
#include "FactoryQueries.h"
#include <algorithm>
@@ -13,6 +14,7 @@
#include "ShipsConfig.h"
#include "Simulation.h"
#include "SimulationTestAccess.h"
#include "TestConfig.h"
// readBuildingConfig underpins the copy-settings gesture (REQ-BLD-COPY-CONFIG):
// it extracts a building's recipe / schematic / layout / splitter filters so they
@@ -21,11 +23,6 @@
namespace
{
GameConfig loadConfig()
{
return ConfigLoader::loadFromDirectory(CONFIG_DIR);
}
const BuildingDef* findDef(const GameConfig& cfg, BuildingType type)
{
for (const BuildingDef& def : cfg.buildings.buildings)
@@ -40,8 +37,7 @@ BuildingId placeOperational(Simulation& sim, const GameConfig& cfg,
{
const BuildingDef* def = findDef(cfg, type);
REQUIRE(def != nullptr);
return SimulationTestAccess::buildings(sim).placeImmediate(
type, def->surfaceMask, anchor, Rotation::East);
return SimulationTestAccess::buildings(sim).placeImmediate(SimulationTestAccess::state(sim), type, def->surfaceMask, anchor, Rotation::East);
}
const ShipDef* findAvailableSchematic(const GameConfig& cfg)
@@ -66,11 +62,11 @@ const ShipDef* findAvailableSchematic(const GameConfig& cfg)
TEST_CASE("readBuildingConfig returns a miner's selected recipe", "[copyconfig]")
{
const GameConfig cfg = loadConfig();
Simulation sim(loadConfig(), 7);
const GameConfig cfg = loadTestConfig();
Simulation sim(loadTestConfig(), 7);
const BuildingId id = placeOperational(sim, cfg, BuildingType::Miner, QPoint(0, 0));
SimulationTestAccess::buildings(sim).setRecipe(id, "mine_iron_ore");
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), id, "mine_iron_ore");
const std::optional<BuildingConfig> config = readBuildingConfig(sim, id);
REQUIRE(config.has_value());
@@ -84,8 +80,8 @@ TEST_CASE("readBuildingConfig returns a miner's selected recipe", "[copyconfig]"
TEST_CASE("readBuildingConfig leaves recipe unset when nothing is selected",
"[copyconfig]")
{
const GameConfig cfg = loadConfig();
Simulation sim(loadConfig(), 7);
const GameConfig cfg = loadTestConfig();
Simulation sim(loadTestConfig(), 7);
const BuildingId id = placeOperational(sim, cfg, BuildingType::Assembler, QPoint(0, 0));
@@ -99,15 +95,15 @@ TEST_CASE("readBuildingConfig leaves recipe unset when nothing is selected",
TEST_CASE("readBuildingConfig returns a shipyard's schematic and layout",
"[copyconfig]")
{
const GameConfig cfg = loadConfig();
Simulation sim(loadConfig(), 7);
const GameConfig cfg = loadTestConfig();
Simulation sim(loadTestConfig(), 7);
const ShipDef* schematic = findAvailableSchematic(cfg);
REQUIRE(schematic != nullptr);
const BuildingId id = placeOperational(sim, cfg, BuildingType::Shipyard, QPoint(0, 0));
SimulationTestAccess::buildings(sim).setRecipe(id, schematic->id);
SimulationTestAccess::buildings(sim).setShipLayout(id, ShipLayoutConfig{});
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), id, schematic->id);
SimulationTestAccess::buildings(sim).setShipLayout(SimulationTestAccess::state(sim), id, ShipLayoutConfig{});
const std::optional<BuildingConfig> config = readBuildingConfig(sim, id);
REQUIRE(config.has_value());
@@ -119,17 +115,17 @@ TEST_CASE("readBuildingConfig returns a shipyard's schematic and layout",
TEST_CASE("readBuildingConfig reads a queued construction site", "[copyconfig]")
{
const GameConfig cfg = loadConfig();
Simulation sim(loadConfig(), 7);
const GameConfig cfg = loadTestConfig();
Simulation sim(loadTestConfig(), 7);
// A placed miner enters the construction queue as a site (not yet operational).
const BuildingId id =
SimulationTestAccess::place(sim, BuildingType::Miner, QPoint(-2, 0), Rotation::East).value();
REQUIRE(id != kInvalidBuildingId);
REQUIRE(sim.getBuildings().findBuilding(id) == nullptr);
REQUIRE(sim.getBuildings().findSite(id) != nullptr);
REQUIRE(findBuilding(sim.getFactoryState(), id) == nullptr);
REQUIRE(findSite(sim.getFactoryState(), id) != nullptr);
SimulationTestAccess::buildings(sim).setRecipe(id, "mine_iron_ore");
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), id, "mine_iron_ore");
const std::optional<BuildingConfig> config = readBuildingConfig(sim, id);
REQUIRE(config.has_value());
@@ -140,6 +136,6 @@ TEST_CASE("readBuildingConfig reads a queued construction site", "[copyconfig]")
TEST_CASE("readBuildingConfig returns nullopt for an unknown id", "[copyconfig]")
{
Simulation sim(loadConfig(), 7);
Simulation sim(loadTestConfig(), 7);
CHECK_FALSE(readBuildingConfig(sim, kInvalidBuildingId).has_value());
}

File diff suppressed because it is too large Load Diff

View File

@@ -2,6 +2,8 @@
add_files(
TEST_FILES
TestConfig.h
test.cpp
FormulaTest.cpp
ConfigLoaderTest.cpp

View File

@@ -5,6 +5,7 @@
#include "BeltSystem.h"
#include "Building.h"
#include "BuildingSystem.h"
#include "FactoryState.h"
#include "BuildingType.h"
#include "CombatSystem.h"
#include "ConfigLoader.h"
@@ -22,11 +23,7 @@
#include "StationBodyComponent.h"
#include "Tick.h"
#include "WeaponComponent.h"
static GameConfig loadConfig()
{
return ConfigLoader::loadFromDirectory(CONFIG_DIR);
}
#include "TestConfig.h"
static const ShipDef* findCombatShip(const GameConfig& cfg)
{
@@ -55,6 +52,7 @@ static entt::entity findWeaponChild(EntityAdmin& admin, entt::entity ship)
struct CombatFixture
{
GameConfig cfg;
FactoryState state = makeFactoryState(cfg);
std::mt19937 rng;
EntityAdmin admin;
BuildingId nextBuildingId;
@@ -64,7 +62,7 @@ struct CombatFixture
CombatSystem combat;
explicit CombatFixture()
: cfg(loadConfig())
: cfg(loadTestConfig())
, rng(42)
, nextBuildingId(1)
, belts(cfg.world.beltSpeed_tps)
@@ -114,7 +112,7 @@ TEST_CASE("CombatSystem: ship fires when cooldown=0 and target in range", "[comb
const float hpBefore = f.admin.get<HealthComponent>(player).hp;
std::vector<BeamFiredEvent> events;
f.combat.tick(0, f.admin, f.buildings, events);
f.combat.tick(0, f.admin, events);
f.combat.applyPendingDamage(5, f.admin);
REQUIRE(f.admin.get<HealthComponent>(player).hp < hpBefore);
@@ -147,13 +145,13 @@ TEST_CASE("CombatSystem: cooldown prevents firing before it expires", "[combat]"
};
std::vector<BeamFiredEvent> events;
f.combat.tick(0, f.admin, f.buildings, events);
f.combat.tick(0, f.admin, events);
REQUIRE_FALSE(enemyFiredIn(events));
f.combat.tick(1, f.admin, f.buildings, events);
f.combat.tick(1, f.admin, events);
REQUIRE_FALSE(enemyFiredIn(events));
f.combat.tick(2, f.admin, f.buildings, events);
f.combat.tick(2, f.admin, events);
REQUIRE(enemyFiredIn(events));
}
@@ -168,7 +166,7 @@ TEST_CASE("CombatSystem: no fire when target is out of range", "[combat]")
f.wireEnemyTarget(enemy, player);
std::vector<BeamFiredEvent> events;
f.combat.tick(0, f.admin, f.buildings, events);
f.combat.tick(0, f.admin, events);
REQUIRE(events.empty());
}
@@ -178,7 +176,7 @@ TEST_CASE("CombatSystem: no fire when target is out of range", "[combat]")
TEST_CASE("CombatSystem: player station fires at enemy ship in range", "[combat]")
{
Simulation sim(loadConfig(), 42);
Simulation sim(loadTestConfig(), 42);
// Find the player station entity via ECS.
entt::entity stationEntity = entt::null;
@@ -217,7 +215,7 @@ TEST_CASE("CombatSystem: player station fires at enemy ship in range", "[combat]
TEST_CASE("CombatSystem: enemy station fires at player ship in range", "[combat]")
{
Simulation sim(loadConfig(), 42);
Simulation sim(loadTestConfig(), 42);
entt::entity stationEntity = entt::null;
QVector2D stationCenter;
@@ -255,7 +253,7 @@ TEST_CASE("CombatSystem: enemy station fires at player ship in range", "[combat]
TEST_CASE("CombatSystem: player ship fires at enemy station in range", "[combat]")
{
Simulation sim(loadConfig(), 42);
Simulation sim(loadTestConfig(), 42);
entt::entity stationEntity = entt::null;
QVector2D stationCenter;
@@ -311,7 +309,7 @@ TEST_CASE("CombatSystem: damage not applied before impact tick", "[combat]")
const float hpBefore = f.admin.get<HealthComponent>(player).hp;
std::vector<BeamFiredEvent> events;
f.combat.tick(0, f.admin, f.buildings, events);
f.combat.tick(0, f.admin, events);
for (Tick t = 1; t < 5; ++t)
{
@@ -333,7 +331,7 @@ TEST_CASE("CombatSystem: damage applied exactly at impact tick", "[combat]")
const float hpBefore = f.admin.get<HealthComponent>(player).hp;
std::vector<BeamFiredEvent> events;
f.combat.tick(0, f.admin, f.buildings, events);
f.combat.tick(0, f.admin, events);
f.combat.applyPendingDamage(5, f.admin);
REQUIRE(f.admin.get<HealthComponent>(player).hp < hpBefore);
@@ -350,7 +348,7 @@ TEST_CASE("CombatSystem: damage silently dropped if target already dead", "[comb
f.wireEnemyTarget(enemy, player);
std::vector<BeamFiredEvent> events;
f.combat.tick(0, f.admin, f.buildings, events);
f.combat.tick(0, f.admin, events);
f.ships.despawn(player);
@@ -373,7 +371,7 @@ TEST_CASE("CombatSystem: damage still applied if shooter already dead", "[combat
const float hpBefore = f.admin.get<HealthComponent>(player).hp;
std::vector<BeamFiredEvent> events;
f.combat.tick(0, f.admin, f.buildings, events);
f.combat.tick(0, f.admin, events);
f.ships.despawn(enemy);
@@ -388,7 +386,7 @@ TEST_CASE("CombatSystem: damage still applied if shooter already dead", "[combat
TEST_CASE("CombatSystem: dead ship is removed after tick step 9", "[combat]")
{
Simulation sim(loadConfig(), 42);
Simulation sim(loadTestConfig(), 42);
const ShipDef* combatDef = findCombatShip(sim.getConfig());
REQUIRE(combatDef != nullptr);
@@ -405,7 +403,7 @@ TEST_CASE("CombatSystem: dead ship is removed after tick step 9", "[combat]")
TEST_CASE("CombatSystem: scrap is spawned on ship death", "[combat]")
{
Simulation sim(loadConfig(), 42);
Simulation sim(loadTestConfig(), 42);
// Scrap dropped on death is derived from the ship's as-built threat cost
// (REQ-RES-DEBRIS-DROP): round(threat * scrap_per_threat). The interceptor's
@@ -424,7 +422,7 @@ TEST_CASE("CombatSystem: scrap is spawned on ship death", "[combat]")
TEST_CASE("CombatSystem: HQ death sets game over", "[combat]")
{
Simulation sim(loadConfig(), 42);
Simulation sim(loadTestConfig(), 42);
// Damage the HQ proxy entity (has HqProxy + Health).
sim.getAdmin().forEach<HqProxyComponent, HealthComponent>(

View File

@@ -11,14 +11,7 @@
#include "Simulation.h"
#include "SimulationTestAccess.h"
#include "Tick.h"
namespace
{
GameConfig loadConfig()
{
return ConfigLoader::loadFromDirectory(CONFIG_DIR);
}
} // namespace
#include "TestConfig.h"
// The command chokepoint (Simulation::apply) must produce exactly the same state
// as driving the underlying mutators directly — that equivalence is what lets a
@@ -26,8 +19,8 @@ GameConfig loadConfig()
TEST_CASE("apply(PlaceBuildingCommand) matches direct placement", "[command]")
{
Simulation viaCommand(loadConfig(), 99);
Simulation viaDirect(loadConfig(), 99);
Simulation viaCommand(loadTestConfig(), 99);
Simulation viaDirect(loadTestConfig(), 99);
PlaceBuildingCommand command;
command.type = BuildingType::Miner;
@@ -42,8 +35,8 @@ TEST_CASE("apply(PlaceBuildingCommand) matches direct placement", "[command]")
TEST_CASE("apply(PlaceBuildingCommand) with recipe matches place-then-setRecipe", "[command]")
{
Simulation viaCommand(loadConfig(), 99);
Simulation viaDirect(loadConfig(), 99);
Simulation viaCommand(loadTestConfig(), 99);
Simulation viaDirect(loadTestConfig(), 99);
PlaceBuildingCommand command;
command.type = BuildingType::Miner;
@@ -54,15 +47,15 @@ TEST_CASE("apply(PlaceBuildingCommand) with recipe matches place-then-setRecipe"
const BuildingId id =
SimulationTestAccess::place(viaDirect, BuildingType::Miner, QPoint(-2, 0), Rotation::East).value();
SimulationTestAccess::buildings(viaDirect).setRecipe(id, "mine_iron_ore");
SimulationTestAccess::buildings(viaDirect).setRecipe(SimulationTestAccess::state(viaDirect), id, "mine_iron_ore");
REQUIRE(viaCommand.computeStateChecksum() == viaDirect.computeStateChecksum());
}
TEST_CASE("apply(DeconstructCommand) matches direct deconstruct", "[command]")
{
Simulation viaCommand(loadConfig(), 99);
Simulation viaDirect(loadConfig(), 99);
Simulation viaCommand(loadTestConfig(), 99);
Simulation viaDirect(loadTestConfig(), 99);
const BuildingId idA =
SimulationTestAccess::place(viaCommand, BuildingType::Miner, QPoint(-3, 0), Rotation::East).value();
@@ -81,8 +74,8 @@ TEST_CASE("apply(DeconstructCommand) matches direct deconstruct", "[command]")
TEST_CASE("apply(CancelDeconstructionCommand) matches direct cancelDeconstruction", "[command]")
{
Simulation viaCommand(loadConfig(), 99);
Simulation viaDirect(loadConfig(), 99);
Simulation viaCommand(loadTestConfig(), 99);
Simulation viaDirect(loadTestConfig(), 99);
const BuildingId idA =
SimulationTestAccess::place(viaCommand, BuildingType::Miner, QPoint(-3, 0), Rotation::East).value();
@@ -110,8 +103,8 @@ TEST_CASE("apply(CancelDeconstructionCommand) matches direct cancelDeconstructio
TEST_CASE("CommandManager drains queued commands in FIFO order through apply", "[command]")
{
Simulation viaManager(loadConfig(), 99);
Simulation viaDirect(loadConfig(), 99);
Simulation viaManager(loadTestConfig(), 99);
Simulation viaDirect(loadTestConfig(), 99);
CommandManager manager(viaManager);

View File

@@ -5,28 +5,52 @@
#include <vector>
#include "ConfigLoader.h"
#include "FactionComponent.h"
#include "GameConfig.h"
#include "HealthComponent.h"
#include "Rotation.h"
#include "SchematicChoiceOption.h"
#include "Simulation.h"
#include "SimulationTestAccess.h"
#include "StateChecksum.h"
#include "StationBodyComponent.h"
#include "Tick.h"
#include "TestConfig.h"
namespace
{
GameConfig loadConfig()
{
return ConfigLoader::loadFromDirectory(CONFIG_DIR);
}
constexpr int kScriptTicks = 2000;
// Ticks at which the scripted session destroys the enemy stations, and the ticks
// on which the resulting schematic choice is taken. A station dying triggers the
// choice generation (REQ-DEF-SCHEMATIC-DROP), which lands during that same tick,
// so the choice is applied on the tick after.
constexpr int kFirstStationKillTick = 800;
constexpr int kFirstChoiceTick = kFirstStationKillTick + 1;
constexpr int kSecondStationKillTick = 1400;
constexpr int kSecondChoiceTick = kSecondStationKillTick + 1;
// Zeroes the HP of every enemy station, so the next tick processes their death.
void killEnemyStations(Simulation& sim)
{
sim.getAdmin().forEach<StationBodyComponent, FactionComponent, HealthComponent>(
[](entt::entity, StationBodyComponent&, FactionComponent& faction,
HealthComponent& health)
{
if (faction.isEnemy) { health.hp = 0.0f; }
});
}
// Runs a fixed scripted session and returns the full-state checksum after every
// tick. The script places a small factory, deconstructs part of it mid-run, and
// otherwise lets waves/combat run so the RNG stream and ECS state are exercised.
// It also destroys the enemy stations twice and takes the offered schematic
// choice, so that unlock state (awarded groups, per-schematic levels, and the
// implicit recipe/item sets derived from them) is exercised as well and reaches
// the checksum via UnlockState::appendChecksum.
std::vector<std::uint64_t> runScriptedSession(unsigned int seed)
{
Simulation sim(loadConfig(), seed);
Simulation sim(loadTestConfig(), seed);
// Tick 0: a miner feeding a short belt line on the asteroid.
SimulationTestAccess::place(sim, BuildingType::Miner, QPoint(-3, 0), Rotation::East);
@@ -44,6 +68,26 @@ std::vector<std::uint64_t> runScriptedSession(unsigned int seed)
SimulationTestAccess::place(sim, BuildingType::Smelter, QPoint(-3, 3), Rotation::East);
}
if (t == kFirstStationKillTick || t == kSecondStationKillTick)
{
killEnemyStations(sim);
}
if (t == kFirstChoiceTick)
{
// Guarded rather than assumed: if the test config ever stops offering
// a group here, this script would silently stop covering unlock state.
REQUIRE(sim.hasSchematicChoicesPending());
SimulationTestAccess::applySchematicChoice(sim, 0);
}
// The second award is opportunistic — whether a group is still eligible
// depends on what the first one granted and on the prerequisite gating.
if (t == kSecondChoiceTick && sim.hasSchematicChoicesPending())
{
SimulationTestAccess::applySchematicChoice(sim, 0);
}
sim.tick();
checksums.push_back(sim.computeStateChecksum());
}
@@ -121,8 +165,8 @@ TEST_CASE("fingerprintRng: equal states match, advanced states differ", "[determ
TEST_CASE("Simulation::rngFingerprint is stable for equal seeds", "[determinism]")
{
const Simulation a(loadConfig(), 777);
const Simulation b(loadConfig(), 777);
const Simulation a(loadTestConfig(), 777);
const Simulation b(loadTestConfig(), 777);
REQUIRE(a.getRngFingerprint() == b.getRngFingerprint());
}
@@ -156,3 +200,44 @@ TEST_CASE("Simulation: different seeds diverge in state checksum", "[determinism
// the RNG-driven divergence; a constant checksum would be a broken hash).
REQUIRE(a != b);
}
// ---------------------------------------------------------------------------
// Unlock state coverage
// ---------------------------------------------------------------------------
TEST_CASE("Simulation: unlock state contributes to the state checksum",
"[determinism][unlock]")
{
// Two sessions with identical history up to the schematic choice; only one
// takes the choice. This pins down that awarding an unlock group actually
// reaches the checksum, which the scripted-session tests above rely on but
// cannot show on their own: they would still pass if UnlockState were left
// out of the fold entirely.
Simulation taken(loadTestConfig(), 12345u);
Simulation skipped(loadTestConfig(), 12345u);
for (int t = 0; t < kFirstStationKillTick; ++t)
{
taken.tick();
skipped.tick();
}
killEnemyStations(taken);
killEnemyStations(skipped);
taken.tick();
skipped.tick();
// In lockstep before the choice, so the divergence below has one cause.
REQUIRE(taken.computeStateChecksum() == skipped.computeStateChecksum());
REQUIRE(taken.hasSchematicChoicesPending());
// An artifact choice bumps m_artifactCount, which is folded separately; the
// divergence would then not be attributable to unlock state.
REQUIRE_FALSE(taken.getPendingSchematicChoices()[0].isArtifact);
SimulationTestAccess::applySchematicChoice(taken, 0);
// The pending-choice list is not itself folded into the checksum, so the
// only state that changed is the unlock bookkeeping.
REQUIRE(taken.computeStateChecksum() != skipped.computeStateChecksum());
}

View File

@@ -2,11 +2,7 @@
#include "ConfigLoader.h"
#include "ModulesConfig.h"
static GameConfig loadConfig()
{
return ConfigLoader::loadFromDirectory(CONFIG_DIR);
}
#include "TestConfig.h"
static const ModuleDef* findModule(const GameConfig& cfg, const std::string& id)
{
@@ -28,7 +24,7 @@ static const ModuleStatModifier* findModifier(const ModuleDef& def, const std::s
TEST_CASE("ConfigLoader: loadModules parses modules.toml", "[config][modules]")
{
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
REQUIRE(cfg.modules.modules.size() >= 2);
const ModuleDef& armor = cfg.modules.modules[0];
@@ -49,7 +45,7 @@ TEST_CASE("ConfigLoader: loadModules parses modules.toml", "[config][modules]")
TEST_CASE("ConfigLoader: loadModules parses additive modifiers", "[config][modules]")
{
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
REQUIRE(cfg.modules.modules.size() >= 2);
const ModuleDef& sensor = cfg.modules.modules[1];
@@ -62,7 +58,7 @@ TEST_CASE("ConfigLoader: loadModules parses additive modifiers", "[config][modul
TEST_CASE("ConfigLoader: multiplicative modifier with unit suffix is parsed (weapon_primer)", "[config][modules]")
{
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
const ModuleDef* primer = findModule(cfg, "weapon_primer");
REQUIRE(primer != nullptr);
REQUIRE(primer->statModifiers.size() == 1);
@@ -74,7 +70,7 @@ TEST_CASE("ConfigLoader: multiplicative modifier with unit suffix is parsed (wea
TEST_CASE("ConfigLoader: weapon_stabilizer parses two multiplicative weapon modifiers", "[config][modules]")
{
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
const ModuleDef* stab = findModule(cfg, "weapon_stabilizer");
REQUIRE(stab != nullptr);
REQUIRE(stab->statModifiers.size() == 2);
@@ -92,7 +88,7 @@ TEST_CASE("ConfigLoader: weapon_stabilizer parses two multiplicative weapon modi
TEST_CASE("ConfigLoader: afterburner parses multiplicative speed and additive main_acceleration", "[config][modules]")
{
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
const ModuleDef* ab = findModule(cfg, "afterburner");
REQUIRE(ab != nullptr);
REQUIRE(ab->statModifiers.size() == 2);
@@ -110,7 +106,7 @@ TEST_CASE("ConfigLoader: afterburner parses multiplicative speed and additive ma
TEST_CASE("ConfigLoader: maneuvering_thrusters parses multiplicative speed and additive maneuvering_acceleration", "[config][modules]")
{
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
const ModuleDef* mt = findModule(cfg, "maneuvering_thrusters");
REQUIRE(mt != nullptr);
REQUIRE(mt->statModifiers.size() == 2);
@@ -128,7 +124,7 @@ TEST_CASE("ConfigLoader: maneuvering_thrusters parses multiplicative speed and a
TEST_CASE("ConfigLoader: loadShips parses layout field", "[config][ships]")
{
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
REQUIRE(!cfg.ships.ships.empty());
const ShipDef& ship = cfg.ships.ships[0];

View File

@@ -12,11 +12,7 @@
#include "Simulation.h"
#include "SimulationTestAccess.h"
#include "StationBodyComponent.h"
static GameConfig loadConfig()
{
return ConfigLoader::loadFromDirectory(CONFIG_DIR);
}
#include "TestConfig.h"
// Zeros the HP of both enemy defence stations and advances one tick so that
// tickDeathsAndLoot fires, triggering the push and schematic choices.
@@ -62,7 +58,7 @@ static bool awaitRecipeUnlock(Simulation& sim, const std::string& recipeId,
TEST_CASE("RecipeSchematic: unlocked_at_start = true parsed correctly", "[recipe_schematic]")
{
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
const auto it = std::find_if(cfg.recipes.recipes.begin(), cfg.recipes.recipes.end(),
[](const RecipeDef& r) { return r.id == "premium_circuit"; });
REQUIRE(it != cfg.recipes.recipes.end());
@@ -71,7 +67,7 @@ TEST_CASE("RecipeSchematic: unlocked_at_start = true parsed correctly", "[recipe
TEST_CASE("RecipeSchematic: a gated recipe is granted by an unlock group", "[recipe_schematic]")
{
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
const bool granted = std::any_of(cfg.unlocks.groups.begin(), cfg.unlocks.groups.end(),
[](const UnlockGroupDef& g)
{
@@ -82,7 +78,7 @@ TEST_CASE("RecipeSchematic: a gated recipe is granted by an unlock group", "[rec
TEST_CASE("RecipeSchematic: an untagged assembler recipe has unlocked_at_start = false", "[recipe_schematic]")
{
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
const auto it = std::find_if(cfg.recipes.recipes.begin(), cfg.recipes.recipes.end(),
[](const RecipeDef& r) { return r.id == "circuit_board"; });
REQUIRE(it != cfg.recipes.recipes.end());
@@ -96,21 +92,21 @@ TEST_CASE("RecipeSchematic: an untagged assembler recipe has unlocked_at_start =
TEST_CASE("RecipeSchematic: recipe with unlock_at_station_level = -1 is unlocked at game start",
"[recipe_schematic]")
{
const Simulation sim(loadConfig());
const Simulation sim(loadTestConfig());
REQUIRE(sim.isRecipeUnlocked("premium_circuit"));
}
TEST_CASE("RecipeSchematic: recipe with unlock_at_station_level = 0 is locked at game start",
"[recipe_schematic]")
{
const Simulation sim(loadConfig());
const Simulation sim(loadTestConfig());
REQUIRE_FALSE(sim.isRecipeUnlocked("quick_circuit"));
}
TEST_CASE("RecipeSchematic: recipe with unlock_at_station_level = 1 is locked at game start",
"[recipe_schematic]")
{
const Simulation sim(loadConfig());
const Simulation sim(loadTestConfig());
REQUIRE_FALSE(sim.isRecipeUnlocked("advanced_circuit"));
}
@@ -123,7 +119,7 @@ TEST_CASE("RecipeSchematic: -1 recipe seeds its output item into the implicit un
{
// premium_circuit is not needed by any ship or module schematic, so it can
// only reach the implicit set via the -1 recipe seed in Phase 1.
const Simulation sim(loadConfig());
const Simulation sim(loadTestConfig());
REQUIRE(sim.isItemUnlocked("premium_circuit"));
}
@@ -132,7 +128,7 @@ TEST_CASE("RecipeSchematic: -1 recipe's inputs are in the implicit unlock set",
{
// premium_circuit takes circuit_board as input; that item was already
// implicitly unlocked by ship schematics, so it must remain unlocked.
const Simulation sim(loadConfig());
const Simulation sim(loadTestConfig());
REQUIRE(sim.isItemUnlocked("circuit_board"));
}
@@ -142,7 +138,7 @@ TEST_CASE("RecipeSchematic: locked recipe's unique input is not in the implicit
// exotic_alloy has unlock_at_station_level = 0 (locked at start) and takes
// exotic_ore as input. exotic_ore is only reachable through this locked
// recipe, so it must not appear in the implicit set.
const Simulation sim(loadConfig());
const Simulation sim(loadTestConfig());
REQUIRE_FALSE(sim.isItemUnlocked("exotic_ore"));
}
@@ -152,7 +148,7 @@ TEST_CASE("RecipeSchematic: locked recipe's output item is not in the implicit u
// exotic_alloy is produced only by the locked recipe of the same name and
// is not needed by any schematic, so neither the item nor the recipe should
// be unlocked at game start.
const Simulation sim(loadConfig());
const Simulation sim(loadTestConfig());
REQUIRE_FALSE(sim.isItemUnlocked("exotic_alloy"));
REQUIRE_FALSE(sim.isRecipeUnlocked("exotic_alloy"));
}
@@ -162,7 +158,7 @@ TEST_CASE("RecipeSchematic: normal implicit unlock is unaffected for untagged as
{
// circuit_board carries no unlock_at_station_level and is needed by ships
// that start unlocked, so it must still be implicitly unlocked.
const Simulation sim(loadConfig());
const Simulation sim(loadTestConfig());
REQUIRE(sim.isRecipeUnlocked("circuit_board"));
}
@@ -176,7 +172,7 @@ TEST_CASE("RecipeSchematic: eligible recipe schematic is eventually awarded on s
// quick_circuit has unlock_at_station_level = 0 and produces circuit_board
// (already implicitly unlocked), so it is eligible from the first station
// destruction. With up to 150 trials it must be awarded at least once.
Simulation sim(loadConfig());
Simulation sim(loadTestConfig());
REQUIRE(awaitRecipeUnlock(sim, "quick_circuit"));
}
@@ -185,7 +181,7 @@ TEST_CASE("RecipeSchematic: an implicitly-gated recipe with no unlock group is n
{
// exotic_alloy is in no unlock group and its output/inputs are unreachable
// via the item graph, so it can never be dropped or implicitly unlocked.
Simulation sim(loadConfig());
Simulation sim(loadTestConfig());
for (int i = 0; i < 50; ++i)
{
killEnemyStationsAndApply(sim);
@@ -198,7 +194,7 @@ TEST_CASE("RecipeSchematic: recipe with level > destroyed station level is not a
{
// advanced_circuit has unlock_at_station_level = 1. Destroying a single
// level-0 station set must not award it regardless of the RNG outcome.
Simulation sim(loadConfig());
Simulation sim(loadTestConfig());
killEnemyStationsAndApply(sim);
REQUIRE_FALSE(sim.isRecipeUnlocked("advanced_circuit"));
}
@@ -208,14 +204,14 @@ TEST_CASE("RecipeSchematic: recipe with higher level is awarded once eligible st
{
// After enough destructions to pass station level 1, advanced_circuit must
// eventually be awarded.
Simulation sim(loadConfig());
Simulation sim(loadTestConfig());
REQUIRE(awaitRecipeUnlock(sim, "advanced_circuit", 300));
}
TEST_CASE("RecipeSchematic: awarded recipe schematic stays unlocked and is not awarded again",
"[recipe_schematic]")
{
Simulation sim(loadConfig());
Simulation sim(loadTestConfig());
awaitRecipeUnlock(sim, "quick_circuit");
REQUIRE(sim.isRecipeUnlocked("quick_circuit"));
@@ -231,7 +227,7 @@ TEST_CASE("RecipeSchematic: awarded recipe schematic stays unlocked and is not a
TEST_CASE("RecipeSchematic: recipe schematic can appear in pending choices",
"[recipe_schematic]")
{
Simulation sim(loadConfig());
Simulation sim(loadTestConfig());
bool foundRecipeChoice = false;
for (int i = 0; i < 150 && !foundRecipeChoice; ++i)
@@ -260,7 +256,7 @@ TEST_CASE("RecipeSchematic: recipe schematic can appear in pending choices",
TEST_CASE("RecipeSchematic: reset re-locks a previously awarded recipe schematic",
"[recipe_schematic]")
{
Simulation sim(loadConfig());
Simulation sim(loadTestConfig());
awaitRecipeUnlock(sim, "quick_circuit");
REQUIRE(sim.isRecipeUnlocked("quick_circuit"));
@@ -272,7 +268,7 @@ TEST_CASE("RecipeSchematic: reset re-locks a previously awarded recipe schematic
TEST_CASE("RecipeSchematic: reset keeps -1 recipes unlocked and their seed items accessible",
"[recipe_schematic]")
{
Simulation sim(loadConfig());
Simulation sim(loadTestConfig());
sim.reset();
REQUIRE(sim.isRecipeUnlocked("premium_circuit"));
@@ -286,7 +282,7 @@ TEST_CASE("RecipeSchematic: reset keeps -1 recipes unlocked and their seed items
TEST_CASE("RecipeSchematic: newlyUnlockedRecipeIds is sorted, deduplicated, and empty for level-ups",
"[recipe_schematic]")
{
Simulation sim(loadConfig());
Simulation sim(loadTestConfig());
for (int i = 0; i < 100; ++i)
{
@@ -310,8 +306,8 @@ TEST_CASE("RecipeSchematic: newlyUnlockedRecipeIds is sorted, deduplicated, and
TEST_CASE("RecipeSchematic: newlyUnlockedRecipeIds matches recipes that actually become unlocked",
"[recipe_schematic]")
{
Simulation sim(loadConfig());
const GameConfig cfg = loadConfig();
Simulation sim(loadTestConfig());
const GameConfig cfg = loadTestConfig();
auto unlockedTrackedRecipeIds = [&]()
{
@@ -365,7 +361,7 @@ TEST_CASE("SchematicDrop: an owned ship schematic is never offered again",
{
// repair_ship has unlock_at_station_level = 0 in the test config, so it is
// locked at start and becomes eligible once a station set is destroyed.
Simulation sim(loadConfig());
Simulation sim(loadTestConfig());
REQUIRE_FALSE(sim.isSchematicUnlocked("repair_ship"));
bool wasUnlocked = false;

View File

@@ -16,14 +16,10 @@
#include "ReplayRecorder.h"
#include "Rotation.h"
#include "Simulation.h"
#include "TestConfig.h"
namespace
{
GameConfig loadConfig()
{
return ConfigLoader::loadFromDirectory(CONFIG_DIR);
}
std::string tempOutputDir()
{
return (QDir::tempPath() + "/dota_factory_replay_playback_test").toStdString();
@@ -148,7 +144,7 @@ TEST_CASE("a recorded run replays to byte-identical state with no desync", "[rep
std::string replayPath;
std::uint64_t recordedFinalChecksum = 0;
{
Simulation rec(loadConfig(), seed);
Simulation rec(loadTestConfig(), seed);
CommandManager manager(rec);
std::unique_ptr<ReplayRecorder> recorder =
std::make_unique<ReplayRecorder>(CONFIG_DIR, tempOutputDir());
@@ -179,7 +175,7 @@ TEST_CASE("a recorded run replays to byte-identical state with no desync", "[rep
REQUIRE_FALSE(parsed->entries.empty());
// --- Replay it. ---
Simulation play(loadConfig(), parsed->header.seed);
Simulation play(loadTestConfig(), parsed->header.seed);
ReplayPlayer player(play, parsed->entries);
player.start();
while (!player.isFinished())
@@ -201,7 +197,7 @@ TEST_CASE("ReplayPlayer reports a desync when a checksum is corrupted", "[replay
std::string replayPath;
{
Simulation rec(loadConfig(), seed);
Simulation rec(loadTestConfig(), seed);
CommandManager manager(rec);
std::unique_ptr<ReplayRecorder> recorder =
std::make_unique<ReplayRecorder>(CONFIG_DIR, tempOutputDir());
@@ -228,7 +224,7 @@ TEST_CASE("ReplayPlayer reports a desync when a checksum is corrupted", "[replay
}
REQUIRE(corrupted);
Simulation play(loadConfig(), parsed->header.seed);
Simulation play(loadTestConfig(), parsed->header.seed);
ReplayPlayer player(play, parsed->entries);
player.start();
while (!player.isFinished())
@@ -250,7 +246,7 @@ TEST_CASE("a long recorded run (through waves and combat) replays with no desync
std::string replayPath;
std::uint64_t recordedFinalChecksum = 0;
{
Simulation rec(loadConfig(), seed);
Simulation rec(loadTestConfig(), seed);
CommandManager manager(rec);
std::unique_ptr<ReplayRecorder> recorder =
std::make_unique<ReplayRecorder>(CONFIG_DIR, tempOutputDir());
@@ -275,7 +271,7 @@ TEST_CASE("a long recorded run (through waves and combat) replays with no desync
const std::optional<ParsedReplay> parsed = readReplayFile(replayPath);
REQUIRE(parsed.has_value());
Simulation play(loadConfig(), parsed->header.seed);
Simulation play(loadTestConfig(), parsed->header.seed);
ReplayPlayer player(play, parsed->entries);
player.start();
while (!player.isFinished())

View File

@@ -16,6 +16,7 @@
#include "GameConfig.h"
#include "ReplayRecorder.h"
#include "Simulation.h"
#include "TestConfig.h"
namespace
{
@@ -144,7 +145,7 @@ TEST_CASE("ReplayRecorder writes a well-formed file", "[replay]")
TEST_CASE("CommandManager records commands and an initial checksum on drain", "[replay]")
{
Simulation sim(ConfigLoader::loadFromDirectory(CONFIG_DIR), 7u);
Simulation sim(loadTestConfig(), 7u);
CommandManager manager(sim);
std::unique_ptr<ReplayRecorder> recorder =
@@ -187,7 +188,7 @@ TEST_CASE("ReplayRecorder startNewRun rolls to a new file", "[replay]")
TEST_CASE("CommandManager rolls the replay file on a Reset command", "[replay]")
{
Simulation sim(ConfigLoader::loadFromDirectory(CONFIG_DIR), 1u);
Simulation sim(loadTestConfig(), 1u);
CommandManager manager(sim);
std::unique_ptr<ReplayRecorder> recorder =
@@ -197,7 +198,7 @@ TEST_CASE("CommandManager rolls the replay file on a Reset command", "[replay]")
const std::string firstPath = recorderPtr->getCurrentFilePath();
std::shared_ptr<ResetCommand> reset = std::make_shared<ResetCommand>();
reset->config = std::make_shared<GameConfig>(ConfigLoader::loadFromDirectory(CONFIG_DIR));
reset->config = std::make_shared<GameConfig>(loadTestConfig());
reset->seed = 999u;
manager.enqueue(reset);
manager.drain();

View File

@@ -1,4 +1,5 @@
#include "catch.hpp"
#include "FactoryQueries.h"
#include "Building.h"
#include "BuildingSystem.h"
@@ -22,11 +23,7 @@
#include "SimulationTestAccess.h"
#include "Tick.h"
#include "WeaponComponent.h"
static GameConfig loadConfig()
{
return ConfigLoader::loadFromDirectory(CONFIG_DIR);
}
#include "TestConfig.h"
static const ShipDef* findSchematic(const GameConfig& cfg, const std::string& id)
{
@@ -65,8 +62,7 @@ static const BuildingDef* findShipyardDef(const GameConfig& cfg)
static BuildingId placeShipyard(Simulation& sim, const BuildingDef& yardDef)
{
return SimulationTestAccess::buildings(sim).placeImmediate(
BuildingType::Shipyard,
return SimulationTestAccess::buildings(sim).placeImmediate(SimulationTestAccess::state(sim), BuildingType::Shipyard,
yardDef.surfaceMask,
QPoint(0, 0),
Rotation::East);
@@ -76,7 +72,7 @@ static void fillMaterials(Simulation& sim, BuildingId yardId,
const ShipDef& def,
const ShipLayoutConfig& layout)
{
SimulationTestAccess::buildings(sim).forEachBuilding([&](Building& b) {
SimulationTestAccess::buildings(sim).forEachBuilding(SimulationTestAccess::state(sim), [&](Building& b) {
if (b.id != yardId)
{
return;
@@ -108,7 +104,7 @@ static void fillMaterials(Simulation& sim, BuildingId yardId,
TEST_CASE("Ship spawn: no modules leaves base stats unchanged", "[modules]")
{
Simulation sim(loadConfig(), 42);
Simulation sim(loadTestConfig(), 42);
const ShipDef* def = findSchematic(sim.getConfig(), "interceptor");
REQUIRE(def != nullptr);
@@ -123,7 +119,7 @@ TEST_CASE("Ship spawn: no modules leaves base stats unchanged", "[modules]")
TEST_CASE("Ship spawn: multiplicative HP module applies correctly", "[modules]")
{
Simulation sim(loadConfig(), 42);
Simulation sim(loadTestConfig(), 42);
const ShipDef* def = findSchematic(sim.getConfig(), "interceptor");
REQUIRE(def != nullptr);
@@ -148,7 +144,7 @@ TEST_CASE("Ship spawn: multiplicative HP module applies correctly", "[modules]")
TEST_CASE("Ship spawn: additive sensor module applies correctly", "[modules]")
{
Simulation sim(loadConfig(), 42);
Simulation sim(loadTestConfig(), 42);
const ShipDef* def = findSchematic(sim.getConfig(), "interceptor");
REQUIRE(def != nullptr);
@@ -173,7 +169,7 @@ TEST_CASE("Ship spawn: additive sensor module applies correctly", "[modules]")
TEST_CASE("Ship spawn: multiple modules stack correctly", "[modules]")
{
Simulation sim(loadConfig(), 42);
Simulation sim(loadTestConfig(), 42);
const ShipDef* def = findSchematic(sim.getConfig(), "interceptor");
REQUIRE(def != nullptr);
@@ -206,12 +202,12 @@ TEST_CASE("Ship spawn: multiple modules stack correctly", "[modules]")
TEST_CASE("Shipyard: setShipLayout reinitializes buffers with module materials",
"[modules][shipyard]")
{
Simulation sim(loadConfig(), 42);
Simulation sim(loadTestConfig(), 42);
const BuildingDef* yardDef = findShipyardDef(sim.getConfig());
REQUIRE(yardDef != nullptr);
const BuildingId yardId = placeShipyard(sim, *yardDef);
SimulationTestAccess::buildings(sim).setRecipe(yardId,"interceptor");
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), yardId,"interceptor");
ShipLayoutConfig layout;
PlacedModule pm;
@@ -220,9 +216,9 @@ TEST_CASE("Shipyard: setShipLayout reinitializes buffers with module materials",
pm.rotation = Rotation::East;
layout.placedModules.push_back(pm);
SimulationTestAccess::buildings(sim).setShipLayout(yardId, layout);
SimulationTestAccess::buildings(sim).setShipLayout(SimulationTestAccess::state(sim), yardId, layout);
const Building* b = sim.getBuildings().findBuilding(yardId);
const Building* b = findBuilding(sim.getFactoryState(), yardId);
REQUIRE(b != nullptr);
// armor_plate needs 2 iron_ingot; interceptor needs 3 iron_ingot + 1 circuit_board
// Total iron_ingot = 5, buffer cap = 2 * 5 = 10
@@ -233,21 +229,21 @@ TEST_CASE("Shipyard: setShipLayout reinitializes buffers with module materials",
TEST_CASE("Shipyard: setShipLayout cancels in-progress production",
"[modules][shipyard]")
{
Simulation sim(loadConfig(), 42);
Simulation sim(loadTestConfig(), 42);
const ShipDef* def = findSchematic(sim.getConfig(), "interceptor");
REQUIRE(def != nullptr);
const BuildingDef* yardDef = findShipyardDef(sim.getConfig());
REQUIRE(yardDef != nullptr);
const BuildingId yardId = placeShipyard(sim, *yardDef);
SimulationTestAccess::buildings(sim).setRecipe(yardId,"interceptor");
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), yardId,"interceptor");
// Fill materials and tick to start production.
ShipLayoutConfig emptyLayout;
fillMaterials(sim, yardId, *def, emptyLayout);
sim.tick();
const Building* b1 = sim.getBuildings().findBuilding(yardId);
const Building* b1 = findBuilding(sim.getFactoryState(), yardId);
REQUIRE(b1 != nullptr);
REQUIRE(b1->production.has_value());
@@ -259,9 +255,9 @@ TEST_CASE("Shipyard: setShipLayout cancels in-progress production",
pm.rotation = Rotation::East;
layout.placedModules.push_back(pm);
SimulationTestAccess::buildings(sim).setShipLayout(yardId, layout);
SimulationTestAccess::buildings(sim).setShipLayout(SimulationTestAccess::state(sim), yardId, layout);
const Building* b2 = sim.getBuildings().findBuilding(yardId);
const Building* b2 = findBuilding(sim.getFactoryState(), yardId);
REQUIRE(b2 != nullptr);
CHECK_FALSE(b2->production.has_value());
}
@@ -269,7 +265,7 @@ TEST_CASE("Shipyard: setShipLayout cancels in-progress production",
TEST_CASE("Shipyard: builds a bare hull when no layout is configured",
"[modules][shipyard]")
{
Simulation sim(loadConfig(), 42);
Simulation sim(loadTestConfig(), 42);
const ShipDef* def = findSchematic(sim.getConfig(), "interceptor");
REQUIRE(def != nullptr);
// The schematic carries a weapon in its (wave-only) default loadout. This
@@ -282,7 +278,7 @@ TEST_CASE("Shipyard: builds a bare hull when no layout is configured",
REQUIRE(yardDef != nullptr);
const BuildingId yardId = placeShipyard(sim, *yardDef);
SimulationTestAccess::buildings(sim).setRecipe(yardId, "interceptor");
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), yardId, "interceptor");
// Deliberately no setShipLayout: recipe set, layout left unconfigured.
// Charge only the base-hull materials (an empty layout adds none).
@@ -312,12 +308,12 @@ TEST_CASE("Shipyard: builds a bare hull when no layout is configured",
TEST_CASE("Shipyard: setRecipe clears ship layout", "[modules][shipyard]")
{
Simulation sim(loadConfig(), 42);
Simulation sim(loadTestConfig(), 42);
const BuildingDef* yardDef = findShipyardDef(sim.getConfig());
REQUIRE(yardDef != nullptr);
const BuildingId yardId = placeShipyard(sim, *yardDef);
SimulationTestAccess::buildings(sim).setRecipe(yardId,"interceptor");
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), yardId,"interceptor");
ShipLayoutConfig layout;
PlacedModule pm;
@@ -325,15 +321,15 @@ TEST_CASE("Shipyard: setRecipe clears ship layout", "[modules][shipyard]")
pm.position = QPoint(0, 0);
pm.rotation = Rotation::East;
layout.placedModules.push_back(pm);
SimulationTestAccess::buildings(sim).setShipLayout(yardId, layout);
SimulationTestAccess::buildings(sim).setShipLayout(SimulationTestAccess::state(sim), yardId, layout);
const Building* b1 = sim.getBuildings().findBuilding(yardId);
const Building* b1 = findBuilding(sim.getFactoryState(), yardId);
REQUIRE(b1 != nullptr);
REQUIRE(b1->shipLayout.has_value());
SimulationTestAccess::buildings(sim).setRecipe(yardId,"destroyer");
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), yardId,"destroyer");
const Building* b2 = sim.getBuildings().findBuilding(yardId);
const Building* b2 = findBuilding(sim.getFactoryState(), yardId);
REQUIRE(b2 != nullptr);
CHECK_FALSE(b2->shipLayout.has_value());
}
@@ -341,12 +337,12 @@ TEST_CASE("Shipyard: setRecipe clears ship layout", "[modules][shipyard]")
TEST_CASE("Shipyard: setRecipe with unchanged recipe keeps ship layout",
"[modules][shipyard]")
{
Simulation sim(loadConfig(), 42);
Simulation sim(loadTestConfig(), 42);
const BuildingDef* yardDef = findShipyardDef(sim.getConfig());
REQUIRE(yardDef != nullptr);
const BuildingId yardId = placeShipyard(sim, *yardDef);
SimulationTestAccess::buildings(sim).setRecipe(yardId,"interceptor");
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), yardId,"interceptor");
ShipLayoutConfig layout;
PlacedModule pm;
@@ -354,16 +350,16 @@ TEST_CASE("Shipyard: setRecipe with unchanged recipe keeps ship layout",
pm.position = QPoint(0, 0);
pm.rotation = Rotation::East;
layout.placedModules.push_back(pm);
SimulationTestAccess::buildings(sim).setShipLayout(yardId, layout);
SimulationTestAccess::buildings(sim).setShipLayout(SimulationTestAccess::state(sim), yardId, layout);
const Building* b1 = sim.getBuildings().findBuilding(yardId);
const Building* b1 = findBuilding(sim.getFactoryState(), yardId);
REQUIRE(b1 != nullptr);
REQUIRE(b1->shipLayout.has_value());
// Re-selecting the same recipe must be a no-op and preserve the layout.
SimulationTestAccess::buildings(sim).setRecipe(yardId,"interceptor");
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), yardId,"interceptor");
const Building* b2 = sim.getBuildings().findBuilding(yardId);
const Building* b2 = findBuilding(sim.getFactoryState(), yardId);
REQUIRE(b2 != nullptr);
REQUIRE(b2->shipLayout.has_value());
REQUIRE(b2->shipLayout->placedModules.size() == 1);
@@ -376,7 +372,7 @@ TEST_CASE("Shipyard: setRecipe with unchanged recipe keeps ship layout",
TEST_CASE("Ship spawn: weapon_primer multiplies attack rate in simulation", "[modules]")
{
Simulation sim(loadConfig(), 42);
Simulation sim(loadTestConfig(), 42);
const ShipDef* def = findSchematic(sim.getConfig(), "interceptor");
REQUIRE(def != nullptr);
@@ -401,7 +397,7 @@ TEST_CASE("Ship spawn: weapon_primer multiplies attack rate in simulation", "[mo
TEST_CASE("Ship spawn: weapon_stabilizer multiplies attack range in simulation", "[modules]")
{
Simulation sim(loadConfig(), 42);
Simulation sim(loadTestConfig(), 42);
const ShipDef* def = findSchematic(sim.getConfig(), "interceptor");
REQUIRE(def != nullptr);
@@ -428,7 +424,7 @@ TEST_CASE("Ship spawn: weapon_stabilizer multiplies attack range in simulation",
TEST_CASE("Ship spawn: afterburner additive main_acceleration is converted m/s² to tiles/tick", "[modules]")
{
Simulation sim(loadConfig(), 42);
Simulation sim(loadTestConfig(), 42);
const ShipDef* def = findSchematic(sim.getConfig(), "interceptor");
REQUIRE(def != nullptr);
@@ -453,7 +449,7 @@ TEST_CASE("Ship spawn: afterburner additive main_acceleration is converted m/s²
TEST_CASE("Ship spawn: maneuvering_thrusters additive maneuvering_acceleration is converted m/s² to tiles/tick", "[modules]")
{
Simulation sim(loadConfig(), 42);
Simulation sim(loadTestConfig(), 42);
const ShipDef* def = findSchematic(sim.getConfig(), "interceptor");
REQUIRE(def != nullptr);
@@ -482,7 +478,7 @@ TEST_CASE("Ship spawn: maneuvering_thrusters additive maneuvering_acceleration i
TEST_CASE("calculateShipStats: weapon_primer multiplies attack rate in stats view", "[modules]")
{
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
const ShipDef* def = findSchematic(cfg, "interceptor");
REQUIRE(def != nullptr);
@@ -506,7 +502,7 @@ TEST_CASE("calculateShipStats: weapon_primer multiplies attack rate in stats vie
TEST_CASE("calculateShipStats: weapon_stabilizer multiplies attack range in stats view", "[modules]")
{
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
const ShipDef* def = findSchematic(cfg, "interceptor");
REQUIRE(def != nullptr);
@@ -532,7 +528,7 @@ TEST_CASE("calculateShipStats: weapon_stabilizer multiplies attack range in stat
TEST_CASE("calculateShipStats: afterburner additive main_acceleration is converted m/s² to tiles/s²", "[modules]")
{
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
const ShipDef* def = findSchematic(cfg, "interceptor");
REQUIRE(def != nullptr);
@@ -556,7 +552,7 @@ TEST_CASE("calculateShipStats: afterburner additive main_acceleration is convert
TEST_CASE("calculateShipStats: maneuvering_thrusters additive maneuvering_acceleration is converted m/s² to tiles/s²", "[modules]")
{
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
const ShipDef* def = findSchematic(cfg, "interceptor");
REQUIRE(def != nullptr);

View File

@@ -29,11 +29,7 @@
#include "ShipSystem.h"
#include "Tick.h"
#include "WeaponComponent.h"
static GameConfig loadConfig()
{
return ConfigLoader::loadFromDirectory(CONFIG_DIR);
}
#include "TestConfig.h"
// ---------------------------------------------------------------------------
// Helpers
@@ -91,7 +87,7 @@ TEST_CASE("ShipSystem: interceptor spawn has weapon child and attack behavior, n
"[ship]")
{
EntityAdmin admin;
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
ShipSystem ss(cfg, admin);
const entt::entity e = ss.spawn("interceptor", QVector2D(0.0f, 0.0f));
@@ -115,7 +111,7 @@ TEST_CASE("ShipSystem: interceptor spawn has weapon child and attack behavior, n
TEST_CASE("ShipSystem: enemy combat ship has no rally or retreat behavior", "[ship]")
{
EntityAdmin admin;
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
ShipSystem ss(cfg, admin);
const entt::entity e = ss.spawn("interceptor", QVector2D(0.0f, 0.0f), /*isEnemy=*/true);
@@ -129,7 +125,7 @@ TEST_CASE("ShipSystem: enemy combat ship has no rally or retreat behavior", "[sh
TEST_CASE("ShipSystem: setRetreatEnabled(false) suppresses player retreat behavior", "[ship]")
{
EntityAdmin admin;
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
ShipSystem ss(cfg, admin);
ss.setRetreatEnabled(false);
@@ -144,7 +140,7 @@ TEST_CASE("ShipSystem: setRetreatEnabled(false) suppresses player retreat behavi
TEST_CASE("ShipSystem: interceptor level 1 stats match config formulas", "[ship]")
{
EntityAdmin admin;
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
ShipSystem ss(cfg, admin);
const entt::entity e = ss.spawn("interceptor", QVector2D(0.0f, 0.0f));
@@ -166,7 +162,7 @@ TEST_CASE("ShipSystem: interceptor level 1 stats match config formulas", "[ship]
TEST_CASE("ShipSystem: interceptor hp matches config value", "[ship]")
{
EntityAdmin admin;
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
ShipSystem ss(cfg, admin);
const entt::entity e = ss.spawn("interceptor", QVector2D(0.0f, 0.0f));
@@ -178,7 +174,7 @@ TEST_CASE("ShipSystem: interceptor hp matches config value", "[ship]")
TEST_CASE("ShipSystem: interceptor maxSpeed_tpt matches config value / tileSize / kTickRateHz", "[ship]")
{
EntityAdmin admin;
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
ShipSystem ss(cfg, admin);
const entt::entity e = ss.spawn("interceptor", QVector2D(0.0f, 0.0f));
@@ -196,7 +192,7 @@ TEST_CASE("ShipSystem: salvage_ship spawn with salvage module has cargo child an
"[ship]")
{
EntityAdmin admin;
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
ShipSystem ss(cfg, admin);
const ShipLayoutConfig layout = makeSingleModuleLayout("salvager");
@@ -212,7 +208,7 @@ TEST_CASE("ShipSystem: salvage_ship spawn with salvage module has cargo child an
TEST_CASE("ShipSystem: salvage_ship cargo capacity matches config", "[ship]")
{
EntityAdmin admin;
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
ShipSystem ss(cfg, admin);
const ShipLayoutConfig layout = makeSingleModuleLayout("salvager");
@@ -237,7 +233,7 @@ TEST_CASE("ShipSystem: repair_ship spawn with repair module has repair child and
"[ship]")
{
EntityAdmin admin;
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
ShipSystem ss(cfg, admin);
const ShipLayoutConfig layout = makeSingleModuleLayout("repair_tool");
@@ -252,7 +248,7 @@ TEST_CASE("ShipSystem: repair_ship spawn with repair module has repair child and
TEST_CASE("ShipSystem: repair_ship level 1 repair stats match config formulas", "[ship]")
{
EntityAdmin admin;
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
ShipSystem ss(cfg, admin);
const ShipLayoutConfig layout = makeSingleModuleLayout("repair_tool");
@@ -277,7 +273,7 @@ TEST_CASE("ShipSystem: repair_ship level 1 repair stats match config formulas",
TEST_CASE("ShipSystem: spawned ships are valid entities", "[ship]")
{
EntityAdmin admin;
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
ShipSystem ss(cfg, admin);
const entt::entity e1 = ss.spawn("interceptor", QVector2D(0.0f, 0.0f));
@@ -292,7 +288,7 @@ TEST_CASE("ShipSystem: spawned ships are valid entities", "[ship]")
TEST_CASE("ShipSystem: despawn removes the ship and its weapon children", "[ship]")
{
EntityAdmin admin;
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
ShipSystem ss(cfg, admin);
const entt::entity e = ss.spawn("interceptor", QVector2D(0.0f, 0.0f));

View File

@@ -1,4 +1,5 @@
#include "catch.hpp"
#include "FactoryQueries.h"
#include <algorithm>
@@ -16,11 +17,7 @@
#include "Simulation.h"
#include "SimulationTestAccess.h"
#include "Tick.h"
static GameConfig loadConfig()
{
return ConfigLoader::loadFromDirectory(CONFIG_DIR);
}
#include "TestConfig.h"
// A ship starts unlocked iff no unlock group grants it (REQ-LOCK-EXPLICIT).
static bool startsUnlocked(const GameConfig& cfg, const std::string& shipId)
@@ -61,8 +58,7 @@ static const BuildingDef* findShipyardDef(const GameConfig& cfg)
static BuildingId placeShipyard(Simulation& sim, const BuildingDef& yardDef)
{
return SimulationTestAccess::buildings(sim).placeImmediate(
BuildingType::Shipyard,
return SimulationTestAccess::buildings(sim).placeImmediate(SimulationTestAccess::state(sim), BuildingType::Shipyard,
yardDef.surfaceMask,
QPoint(0, 0),
Rotation::East);
@@ -78,7 +74,7 @@ static int countShips(Simulation& sim)
static void fillMaterials(Simulation& sim, BuildingId yardId, const ShipDef& def)
{
SimulationTestAccess::buildings(sim).forEachBuilding([&](Building& b)
SimulationTestAccess::buildings(sim).forEachBuilding(SimulationTestAccess::state(sim), [&](Building& b)
{
if (b.id != yardId)
{
@@ -98,7 +94,7 @@ static void fillMaterials(Simulation& sim, BuildingId yardId, const ShipDef& def
TEST_CASE("Shipyard: spawns a player ship after production cycle completes",
"[shipyard]")
{
Simulation sim(loadConfig(), 42);
Simulation sim(loadTestConfig(), 42);
const ShipDef* def = findAvailableSchematic(sim.getConfig());
REQUIRE(def != nullptr);
@@ -110,7 +106,7 @@ TEST_CASE("Shipyard: spawns a player ship after production cycle completes",
const BuildingId yardId = placeShipyard(sim, *yardDef);
REQUIRE(yardId != kInvalidBuildingId);
SimulationTestAccess::buildings(sim).setRecipe(yardId, def->id);
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), yardId, def->id);
fillMaterials(sim, yardId, *def);
// First tick: materials consumed, production cycle starts — no ship yet.
@@ -143,7 +139,7 @@ TEST_CASE("Shipyard: spawns a player ship after production cycle completes",
TEST_CASE("Shipyard: does not spawn without a schematic set", "[shipyard]")
{
Simulation sim(loadConfig(), 42);
Simulation sim(loadTestConfig(), 42);
const BuildingDef* yardDef = findShipyardDef(sim.getConfig());
REQUIRE(yardDef != nullptr);
@@ -159,7 +155,7 @@ TEST_CASE("Shipyard: does not spawn without a schematic set", "[shipyard]")
TEST_CASE("Shipyard: does not spawn with insufficient materials", "[shipyard]")
{
Simulation sim(loadConfig(), 42);
Simulation sim(loadTestConfig(), 42);
const ShipDef* def = findAvailableSchematic(sim.getConfig());
REQUIRE(def != nullptr);
@@ -169,7 +165,7 @@ TEST_CASE("Shipyard: does not spawn with insufficient materials", "[shipyard]")
const int shipsBefore = countShips(sim);
const BuildingId yardId = placeShipyard(sim, *yardDef);
SimulationTestAccess::buildings(sim).setRecipe(yardId, def->id);
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), yardId, def->id);
// Materials remain at zero (default after setRecipe); no cycle starts.
const Tick cycleTicks = secondsToTicks(def->schematic.productionTimeSeconds);
@@ -183,7 +179,7 @@ TEST_CASE("Shipyard: does not spawn with insufficient materials", "[shipyard]")
TEST_CASE("Shipyard: spawns a second ship after materials replenished", "[shipyard]")
{
Simulation sim(loadConfig(), 42);
Simulation sim(loadTestConfig(), 42);
const ShipDef* def = findAvailableSchematic(sim.getConfig());
REQUIRE(def != nullptr);
@@ -191,7 +187,7 @@ TEST_CASE("Shipyard: spawns a second ship after materials replenished", "[shipya
REQUIRE(yardDef != nullptr);
const BuildingId yardId = placeShipyard(sim, *yardDef);
SimulationTestAccess::buildings(sim).setRecipe(yardId, def->id);
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), yardId, def->id);
const Tick cycleTicks = secondsToTicks(def->schematic.productionTimeSeconds);
@@ -218,7 +214,7 @@ TEST_CASE("Shipyard: spawns a second ship after materials replenished", "[shipya
// Verify the shipyard production field cleared (i.e. the cycle completed
// and is not still running).
bool productionCleared = false;
for (const Building& b : sim.getBuildings().getAllBuildings())
for (const Building& b : getAllBuildings(sim.getFactoryState()))
{
if (b.id == yardId)
{

View File

@@ -5,11 +5,7 @@
#include "Simulation.h"
#include "Tick.h"
#include "TickDriver.h"
static GameConfig loadConfig()
{
return ConfigLoader::loadFromDirectory(CONFIG_DIR);
}
#include "TestConfig.h"
// ---------------------------------------------------------------------------
// Simulation
@@ -17,14 +13,14 @@ static GameConfig loadConfig()
TEST_CASE("Simulation::currentTick starts at 0", "[simulation]")
{
const Simulation sim(loadConfig());
const Simulation sim(loadTestConfig());
REQUIRE(sim.getCurrentTick() == 0);
}
TEST_CASE("Simulation::tick increments currentTick by 1", "[simulation]")
{
Simulation sim(loadConfig());
Simulation sim(loadTestConfig());
sim.tick();
@@ -33,7 +29,7 @@ TEST_CASE("Simulation::tick increments currentTick by 1", "[simulation]")
TEST_CASE("Simulation::tick 10 times yields currentTick == 10", "[simulation]")
{
Simulation sim(loadConfig());
Simulation sim(loadTestConfig());
for (int i = 0; i < 10; ++i)
{
@@ -45,14 +41,14 @@ TEST_CASE("Simulation::tick 10 times yields currentTick == 10", "[simulation]")
TEST_CASE("Simulation::drainBeamFiredEvents returns empty initially", "[simulation]")
{
Simulation sim(loadConfig());
Simulation sim(loadTestConfig());
REQUIRE(sim.drainBeamFiredEvents().empty());
}
TEST_CASE("Simulation::drainBeamFiredEvents clears queue on drain", "[simulation]")
{
Simulation sim(loadConfig());
Simulation sim(loadTestConfig());
// First drain: empty.
sim.drainBeamFiredEvents();
@@ -63,7 +59,7 @@ TEST_CASE("Simulation::drainBeamFiredEvents clears queue on drain", "[simulation
TEST_CASE("Simulation::hasSchematicChoicesPending returns false initially", "[simulation]")
{
Simulation sim(loadConfig());
Simulation sim(loadTestConfig());
REQUIRE_FALSE(sim.hasSchematicChoicesPending());
}

View File

@@ -7,6 +7,7 @@
#include "BuildingId.h"
#include "BuildingType.h"
#include "Rotation.h"
#include "FactoryState.h"
#include "Simulation.h"
class BeltSystem;
@@ -25,6 +26,7 @@ class BuildingSystem;
struct SimulationTestAccess
{
static BuildingSystem& buildings(Simulation& sim) { return sim.getBuildingsMutable(); }
static FactoryState& state(Simulation& sim) { return sim.m_factoryState; }
static BeltSystem& belts(Simulation& sim) { return sim.getBeltsMutable(); }
static std::optional<BuildingId> place(Simulation& sim, BuildingType type,

15
src/test/TestConfig.h Normal file
View File

@@ -0,0 +1,15 @@
#pragma once
#include "ConfigLoader.h"
#include "GameConfig.h"
// Loads the test fixture config set (CONFIG_DIR points at bin/test/data/config
// for the test target). Shared by every test that needs a full GameConfig, so
// the one-liner is not repeated per translation unit.
//
// Like SimulationTestAccess.h this header lives under src/test and is
// deliberately off the lib/ui/app include path.
inline GameConfig loadTestConfig()
{
return ConfigLoader::loadFromDirectory(CONFIG_DIR);
}

View File

@@ -2,15 +2,11 @@
#include "ConfigLoader.h"
#include "ThreatCostCalculator.h"
static GameConfig loadConfig()
{
return ConfigLoader::loadFromDirectory(CONFIG_DIR);
}
#include "TestConfig.h"
TEST_CASE("ThreatCostCalculator: miner item threat equals duration", "[threat]")
{
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
const ThreatCostTable& table = cfg.threatCosts;
CHECK(table.itemThreat.at("iron_ore") == Approx(1.0));
@@ -19,7 +15,7 @@ TEST_CASE("ThreatCostCalculator: miner item threat equals duration", "[threat]")
TEST_CASE("ThreatCostCalculator: smelter item threat includes input costs", "[threat]")
{
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
const ThreatCostTable& table = cfg.threatCosts;
// iron_ingot: duration 2.0 + iron_ore(1.0) * 2 = 4.0
@@ -30,7 +26,7 @@ TEST_CASE("ThreatCostCalculator: smelter item threat includes input costs", "[th
TEST_CASE("ThreatCostCalculator: assembler takes max across recipes", "[threat]")
{
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
const ThreatCostTable& table = cfg.threatCosts;
// circuit_board has three non-reprocessing recipes:
@@ -43,7 +39,7 @@ TEST_CASE("ThreatCostCalculator: assembler takes max across recipes", "[threat]"
TEST_CASE("ThreatCostCalculator: scrap threat is 1 / scrap_per_threat", "[threat]")
{
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
const ThreatCostTable& table = cfg.threatCosts;
// REQ-THREAT-SCRAP: scrap threat is the constant 1 / world.scrap_per_threat.
@@ -54,7 +50,7 @@ TEST_CASE("ThreatCostCalculator: scrap threat is 1 / scrap_per_threat", "[threat
TEST_CASE("ThreatCostCalculator: reprocessing-only item threat", "[threat]")
{
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
const ThreatCostTable& table = cfg.threatCosts;
// advanced_alloy: reprocessing recipe with scrap*5, duration 3.0, probability 0.1
@@ -64,7 +60,7 @@ TEST_CASE("ThreatCostCalculator: reprocessing-only item threat", "[threat]")
TEST_CASE("ThreatCostCalculator: ship threat with default modules", "[threat]")
{
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
const ThreatCostTable& table = cfg.threatCosts;
// interceptor: 10 + iron_ingot(4)*3 + circuit_board(28)*1 + laser_cannon(5 + 4*1) = 59.0
@@ -80,7 +76,7 @@ TEST_CASE("ThreatCostCalculator: ship threat with default modules", "[threat]")
TEST_CASE("ThreatCostCalculator: ship threat with custom modules", "[threat]")
{
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
const ThreatCostTable& table = cfg.threatCosts;
// interceptor base: 10 + iron_ingot(4)*3 + circuit_board(28)*1 = 50.0
@@ -101,7 +97,7 @@ TEST_CASE("ThreatCostCalculator: ship threat with custom modules", "[threat]")
TEST_CASE("ThreatCostCalculator: unknown ship returns zero", "[threat]")
{
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
const ThreatCostTable& table = cfg.threatCosts;
double threat = calculateShipThreatCost(table, cfg, "nonexistent_ship", {});
@@ -113,7 +109,7 @@ TEST_CASE("ThreatCostCalculator: unknown ship returns zero", "[threat]")
// be excluded. iron_ingot threat must not be inflated by the scrap path.
TEST_CASE("ThreatCostCalculator: scrap-consuming recipe excluded when scrap-free recipe exists", "[threat]")
{
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
const ThreatCostTable& table = cfg.threatCosts;
// scrap_iron recipe: duration=1.0, 1 scrap (threat=1.0) -> 1 iron_ingot.
@@ -132,7 +128,7 @@ TEST_CASE("ThreatCostCalculator: scrap-consuming recipe excluded when scrap-free
// Per-unit threat = (3.0 + iron_ore(1.0)*1) / 2 = 4.0 / 2 = 2.0.
TEST_CASE("ThreatCostCalculator: per-unit division by output amount", "[threat]")
{
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
const ThreatCostTable& table = cfg.threatCosts;
CHECK(table.itemThreat.at("dual_wire") == Approx(2.0));
@@ -146,7 +142,7 @@ TEST_CASE("ThreatCostCalculator: per-unit division by output amount", "[threat]"
// downstream_product = 2.0 + 80.0*1 = 82.0.
TEST_CASE("ThreatCostCalculator: downstream-of-reprocessing item resolves via fixpoint", "[threat]")
{
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
const ThreatCostTable& table = cfg.threatCosts;
CHECK(table.itemThreat.at("advanced_alloy") == Approx(80.0));
@@ -161,7 +157,7 @@ TEST_CASE("ThreatCostCalculator: downstream-of-reprocessing item resolves via fi
// expected threat = max(2.0, 29.0) = 29.0, not 2.0.
TEST_CASE("ThreatCostCalculator: staggered recipes committed only when all computable", "[threat]")
{
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
const ThreatCostTable& table = cfg.threatCosts;
CHECK(table.itemThreat.at("staggered_item") == Approx(29.0));

View File

@@ -19,15 +19,11 @@
#include "SimulationTestAccess.h"
#include "StationBodyComponent.h"
#include "UnlocksConfig.h"
#include "TestConfig.h"
namespace
{
GameConfig loadConfig()
{
return ConfigLoader::loadFromDirectory(CONFIG_DIR);
}
void killEnemyStations(Simulation& sim)
{
sim.getAdmin().forEach<StationBodyComponent, FactionComponent, HealthComponent>(
@@ -42,7 +38,7 @@ void killEnemyStations(Simulation& sim)
// bay together, gated to the given station level.
GameConfig configWithSalvageGroup(int stationLevel)
{
GameConfig cfg = loadConfig();
GameConfig cfg = loadTestConfig();
cfg.unlocks.groups.clear();
cfg.unlocks.groups.push_back(
UnlockGroupDef{"salvage_operations", stationLevel, {}, {}, {"salvager"}, {"salvage_bay"}, {}});

View File

@@ -22,15 +22,11 @@
#include "SimulationTestAccess.h"
#include "StationBodyComponent.h"
#include "UnlocksConfig.h"
#include "TestConfig.h"
namespace
{
GameConfig loadConfig()
{
return ConfigLoader::loadFromDirectory(CONFIG_DIR);
}
UnlockGroupDef& findGroup(GameConfig& cfg, const std::string& id)
{
for (UnlockGroupDef& group : cfg.unlocks.groups)
@@ -85,7 +81,7 @@ TEST_CASE("UnlockPrereq: a group gated behind a locked ship is withheld from the
// quick_circuit (recipe group, level 0) would normally be eligible at the
// first station destruction. Gate it behind the repair_ship group (level 0,
// locked at game start).
GameConfig cfg = loadConfig();
GameConfig cfg = loadTestConfig();
findGroup(cfg, "quick_circuit").requiredGroupIds = {"repair_ship"};
Simulation sim(std::move(cfg), 123);
@@ -103,7 +99,7 @@ TEST_CASE("UnlockPrereq: a group gated behind a locked ship is withheld from the
TEST_CASE("UnlockPrereq: the gated group becomes eligible once its prerequisite is awarded",
"[unlock_prereq]")
{
GameConfig cfg = loadConfig();
GameConfig cfg = loadTestConfig();
findGroup(cfg, "quick_circuit").requiredGroupIds = {"repair_ship"};
Simulation sim(std::move(cfg), 123);
@@ -126,7 +122,7 @@ TEST_CASE("UnlockPrereq: a module group gated behind another module is withheld
{
// Make laser_cannon and armor_plate (both start-unlocked in the test config)
// lockable via new unlock groups, with armor_plate gated behind laser_cannon.
GameConfig cfg = loadConfig();
GameConfig cfg = loadTestConfig();
cfg.unlocks.groups.push_back(
UnlockGroupDef{"laser_cannon", 0, {}, {}, {"laser_cannon"}, {}, {}});
cfg.unlocks.groups.push_back(

View File

@@ -1,4 +1,5 @@
#include "catch.hpp"
#include "FactoryQueries.h"
#include <random>
@@ -25,11 +26,7 @@
#include "Tick.h"
#include "ThreatCostCalculator.h"
#include "WaveSystem.h"
static GameConfig loadConfig()
{
return ConfigLoader::loadFromDirectory(CONFIG_DIR);
}
#include "TestConfig.h"
// ---------------------------------------------------------------------------
// Threat accumulation
@@ -37,7 +34,7 @@ static GameConfig loadConfig()
TEST_CASE("WaveSystem: threat accumulates at boss wave counter rate", "[wave]")
{
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
std::mt19937 rng(42);
WaveSystem ws(cfg, rng);
@@ -55,7 +52,7 @@ TEST_CASE("WaveSystem: threat accumulates at boss wave counter rate", "[wave]")
TEST_CASE("WaveSystem: threatAccumulationRate matches the rate formula outside quiet windows",
"[wave]")
{
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
std::mt19937 rng(42);
WaveSystem ws(cfg, rng);
@@ -65,7 +62,7 @@ TEST_CASE("WaveSystem: threatAccumulationRate matches the rate formula outside q
TEST_CASE("WaveSystem: threatAccumulationRate is 0 during a quiet window", "[wave]")
{
GameConfig cfg = loadConfig();
GameConfig cfg = loadTestConfig();
// Start with the boss countdown already at the pre-boss quiet threshold.
cfg.world.waves.bossCountdownSeconds = cfg.world.waves.bossQuietBeforeSeconds;
std::mt19937 rng(42);
@@ -83,7 +80,7 @@ TEST_CASE("WaveSystem: threatAccumulationRate is 0 during a quiet window", "[wav
TEST_CASE("WaveSystem: generation starts at 0 and increments on station destruction", "[wave]")
{
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
std::mt19937 rng(42);
WaveSystem ws(cfg, rng);
@@ -100,11 +97,11 @@ TEST_CASE("WaveSystem: generation starts at 0 and increments on station destruct
TEST_CASE("WaveSystem: Simulation pre-places HQ + 2 player + 2 enemy stations", "[wave]")
{
const Simulation sim(loadConfig(), 42);
const Simulation sim(loadTestConfig(), 42);
// HQ is still a Building (for belt integration).
int hqCount = 0;
for (const Building& b : sim.getBuildings().getAllBuildings())
for (const Building& b : getAllBuildings(sim.getFactoryState()))
{
if (b.type == BuildingType::Hq) { ++hqCount; }
}
@@ -126,7 +123,7 @@ TEST_CASE("WaveSystem: Simulation pre-places HQ + 2 player + 2 enemy stations",
TEST_CASE("WaveSystem: HQ has correct initial HP from config", "[wave]")
{
const Simulation sim(loadConfig(), 42);
const Simulation sim(loadTestConfig(), 42);
const float expectedHp =
static_cast<float>(sim.getConfig().stations.hq.hpFormula.evaluate(0.0));
@@ -145,9 +142,9 @@ TEST_CASE("WaveSystem: HQ has correct initial HP from config", "[wave]")
TEST_CASE("WaveSystem: HQ anchor is at asteroid right edge", "[wave]")
{
const Simulation sim(loadConfig(), 42);
const Simulation sim(loadTestConfig(), 42);
for (const Building& b : sim.getBuildings().getAllBuildings())
for (const Building& b : getAllBuildings(sim.getFactoryState()))
{
if (b.type != BuildingType::Hq) { continue; }
// Rightmost body cell must be at x = -1 (asteroid right edge).
@@ -162,7 +159,7 @@ TEST_CASE("WaveSystem: HQ anchor is at asteroid right edge", "[wave]")
TEST_CASE("WaveSystem: player stations have weapon set", "[wave]")
{
Simulation sim(loadConfig(), 42);
Simulation sim(loadTestConfig(), 42);
int armedPlayerStations = 0;
sim.getAdmin().forEach<WeaponComponent, ModuleOwnerComponent>(
@@ -183,7 +180,7 @@ TEST_CASE("WaveSystem: player stations have weapon set", "[wave]")
TEST_CASE("WaveSystem: enemy stations have weapon set", "[wave]")
{
Simulation sim(loadConfig(), 42);
Simulation sim(loadTestConfig(), 42);
int armedEnemyStations = 0;
sim.getAdmin().forEach<WeaponComponent, ModuleOwnerComponent>(
@@ -208,7 +205,7 @@ TEST_CASE("WaveSystem: enemy stations have weapon set", "[wave]")
TEST_CASE("WaveSystem: enemy ships spawn after the initial gap elapses", "[wave]")
{
Simulation sim(loadConfig(), 42);
Simulation sim(loadTestConfig(), 42);
// The maximum gap is gapMaxSeconds = 45s → 1350 ticks.
// Run 1500 ticks to guarantee at least one wave has triggered.
@@ -234,7 +231,7 @@ TEST_CASE("WaveSystem: enemy ships spawn after the initial gap elapses", "[wave]
TEST_CASE("WaveSystem: all ships have positive dynamic threat cost", "[wave]")
{
const GameConfig cfg = loadConfig();
const GameConfig cfg = loadTestConfig();
for (const ShipDef& def : cfg.ships.ships)
{
@@ -250,7 +247,7 @@ TEST_CASE("WaveSystem: all ships have positive dynamic threat cost", "[wave]")
TEST_CASE("WaveSystem: destroying both enemy stations triggers a push", "[wave]")
{
Simulation sim(loadConfig(), 42);
Simulation sim(loadTestConfig(), 42);
// Damage both enemy stations to 0.
sim.getAdmin().forEach<StationBodyComponent, FactionComponent, HealthComponent>(
@@ -273,7 +270,7 @@ TEST_CASE("WaveSystem: destroying both enemy stations triggers a push", "[wave]"
TEST_CASE("WaveSystem: push generates pending schematic choices", "[wave]")
{
Simulation sim(loadConfig(), 42);
Simulation sim(loadTestConfig(), 42);
sim.getAdmin().forEach<StationBodyComponent, FactionComponent, HealthComponent>(
[](entt::entity /*e*/, const StationBodyComponent& /*sb*/, const FactionComponent& f, HealthComponent& h)
@@ -291,7 +288,7 @@ TEST_CASE("WaveSystem: push generates pending schematic choices", "[wave]")
TEST_CASE("WaveSystem: push schematic choices have valid ids", "[wave]")
{
Simulation sim(loadConfig(), 42);
Simulation sim(loadTestConfig(), 42);
sim.getAdmin().forEach<StationBodyComponent, FactionComponent, HealthComponent>(
[](entt::entity /*e*/, const StationBodyComponent& /*sb*/, const FactionComponent& f, HealthComponent& h)
@@ -339,7 +336,7 @@ TEST_CASE("WaveSystem: push schematic choices have valid ids", "[wave]")
TEST_CASE("WaveSystem: schematic choices have no duplicates", "[wave]")
{
Simulation sim(loadConfig(), 42);
Simulation sim(loadTestConfig(), 42);
sim.getAdmin().forEach<StationBodyComponent, FactionComponent, HealthComponent>(
[](entt::entity /*e*/, const StationBodyComponent& /*sb*/, const FactionComponent& f, HealthComponent& h)
@@ -359,7 +356,7 @@ TEST_CASE("WaveSystem: schematic choices have no duplicates", "[wave]")
TEST_CASE("WaveSystem: applySchematicChoice clears pending and applies", "[wave]")
{
Simulation sim(loadConfig(), 42);
Simulation sim(loadTestConfig(), 42);
sim.getAdmin().forEach<StationBodyComponent, FactionComponent, HealthComponent>(
[](entt::entity /*e*/, const StationBodyComponent& /*sb*/, const FactionComponent& f, HealthComponent& h)
@@ -375,7 +372,7 @@ TEST_CASE("WaveSystem: applySchematicChoice clears pending and applies", "[wave]
TEST_CASE("WaveSystem: push places new enemy stations further right", "[wave]")
{
Simulation sim(loadConfig(), 42);
Simulation sim(loadTestConfig(), 42);
// Record the X position of the initial enemy stations.
int initialX = std::numeric_limits<int>::min();

View File

@@ -27,7 +27,6 @@ BlueprintPanel::BlueprintPanel(Simulation* sim, const GameConfig* config, QWidge
: QWidget(parent)
, m_sim(sim)
, m_config(config)
, m_currentBlocks(0)
{
QVBoxLayout* layout = new QVBoxLayout(this);
layout->setContentsMargins(4, 4, 4, 4);
@@ -71,9 +70,8 @@ void BlueprintPanel::onSelectionChanged(const std::vector<BuildingId>& ids)
refreshButtonStates();
}
void BlueprintPanel::handleEvent(std::shared_ptr<const BuildingBlocksChangedEvent> event)
void BlueprintPanel::handleEvent(std::shared_ptr<const BuildingBlocksChangedEvent> /*event*/)
{
m_currentBlocks = event->blocks;
refreshButtonStates();
}
@@ -247,10 +245,12 @@ void BlueprintPanel::refreshButtonStates()
// A construction site counts the same as an operational building (REQ-UI-BLUEPRINT-CREATE).
m_createBtn->setEnabled(selectionHasPlaceableBuilding(*m_sim, m_selectedBuildingIds));
const int blocks = m_sim->getBuildingBlocksStock();
for (int i = 0; i < static_cast<int>(m_blueprintButtons.size()); ++i)
{
const int cost = computeBlueprintCost(m_blueprints[static_cast<std::size_t>(i)]);
const bool canAfford = m_currentBlocks >= cost;
const bool canAfford = blocks >= cost;
m_blueprintButtons[static_cast<std::size_t>(i)]->setEnabled(
canAfford || m_activeIndex == i);
}

View File

@@ -53,10 +53,11 @@ private:
void loadFromDisk();
void saveToDisk() const;
// The simulation is the single source of truth for the block stock; the
// change event is only a refresh signal.
Simulation* m_sim;
const GameConfig* m_config;
std::vector<BuildingId> m_selectedBuildingIds;
int m_currentBlocks;
std::optional<int> m_activeIndex; // nullopt = no blueprint selected
std::vector<Blueprint> m_blueprints;
std::vector<QPushButton*> m_blueprintButtons;

View File

@@ -184,13 +184,12 @@ namespace
BuildButtonGrid::BuildButtonGrid(Simulation* sim, const GameConfig* config,
const std::string& iconDir,
const std::string& itemsIconDir, QWidget* parent)
ItemIconCache* itemIcons, QWidget* parent)
: QWidget(parent)
, m_sim(sim)
, m_config(config)
, m_iconDir(iconDir)
, m_itemIcons(std::make_unique<ItemIconCache>(
QString::fromStdString(itemsIconDir)))
, m_itemIcons(itemIcons)
{
QGridLayout* layout = new QGridLayout(this);
layout->setSpacing(4);

View File

@@ -32,11 +32,12 @@ class BuildButtonGrid : public QWidget,
public:
// iconDir is the directory holding the per-building "<id>.svg" chip icons
// (REQ-UI-BUILD-GRID); itemsIconDir holds the per-item icons and supplies the
// building_block icon shown in each button's cost (REQ-UI-BUILD-COST). Both are
// read from disk at runtime, like the config files.
// (REQ-UI-BUILD-GRID), read from disk at runtime like the config files.
// itemIcons is the window-wide per-item icon cache and supplies the
// building_block icon shown in each button's cost (REQ-UI-BUILD-COST). Not
// owned; must outlive this widget.
BuildButtonGrid(Simulation* sim, const GameConfig* config,
const std::string& iconDir, const std::string& itemsIconDir,
const std::string& iconDir, ItemIconCache* itemIcons,
QWidget* parent = nullptr);
~BuildButtonGrid() override;
@@ -65,7 +66,7 @@ private:
Simulation* m_sim;
const GameConfig* m_config;
std::string m_iconDir;
std::unique_ptr<ItemIconCache> m_itemIcons;
ItemIconCache* m_itemIcons; // Not owned; lives in MainWindow.
std::vector<BuildingType> m_types;
std::vector<QPushButton*> m_buttons;
std::map<BuildingType, int> m_costs;

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