#include "catch.hpp" #include "Building.h" #include "BuildingSystem.h" #include "BuildingType.h" #include "ConfigLoader.h" #include "EcsComponents.h" #include "EntityAdmin.h" #include "GameConfig.h" #include "ItemType.h" #include "ModulesConfig.h" #include "Rotation.h" #include "Ship.h" #include "ShipLayout.h" #include "ShipSystem.h" #include "Simulation.h" #include "Tick.h" static GameConfig loadConfig() { return ConfigLoader::loadFromDirectory(CONFIG_DIR); } static const ShipDef* findSchematic(const GameConfig& cfg, const std::string& id) { for (const ShipDef& def : cfg.ships.ships) { if (def.id == id) { return &def; } } return nullptr; } static const BuildingDef* findShipyardDef(const GameConfig& cfg) { for (const BuildingDef& def : cfg.buildings.buildings) { if (def.type == BuildingType::Shipyard) { return &def; } } return nullptr; } static BuildingId placeShipyard(Simulation& sim, const BuildingDef& yardDef) { return sim.buildings().placeImmediate( BuildingType::Shipyard, yardDef.surfaceMask, QPoint(0, 0), Rotation::East); } static void fillMaterials(Simulation& sim, BuildingId yardId, const ShipDef& def, const ShipLayoutConfig& layout) { sim.buildings().forEachBuilding([&](Building& b) { if (b.id != yardId) { return; } for (const RecipeIngredient& ing : def.schematic.materials) { b.inputBuffer.counts[ItemType{ing.item}] = ing.amount; } for (const PlacedModule& pm : layout.placedModules) { for (const ModuleDef& modDef : sim.config().modules.modules) { if (modDef.id == pm.moduleId) { for (const RecipeIngredient& ing : modDef.materials) { b.inputBuffer.counts[ItemType{ing.item}] += ing.amount; } break; } } } }); } // --------------------------------------------------------------------------- // Ship stat modifiers // --------------------------------------------------------------------------- TEST_CASE("Ship spawn: no modules leaves base stats unchanged", "[modules]") { Simulation sim(loadConfig(), 42); const ShipDef* def = findSchematic(sim.config(), "interceptor"); REQUIRE(def != nullptr); const double x = static_cast(def->schematic.playerProductionLevel); const float expectedHp = static_cast(def->health.hpFormula.evaluate(x)); const entt::entity e = sim.ships().spawn("interceptor", def->schematic.playerProductionLevel, QVector2D(5.0f, 5.0f), false, std::nullopt); REQUIRE(sim.admin().isValid(e)); CHECK(sim.admin().get(e).maxHp == Approx(expectedHp)); } TEST_CASE("Ship spawn: multiplicative HP module applies correctly", "[modules]") { Simulation sim(loadConfig(), 42); const ShipDef* def = findSchematic(sim.config(), "interceptor"); REQUIRE(def != nullptr); const double x = static_cast(def->schematic.playerProductionLevel); const float baseHp = static_cast(def->health.hpFormula.evaluate(x)); ShipLayoutConfig layout; PlacedModule pm; pm.moduleId = "armor_plate"; pm.position = QPoint(0, 0); pm.rotation = Rotation::East; layout.placedModules.push_back(pm); const entt::entity e = sim.ships().spawn("interceptor", def->schematic.playerProductionLevel, QVector2D(5.0f, 5.0f), false, layout); REQUIRE(sim.admin().isValid(e)); // armor_plate has multiplied_hp_formula = "1.5" // final = base * (1 + (1.5 - 1)) + 0 = base * 1.5 CHECK(sim.admin().get(e).maxHp == Approx(baseHp * 1.5f)); CHECK(sim.admin().get(e).hp == sim.admin().get(e).maxHp); } TEST_CASE("Ship spawn: additive sensor module applies correctly", "[modules]") { Simulation sim(loadConfig(), 42); const ShipDef* def = findSchematic(sim.config(), "interceptor"); REQUIRE(def != nullptr); const double x = static_cast(def->schematic.playerProductionLevel); const float baseRange = static_cast(def->sensor.sensorRangeFormula.evaluate(x)); ShipLayoutConfig layout; PlacedModule pm; pm.moduleId = "sensor_booster"; pm.position = QPoint(0, 0); pm.rotation = Rotation::East; layout.placedModules.push_back(pm); const entt::entity e = sim.ships().spawn("interceptor", def->schematic.playerProductionLevel, QVector2D(5.0f, 5.0f), false, layout); REQUIRE(sim.admin().isValid(e)); // sensor_booster has added_sensor_range_formula = "10" // final = base * 1.0 + 10 = base + 10 CHECK(sim.admin().get(e).value == Approx(baseRange + 10.0f)); } TEST_CASE("Ship spawn: multiple modules stack correctly", "[modules]") { Simulation sim(loadConfig(), 42); const ShipDef* def = findSchematic(sim.config(), "interceptor"); REQUIRE(def != nullptr); const double x = static_cast(def->schematic.playerProductionLevel); const float baseHp = static_cast(def->health.hpFormula.evaluate(x)); ShipLayoutConfig layout; for (int i = 0; i < 2; ++i) { PlacedModule pm; pm.moduleId = "armor_plate"; pm.position = QPoint(i * 2, 0); pm.rotation = Rotation::East; layout.placedModules.push_back(pm); } const entt::entity e = sim.ships().spawn("interceptor", def->schematic.playerProductionLevel, QVector2D(5.0f, 5.0f), false, layout); REQUIRE(sim.admin().isValid(e)); // Two armor_plates: each 1.5 multiplier // total_mult = 1 + (1.5 - 1) + (1.5 - 1) = 2.0 // final = base * 2.0 CHECK(sim.admin().get(e).maxHp == Approx(baseHp * 2.0f)); } // --------------------------------------------------------------------------- // Shipyard module integration // --------------------------------------------------------------------------- TEST_CASE("Shipyard: setShipLayout reinitializes buffers with module materials", "[modules][shipyard]") { Simulation sim(loadConfig(), 42); const BuildingDef* yardDef = findShipyardDef(sim.config()); REQUIRE(yardDef != nullptr); const BuildingId yardId = placeShipyard(sim, *yardDef); sim.buildings().setRecipe(yardId, "interceptor"); ShipLayoutConfig layout; PlacedModule pm; pm.moduleId = "armor_plate"; pm.position = QPoint(0, 0); pm.rotation = Rotation::East; layout.placedModules.push_back(pm); sim.buildings().setShipLayout(yardId, layout); const Building* b = sim.buildings().findBuilding(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 CHECK(b->inputBuffer.caps.at(ItemType{"iron_ingot"}) == 10); CHECK(b->inputBuffer.caps.at(ItemType{"circuit_board"}) == 2); } TEST_CASE("Shipyard: setShipLayout cancels in-progress production", "[modules][shipyard]") { Simulation sim(loadConfig(), 42); const ShipDef* def = findSchematic(sim.config(), "interceptor"); REQUIRE(def != nullptr); const BuildingDef* yardDef = findShipyardDef(sim.config()); REQUIRE(yardDef != nullptr); const BuildingId yardId = placeShipyard(sim, *yardDef); sim.buildings().setRecipe(yardId, "interceptor"); // Fill materials and tick to start production. ShipLayoutConfig emptyLayout; fillMaterials(sim, yardId, *def, emptyLayout); sim.tick(); const Building* b1 = sim.buildings().findBuilding(yardId); REQUIRE(b1 != nullptr); REQUIRE(b1->production.has_value()); // Now set a layout — should cancel production. ShipLayoutConfig layout; PlacedModule pm; pm.moduleId = "sensor_booster"; pm.position = QPoint(0, 0); pm.rotation = Rotation::East; layout.placedModules.push_back(pm); sim.buildings().setShipLayout(yardId, layout); const Building* b2 = sim.buildings().findBuilding(yardId); REQUIRE(b2 != nullptr); CHECK_FALSE(b2->production.has_value()); } TEST_CASE("Shipyard: setRecipe clears ship layout", "[modules][shipyard]") { Simulation sim(loadConfig(), 42); const BuildingDef* yardDef = findShipyardDef(sim.config()); REQUIRE(yardDef != nullptr); const BuildingId yardId = placeShipyard(sim, *yardDef); sim.buildings().setRecipe(yardId, "interceptor"); ShipLayoutConfig layout; PlacedModule pm; pm.moduleId = "armor_plate"; pm.position = QPoint(0, 0); pm.rotation = Rotation::East; layout.placedModules.push_back(pm); sim.buildings().setShipLayout(yardId, layout); const Building* b1 = sim.buildings().findBuilding(yardId); REQUIRE(b1 != nullptr); REQUIRE(b1->shipLayout.has_value()); sim.buildings().setRecipe(yardId, "destroyer"); const Building* b2 = sim.buildings().findBuilding(yardId); REQUIRE(b2 != nullptr); CHECK_FALSE(b2->shipLayout.has_value()); }