fix issue where repair behavior targets enemy HQ in balancing target #1
@@ -14,6 +14,7 @@
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#include "EntityAdmin.h"
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#include "FactionComponent.h"
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#include "HealthComponent.h"
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#include "HqProxyComponent.h"
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#include "ModuleOwnerComponent.h"
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#include "MovementIntentSystem.h"
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#include "PositionComponent.h"
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@@ -121,6 +122,8 @@ void ArenaSimulation::placeStructures()
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}
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m_team1HqEntity = m_admin.spawnStation(anchor, hqParsed.footprint, absCells,
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hp, hp, false);
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// Tag as an HQ so it is excluded from repair targeting (REQ-SHP-REPAIR).
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m_admin.addComponent<HqProxyComponent>(m_team1HqEntity);
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m_buildingSystem->registerTileOccupancy(absCells, allocateBuildingId());
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}
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@@ -140,6 +143,8 @@ void ArenaSimulation::placeStructures()
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}
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m_team2HqEntity = m_admin.spawnStation(anchor, hqParsed.footprint, absCells,
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hp, hp, true);
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// Tag as an HQ so it is excluded from repair targeting (REQ-SHP-REPAIR).
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m_admin.addComponent<HqProxyComponent>(m_team2HqEntity);
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m_buildingSystem->registerTileOccupancy(absCells, allocateBuildingId());
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}
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@@ -23,10 +23,14 @@ std::vector<RepairableInfo> buildRepairables(EntityAdmin& admin)
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});
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admin.forEach<StationBodyComponent, PositionComponent, FactionComponent, HealthComponent>(
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[&repairables](entt::entity e, const StationBodyComponent& /*sb*/,
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[&repairables, &admin](entt::entity e, const StationBodyComponent& /*sb*/,
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const PositionComponent& pos, const FactionComponent& f,
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const HealthComponent& h)
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{
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// The HQ is not a repair target — only ships and defence stations are
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// (REQ-SHP-REPAIR). In the balancing arena the HQ is spawned as a station,
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// so it is identified by its HqProxyComponent tag.
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if (admin.hasAll<HqProxyComponent>(e)) { return; }
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repairables.push_back({e, pos.value, f.isEnemy, false, h.hp, h.maxHp});
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});
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@@ -52,9 +56,13 @@ std::vector<CombatantInfo> buildCombatants(EntityAdmin& admin)
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});
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admin.forEach<PositionComponent, FactionComponent, HqProxyComponent>(
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[&combatants](entt::entity e, const PositionComponent& pos,
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[&combatants, &admin](entt::entity e, const PositionComponent& pos,
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const FactionComponent& f, const HqProxyComponent& /*hq*/)
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{
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// An arena HQ carries both StationBodyComponent and HqProxyComponent; it
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// is already listed by the station pass above, so skip it here to avoid
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// counting it twice.
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if (admin.hasAll<StationBodyComponent>(e)) { return; }
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combatants.push_back({e, pos.value, f.isEnemy, true});
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});
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@@ -22,6 +22,7 @@
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#include "EntityAdmin.h"
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#include "FactionComponent.h"
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#include "HealthComponent.h"
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#include "HqProxyComponent.h"
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#include "ModuleOwnerComponent.h"
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#include "MovementIntentComponent.h"
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#include "MovementIntentSystem.h"
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@@ -862,6 +863,48 @@ TEST_CASE("RepairSystem: does not crash when a tool's owner is not a repair ship
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REQUIRE_FALSE(f.admin.get<RepairToolComponent>(moduleEntity).currentTarget.has_value());
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}
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TEST_CASE("RepairSystem: repair tool does not repair an HQ", "[behavior]")
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{
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Fixture f;
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const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
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const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
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false, repairLayout);
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// A damaged, same-faction HQ in repair range — spawned as a station and tagged
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// as an HQ (as the balancing arena does). The HQ is not a repair target.
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const std::vector<QPoint> cells = {QPoint(2, 0), QPoint(3, 0), QPoint(2, 1), QPoint(3, 1)};
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const entt::entity hq = f.admin.spawnStation(QPoint(2, 0), QSize(2, 2), cells,
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100.0f, 200.0f, false);
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f.admin.addComponent<HqProxyComponent>(hq);
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f.decide();
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f.runRepairHeal();
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REQUIRE(f.admin.get<HealthComponent>(hq).hp == Approx(100.0f));
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const entt::entity rc = firstRepairChild(f.admin, repairShip);
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REQUIRE_FALSE(f.admin.get<RepairToolComponent>(rc).currentTarget.has_value());
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}
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TEST_CASE("RepairSystem: repair tool still repairs a damaged defence station", "[behavior]")
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{
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Fixture f;
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const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
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const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
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false, repairLayout);
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// A damaged, same-faction defence station (no HQ tag) in repair range.
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const std::vector<QPoint> cells = {QPoint(2, 0), QPoint(3, 0), QPoint(2, 1), QPoint(3, 1)};
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const entt::entity station = f.admin.spawnStation(QPoint(2, 0), QSize(2, 2), cells,
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100.0f, 200.0f, false);
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f.decide();
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f.runRepairHeal();
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REQUIRE(f.admin.get<HealthComponent>(station).hp > 100.0f);
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const entt::entity rc = firstRepairChild(f.admin, repairShip);
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REQUIRE(*f.admin.get<RepairToolComponent>(rc).currentTarget == station);
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}
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// ---------------------------------------------------------------------------
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// SalvageScrapBehavior / DeliverScrapBehavior
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// ---------------------------------------------------------------------------
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