#include #include "catch.hpp" #include "ConfigLoader.h" #include "DisplayName.h" #include "FactionComponent.h" #include "GameConfig.h" #include "HealthComponent.h" #include "RecipesConfig.h" #include "SchematicChoiceOption.h" #include "Simulation.h" #include "StationBodyComponent.h" static GameConfig loadConfig() { return ConfigLoader::loadFromDirectory(CONFIG_DIR); } // Zeros the HP of both enemy defence stations and advances one tick so that // tickDeathsAndLoot fires, triggering the push and schematic choices. static void killEnemyStations(Simulation& sim) { sim.admin().forEach( [](entt::entity, StationBodyComponent&, FactionComponent& faction, HealthComponent& health) { if (faction.isEnemy) { health.hp = 0.0f; } }); sim.tick(); } // Kills enemy stations and applies the first schematic choice (index 0). static void killEnemyStationsAndApply(Simulation& sim) { killEnemyStations(sim); if (sim.hasSchematicChoicesPending()) { sim.applySchematicChoice(0); } } // Destroys station sets until recipeId is unlocked or maxDestructions is reached. // Applies schematic choice 0 after each destruction. Returns true if unlocked. static bool awaitRecipeUnlock(Simulation& sim, const std::string& recipeId, int maxDestructions = 150) { for (int i = 0; i < maxDestructions; ++i) { if (sim.isRecipeUnlocked(recipeId)) { return true; } killEnemyStationsAndApply(sim); } return sim.isRecipeUnlocked(recipeId); } // --------------------------------------------------------------------------- // ConfigLoader: parsing unlock_at_station_level on assembler recipes // --------------------------------------------------------------------------- TEST_CASE("RecipeSchematic: unlock_at_station_level = -1 parsed correctly", "[recipe_schematic]") { const GameConfig cfg = loadConfig(); 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()); REQUIRE(it->unlockAtStationLevel.has_value()); CHECK(it->unlockAtStationLevel.value() == -1); } TEST_CASE("RecipeSchematic: unlock_at_station_level = 0 parsed correctly", "[recipe_schematic]") { const GameConfig cfg = loadConfig(); const auto it = std::find_if(cfg.recipes.recipes.begin(), cfg.recipes.recipes.end(), [](const RecipeDef& r) { return r.id == "quick_circuit"; }); REQUIRE(it != cfg.recipes.recipes.end()); REQUIRE(it->unlockAtStationLevel.has_value()); CHECK(it->unlockAtStationLevel.value() == 0); } TEST_CASE("RecipeSchematic: assembler recipe without the key has nullopt", "[recipe_schematic]") { const GameConfig cfg = loadConfig(); 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()); CHECK_FALSE(it->unlockAtStationLevel.has_value()); } // --------------------------------------------------------------------------- // Initial explicit lock state (REQ-LOCK-EXPLICIT) // --------------------------------------------------------------------------- TEST_CASE("RecipeSchematic: recipe with unlock_at_station_level = -1 is unlocked at game start", "[recipe_schematic]") { const Simulation sim(loadConfig()); 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()); 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()); REQUIRE_FALSE(sim.isRecipeUnlocked("advanced_circuit")); } // --------------------------------------------------------------------------- // Implicit unlock graph (REQ-LOCK-IMPLICIT) // --------------------------------------------------------------------------- TEST_CASE("RecipeSchematic: -1 recipe seeds its output item into the implicit unlock set", "[recipe_schematic]") { // 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()); REQUIRE(sim.isItemUnlocked("premium_circuit")); } TEST_CASE("RecipeSchematic: -1 recipe's inputs are in the implicit unlock set", "[recipe_schematic]") { // 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()); REQUIRE(sim.isItemUnlocked("circuit_board")); } TEST_CASE("RecipeSchematic: locked recipe's unique input is not in the implicit unlock set", "[recipe_schematic]") { // 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()); REQUIRE_FALSE(sim.isItemUnlocked("exotic_ore")); } TEST_CASE("RecipeSchematic: locked recipe's output item is not in the implicit unlock set", "[recipe_schematic]") { // 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()); REQUIRE_FALSE(sim.isItemUnlocked("exotic_alloy")); REQUIRE_FALSE(sim.isRecipeUnlocked("exotic_alloy")); } TEST_CASE("RecipeSchematic: normal implicit unlock is unaffected for untagged assembler recipes", "[recipe_schematic]") { // 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()); REQUIRE(sim.isRecipeUnlocked("circuit_board")); } // --------------------------------------------------------------------------- // Drop pool and station destruction (REQ-DEF-SCHEMATIC-DROP) // --------------------------------------------------------------------------- TEST_CASE("RecipeSchematic: eligible recipe schematic is eventually awarded on station destruction", "[recipe_schematic]") { // 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()); REQUIRE(awaitRecipeUnlock(sim, "quick_circuit")); } TEST_CASE("RecipeSchematic: recipe whose output is not implicitly unlocked is never awarded", "[recipe_schematic]") { // exotic_alloy produces exotic_alloy (not implicitly unlocked), so the // output-unlocked guard must keep it out of the drop pool at every level. Simulation sim(loadConfig()); for (int i = 0; i < 50; ++i) { killEnemyStationsAndApply(sim); } REQUIRE_FALSE(sim.isRecipeUnlocked("exotic_alloy")); } TEST_CASE("RecipeSchematic: recipe with level > destroyed station level is not awarded", "[recipe_schematic]") { // 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()); killEnemyStationsAndApply(sim); REQUIRE_FALSE(sim.isRecipeUnlocked("advanced_circuit")); } TEST_CASE("RecipeSchematic: recipe with higher level is awarded once eligible station level is reached", "[recipe_schematic]") { // After enough destructions to pass station level 1, advanced_circuit must // eventually be awarded. Simulation sim(loadConfig()); REQUIRE(awaitRecipeUnlock(sim, "advanced_circuit", 300)); } TEST_CASE("RecipeSchematic: awarded recipe schematic stays unlocked and is not awarded again", "[recipe_schematic]") { Simulation sim(loadConfig()); awaitRecipeUnlock(sim, "quick_circuit"); REQUIRE(sim.isRecipeUnlocked("quick_circuit")); // Destroy 30 more station sets; the recipe is no longer in the pool. for (int i = 0; i < 30; ++i) { killEnemyStationsAndApply(sim); } REQUIRE(sim.isRecipeUnlocked("quick_circuit")); } TEST_CASE("RecipeSchematic: recipe schematic can appear in pending choices", "[recipe_schematic]") { Simulation sim(loadConfig()); bool foundRecipeChoice = false; for (int i = 0; i < 150 && !foundRecipeChoice; ++i) { killEnemyStations(sim); if (sim.hasSchematicChoicesPending()) { for (const SchematicChoiceOption& opt : sim.getPendingSchematicChoices()) { if (opt.type == SchematicType::Recipe) { foundRecipeChoice = true; break; } } sim.applySchematicChoice(0); } } CHECK(foundRecipeChoice); } // --------------------------------------------------------------------------- // reset() restores initial lock state (REQ-LOCK-EXPLICIT, REQ-CFG-RELOAD) // --------------------------------------------------------------------------- TEST_CASE("RecipeSchematic: reset re-locks a previously awarded recipe schematic", "[recipe_schematic]") { Simulation sim(loadConfig()); awaitRecipeUnlock(sim, "quick_circuit"); REQUIRE(sim.isRecipeUnlocked("quick_circuit")); sim.reset(); REQUIRE_FALSE(sim.isRecipeUnlocked("quick_circuit")); } TEST_CASE("RecipeSchematic: reset keeps -1 recipes unlocked and their seed items accessible", "[recipe_schematic]") { Simulation sim(loadConfig()); sim.reset(); REQUIRE(sim.isRecipeUnlocked("premium_circuit")); REQUIRE(sim.isItemUnlocked("premium_circuit")); } // --------------------------------------------------------------------------- // Unlock dialog: newly-unlocked recipe preview (REQ-DEF-SCHEMATIC-DROP) // --------------------------------------------------------------------------- TEST_CASE("RecipeSchematic: newlyUnlockedItemNames is sorted, deduplicated, and empty for level-ups", "[recipe_schematic]") { Simulation sim(loadConfig()); for (int i = 0; i < 100; ++i) { killEnemyStations(sim); if (!sim.hasSchematicChoicesPending()) { continue; } for (const SchematicChoiceOption& opt : sim.getPendingSchematicChoices()) { // Strictly ascending implies sorted and deduplicated. for (std::size_t j = 1; j < opt.newlyUnlockedItemNames.size(); ++j) { CHECK(opt.newlyUnlockedItemNames[j - 1] < opt.newlyUnlockedItemNames[j]); } // A level-up doesn't change the explicit unlock state, so the // implicit unlock set - and thus this preview - must be empty. if (!opt.isNewUnlock) { CHECK(opt.newlyUnlockedItemNames.empty()); } } sim.applySchematicChoice(0); } } TEST_CASE("RecipeSchematic: newlyUnlockedItemNames matches recipes that actually become unlocked", "[recipe_schematic]") { Simulation sim(loadConfig()); const GameConfig cfg = loadConfig(); auto unlockedTrackedRecipeIds = [&]() { std::set ids; for (const RecipeDef& def : cfg.recipes.recipes) { if ((def.building == BuildingType::Miner || def.building == BuildingType::Assembler) && sim.isRecipeUnlocked(def.id)) { ids.insert(def.id); } } return ids; }; for (int i = 0; i < 100; ++i) { killEnemyStations(sim); if (!sim.hasSchematicChoicesPending()) { continue; } const std::set unlockedBefore = unlockedTrackedRecipeIds(); const SchematicChoiceOption choice = sim.getPendingSchematicChoices()[0]; sim.applySchematicChoice(0); std::set expectedNames; for (const RecipeDef& def : cfg.recipes.recipes) { if ((def.building == BuildingType::Miner || def.building == BuildingType::Assembler) && sim.isRecipeUnlocked(def.id) && unlockedBefore.count(def.id) == 0) { for (const RecipeOutput& out : def.outputs) { expectedNames.insert(toDisplayName(out.item)); } } } const std::vector expected(expectedNames.begin(), expectedNames.end()); REQUIRE(choice.newlyUnlockedItemNames == expected); } }