Files
dota_factory/src/test/TunnelCompletionTest.cpp
Malte Langkabel 3ac3d8a6e6 Highlight selected tunnels' connection in green (REQ-BLD-TUNNEL-SELECT-HIGHLIGHT)
While a Tunnel Entry or Exit (building or construction site) is selected,
mark its connection green in the game world — the entry tile, exit tile,
and tiles between — reusing the tunnel_preview color from the placement
preview. Unpaired tunnels show no green.

- Add core findTunnelPartner(): the matching end of an existing tunnel
  tile, reusing firstTunnelFacing so the pairing scan stays single-sourced;
  unit-tested in TunnelCompletionTest.
- GameWorldView: extract the built+site tunnel index into
  collectTunnelTiles() (shared with updateTunnelGhost) and add
  drawSelectedTunnelConnections(), called from drawOverlays. Tiles are
  deduped via a set so a connection selected from both ends fills once.
- Also commits the REQ-BLD-TUNNEL-SELECT-HIGHLIGHT requirement text.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y7N59FsLA5e2kuVdqe4Uhc
2026-07-21 19:32:51 +02:00

249 lines
9.6 KiB
C++

#include "catch.hpp"
#include <map>
#include <optional>
#include <utility>
#include <QPoint>
#include <QVector2D>
#include "BuildingType.h"
#include "Rotation.h"
#include "TunnelCompletion.h"
// ---------------------------------------------------------------------------
// Helpers
// ---------------------------------------------------------------------------
namespace
{
using TunnelMap = std::map<std::pair<int, int>, TunnelTileInfo>;
TunnelLookup makeLookup(const TunnelMap& tunnels)
{
return [&tunnels](QPoint tile) -> std::optional<TunnelTileInfo>
{
const TunnelMap::const_iterator it = tunnels.find({tile.x(), tile.y()});
if (it == tunnels.end()) { return std::nullopt; }
return it->second;
};
}
// Cursor at the centre of a tile.
QVector2D tileCentre(QPoint tile)
{
return QVector2D(static_cast<float>(tile.x()) + 0.5f,
static_cast<float>(tile.y()) + 0.5f);
}
} // namespace
// ---------------------------------------------------------------------------
// No match
// ---------------------------------------------------------------------------
TEST_CASE("No tunnels: ghost defaults to a Tunnel Entry with no partner")
{
const TunnelMap tunnels;
const TunnelCompletion result = resolveTunnelCompletion(
makeLookup(tunnels), QPoint(5, 5), Rotation::East, 10, tileCentre(QPoint(5, 5)));
REQUIRE(result.resolvedType == BuildingType::TunnelEntry);
REQUIRE(!result.partnerTile.has_value());
}
// ---------------------------------------------------------------------------
// Entry-completion: an existing exit ahead keeps the ghost an entry
// ---------------------------------------------------------------------------
TEST_CASE("Existing exit ahead completes as an entry")
{
TunnelMap tunnels;
tunnels[{8, 5}] = TunnelTileInfo{BuildingType::TunnelExit, Rotation::East};
const TunnelCompletion result = resolveTunnelCompletion(
makeLookup(tunnels), QPoint(5, 5), Rotation::East, 10, tileCentre(QPoint(5, 5)));
REQUIRE(result.resolvedType == BuildingType::TunnelEntry);
REQUIRE(result.partnerTile.has_value());
REQUIRE(*result.partnerTile == QPoint(8, 5));
}
// ---------------------------------------------------------------------------
// Exit-completion: an existing entry behind flips the ghost to an exit
// ---------------------------------------------------------------------------
TEST_CASE("Existing entry behind completes as an exit")
{
TunnelMap tunnels;
tunnels[{2, 5}] = TunnelTileInfo{BuildingType::TunnelEntry, Rotation::East};
const TunnelCompletion result = resolveTunnelCompletion(
makeLookup(tunnels), QPoint(5, 5), Rotation::East, 10, tileCentre(QPoint(5, 5)));
REQUIRE(result.resolvedType == BuildingType::TunnelExit);
REQUIRE(result.partnerTile.has_value());
REQUIRE(*result.partnerTile == QPoint(2, 5));
}
// ---------------------------------------------------------------------------
// Both matches: the sub-tile cursor position breaks the tie
// ---------------------------------------------------------------------------
TEST_CASE("Both matches resolve to the partner nearer the sub-tile cursor")
{
TunnelMap tunnels;
tunnels[{3, 5}] = TunnelTileInfo{BuildingType::TunnelEntry, Rotation::East}; // behind
tunnels[{7, 5}] = TunnelTileInfo{BuildingType::TunnelExit, Rotation::East}; // ahead
const TunnelLookup lookup = makeLookup(tunnels);
SECTION("cursor near the left edge completes the entry (ghost becomes exit)")
{
const QVector2D cursor(5.1f, 5.5f);
const TunnelCompletion result =
resolveTunnelCompletion(lookup, QPoint(5, 5), Rotation::East, 10, cursor);
REQUIRE(result.resolvedType == BuildingType::TunnelExit);
REQUIRE(*result.partnerTile == QPoint(3, 5));
}
SECTION("cursor near the right edge completes the exit (ghost stays entry)")
{
const QVector2D cursor(5.9f, 5.5f);
const TunnelCompletion result =
resolveTunnelCompletion(lookup, QPoint(5, 5), Rotation::East, 10, cursor);
REQUIRE(result.resolvedType == BuildingType::TunnelEntry);
REQUIRE(*result.partnerTile == QPoint(7, 5));
}
}
// ---------------------------------------------------------------------------
// A same-direction tunnel between the ghost and a candidate blocks the pairing
// ---------------------------------------------------------------------------
TEST_CASE("A same-direction entry between the ghost and an exit blocks completion")
{
TunnelMap tunnels;
tunnels[{7, 5}] = TunnelTileInfo{BuildingType::TunnelEntry, Rotation::East}; // blocker
tunnels[{9, 5}] = TunnelTileInfo{BuildingType::TunnelExit, Rotation::East};
const TunnelCompletion result = resolveTunnelCompletion(
makeLookup(tunnels), QPoint(5, 5), Rotation::East, 10, tileCentre(QPoint(5, 5)));
// The forward scan stops at the same-direction entry, which is not an exit, so no
// entry-completion. Nothing behind, so no exit-completion either.
REQUIRE(result.resolvedType == BuildingType::TunnelEntry);
REQUIRE(!result.partnerTile.has_value());
}
// ---------------------------------------------------------------------------
// Differently-facing tunnels are skipped by the scan
// ---------------------------------------------------------------------------
TEST_CASE("A differently-facing tunnel ahead is skipped, not treated as a match")
{
TunnelMap tunnels;
tunnels[{6, 5}] = TunnelTileInfo{BuildingType::TunnelExit, Rotation::North}; // skipped
tunnels[{8, 5}] = TunnelTileInfo{BuildingType::TunnelExit, Rotation::East}; // match
const TunnelCompletion result = resolveTunnelCompletion(
makeLookup(tunnels), QPoint(5, 5), Rotation::East, 10, tileCentre(QPoint(5, 5)));
REQUIRE(result.resolvedType == BuildingType::TunnelEntry);
REQUIRE(*result.partnerTile == QPoint(8, 5));
}
// ---------------------------------------------------------------------------
// Distance limit
// ---------------------------------------------------------------------------
TEST_CASE("A candidate beyond the max distance is not matched")
{
TunnelMap tunnels;
tunnels[{8, 5}] = TunnelTileInfo{BuildingType::TunnelExit, Rotation::East}; // distance 3
const TunnelCompletion result = resolveTunnelCompletion(
makeLookup(tunnels), QPoint(5, 5), Rotation::East, 2, tileCentre(QPoint(5, 5)));
REQUIRE(result.resolvedType == BuildingType::TunnelEntry);
REQUIRE(!result.partnerTile.has_value());
}
// ---------------------------------------------------------------------------
// findTunnelPartner: the matching end of an existing selected tunnel
// (REQ-BLD-TUNNEL-SELECT-HIGHLIGHT)
// ---------------------------------------------------------------------------
TEST_CASE("findTunnelPartner: a selected entry finds its exit ahead")
{
TunnelMap tunnels;
tunnels[{2, 5}] = TunnelTileInfo{BuildingType::TunnelEntry, Rotation::East};
tunnels[{6, 5}] = TunnelTileInfo{BuildingType::TunnelExit, Rotation::East};
const std::optional<QPoint> partner = findTunnelPartner(
makeLookup(tunnels), QPoint(2, 5), BuildingType::TunnelEntry, Rotation::East, 10);
REQUIRE(partner.has_value());
REQUIRE(*partner == QPoint(6, 5));
}
TEST_CASE("findTunnelPartner: a selected exit finds its entry behind")
{
TunnelMap tunnels;
tunnels[{2, 5}] = TunnelTileInfo{BuildingType::TunnelEntry, Rotation::East};
tunnels[{6, 5}] = TunnelTileInfo{BuildingType::TunnelExit, Rotation::East};
const std::optional<QPoint> partner = findTunnelPartner(
makeLookup(tunnels), QPoint(6, 5), BuildingType::TunnelExit, Rotation::East, 10);
REQUIRE(partner.has_value());
REQUIRE(*partner == QPoint(2, 5));
}
TEST_CASE("findTunnelPartner: an unpaired tunnel has no partner")
{
TunnelMap tunnels;
tunnels[{2, 5}] = TunnelTileInfo{BuildingType::TunnelEntry, Rotation::East};
REQUIRE(!findTunnelPartner(makeLookup(tunnels), QPoint(2, 5),
BuildingType::TunnelEntry, Rotation::East, 10).has_value());
}
TEST_CASE("findTunnelPartner: a same-direction tunnel between blocks the pairing")
{
TunnelMap tunnels;
tunnels[{2, 5}] = TunnelTileInfo{BuildingType::TunnelEntry, Rotation::East}; // selected
tunnels[{4, 5}] = TunnelTileInfo{BuildingType::TunnelEntry, Rotation::East}; // blocker
tunnels[{6, 5}] = TunnelTileInfo{BuildingType::TunnelExit, Rotation::East};
// The scan from the selected entry stops at the same-direction entry, which is not
// an exit, so the exit beyond it is not paired.
REQUIRE(!findTunnelPartner(makeLookup(tunnels), QPoint(2, 5),
BuildingType::TunnelEntry, Rotation::East, 10).has_value());
}
TEST_CASE("findTunnelPartner: a differently-facing tunnel is skipped")
{
TunnelMap tunnels;
tunnels[{2, 5}] = TunnelTileInfo{BuildingType::TunnelEntry, Rotation::East};
tunnels[{4, 5}] = TunnelTileInfo{BuildingType::TunnelExit, Rotation::North}; // skipped
tunnels[{6, 5}] = TunnelTileInfo{BuildingType::TunnelExit, Rotation::East}; // match
const std::optional<QPoint> partner = findTunnelPartner(
makeLookup(tunnels), QPoint(2, 5), BuildingType::TunnelEntry, Rotation::East, 10);
REQUIRE(partner.has_value());
REQUIRE(*partner == QPoint(6, 5));
}
TEST_CASE("findTunnelPartner: a partner beyond the max distance is not matched")
{
TunnelMap tunnels;
tunnels[{2, 5}] = TunnelTileInfo{BuildingType::TunnelEntry, Rotation::East};
tunnels[{6, 5}] = TunnelTileInfo{BuildingType::TunnelExit, Rotation::East}; // distance 4
REQUIRE(!findTunnelPartner(makeLookup(tunnels), QPoint(2, 5),
BuildingType::TunnelEntry, Rotation::East, 3).has_value());
}