442 lines
14 KiB
C++
442 lines
14 KiB
C++
#include "catch.hpp"
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#include <random>
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#include "BeltSystem.h"
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#include "Building.h"
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#include "BuildingSystem.h"
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#include "BuildingType.h"
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#include "CombatSystem.h"
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#include "ConfigLoader.h"
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#include "EntityAdmin.h"
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#include "FactionComponent.h"
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#include "FireEvent.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 "ScrapSystem.h"
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#include "ShipSystem.h"
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#include "Simulation.h"
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#include "StationBodyComponent.h"
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#include "Tick.h"
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#include "ThreatResponseBehaviorComponent.h"
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#include "WeaponComponent.h"
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static GameConfig loadConfig()
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{
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return ConfigLoader::loadFromDirectory(CONFIG_DIR);
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}
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static const ShipDef* findCombatShip(const GameConfig& cfg)
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{
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for (const ShipDef& def : cfg.ships.ships)
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{
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if (!def.defaultModules.empty())
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{
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return &def;
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}
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}
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return nullptr;
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}
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static entt::entity findWeaponChild(EntityAdmin& admin, entt::entity ship)
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{
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entt::entity result = entt::null;
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admin.forEach<WeaponComponent, ModuleOwnerComponent>(
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[&](entt::entity ce, const WeaponComponent&, const ModuleOwnerComponent& o)
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{
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if (o.owner == ship && result == entt::null) { result = ce; }
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});
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return result;
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}
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// Helper fixture for unit tests that need ships + combat but not a full Simulation.
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struct CombatFixture
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{
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GameConfig cfg;
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std::mt19937 rng;
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EntityAdmin admin;
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BuildingId nextBuildingId;
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BeltSystem belts;
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ShipSystem ships;
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BuildingSystem buildings;
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CombatSystem combat;
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explicit CombatFixture()
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: cfg(loadConfig())
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, rng(42)
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, nextBuildingId(1)
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, belts(cfg.world.beltSpeed_tps)
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, ships(cfg, admin)
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, buildings(cfg, belts,
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[this]() { return nextBuildingId++; },
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[](int){},
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[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
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rng)
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, combat(cfg)
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{
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}
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void wireEnemyTarget(entt::entity enemy, entt::entity playerTarget)
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{
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// Set target on weapon child entity (CombatSystem syncs from ThreatResponse each tick,
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// but also setting directly ensures the first tick fires without waiting for sync).
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const entt::entity wc = findWeaponChild(admin, enemy);
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if (wc != entt::null)
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{
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admin.get<WeaponComponent>(wc).currentTarget = playerTarget;
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admin.get<WeaponComponent>(wc).cooldownTicks = 0.0f;
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}
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if (admin.hasAll<ThreatResponseBehaviorComponent>(enemy))
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{
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admin.get<ThreatResponseBehaviorComponent>(enemy).currentTarget = playerTarget;
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}
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}
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};
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// ---------------------------------------------------------------------------
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// Ship weapon firing
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// ---------------------------------------------------------------------------
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TEST_CASE("CombatSystem: ship fires when cooldown=0 and target in range", "[combat]")
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{
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CombatFixture f;
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const ShipDef* combatDef = findCombatShip(f.cfg);
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REQUIRE(combatDef != nullptr);
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const entt::entity enemy = f.ships.spawn(combatDef->id, 1, QVector2D(5.0f, 5.0f), true);
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const entt::entity player = f.ships.spawn(combatDef->id, 1, QVector2D(4.0f, 5.0f), false);
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f.wireEnemyTarget(enemy, player);
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const float hpBefore = f.admin.get<HealthComponent>(player).hp;
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std::vector<FireEvent> events;
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f.combat.tick(0, f.admin, f.buildings, events);
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f.combat.applyPendingDamage(5, f.admin);
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REQUIRE(f.admin.get<HealthComponent>(player).hp < hpBefore);
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REQUIRE(events.size() >= 1);
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}
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TEST_CASE("CombatSystem: cooldown prevents firing before it expires", "[combat]")
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{
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CombatFixture f;
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const ShipDef* combatDef = findCombatShip(f.cfg);
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REQUIRE(combatDef != nullptr);
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const entt::entity enemy = f.ships.spawn(combatDef->id, 1, QVector2D(5.0f, 5.0f), true);
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const entt::entity player = f.ships.spawn(combatDef->id, 1, QVector2D(4.0f, 5.0f), false);
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f.wireEnemyTarget(enemy, player);
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{
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const entt::entity wc = findWeaponChild(f.admin, enemy);
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REQUIRE(f.admin.isValid(wc));
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f.admin.get<WeaponComponent>(wc).cooldownTicks = 3.0f; // override to 3
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}
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auto enemyFiredIn = [&enemy](const std::vector<FireEvent>& evts)
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{
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for (const FireEvent& evt : evts)
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{
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if (evt.shooter == enemy) { return true; }
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}
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return false;
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};
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std::vector<FireEvent> events;
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f.combat.tick(0, f.admin, f.buildings, events);
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REQUIRE_FALSE(enemyFiredIn(events));
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f.combat.tick(1, f.admin, f.buildings, events);
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REQUIRE_FALSE(enemyFiredIn(events));
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f.combat.tick(2, f.admin, f.buildings, events);
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REQUIRE(enemyFiredIn(events));
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}
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TEST_CASE("CombatSystem: no fire when target is out of range", "[combat]")
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{
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CombatFixture f;
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const ShipDef* combatDef = findCombatShip(f.cfg);
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REQUIRE(combatDef != nullptr);
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const entt::entity enemy = f.ships.spawn(combatDef->id, 1, QVector2D(0.0f, 0.0f), true);
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const entt::entity player = f.ships.spawn(combatDef->id, 1, QVector2D(500.0f, 0.0f), false);
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f.wireEnemyTarget(enemy, player);
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std::vector<FireEvent> events;
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f.combat.tick(0, f.admin, f.buildings, events);
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REQUIRE(events.empty());
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}
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// ---------------------------------------------------------------------------
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// Station weapon firing
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// ---------------------------------------------------------------------------
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TEST_CASE("CombatSystem: player station fires at enemy ship in range", "[combat]")
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{
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Simulation sim(loadConfig(), 42);
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// Find the player station entity via ECS.
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entt::entity stationEntity = entt::null;
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QVector2D stationCenter;
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sim.admin().forEach<StationBodyComponent, FactionComponent>(
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[&](entt::entity e, const StationBodyComponent& sb, const FactionComponent& f)
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{
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if (!f.isEnemy && stationEntity == entt::null)
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{
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stationEntity = e;
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stationCenter = QVector2D(
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sb.anchor.x() + sb.footprint.width() / 2.0f,
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sb.anchor.y() + sb.footprint.height() / 2.0f);
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}
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});
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REQUIRE(sim.admin().isValid(stationEntity));
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const ShipDef* combatDef = findCombatShip(sim.config());
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REQUIRE(combatDef != nullptr);
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const entt::entity enemyShip = sim.ships().spawn(
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combatDef->id, 1,
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QVector2D(stationCenter.x() + 1.0f, stationCenter.y()),
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/*isEnemy=*/true);
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sim.tick();
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const std::vector<FireEvent> events = sim.drainFireEvents();
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bool stationFired = false;
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for (const FireEvent& evt : events)
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{
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if (evt.shooter == stationEntity) { stationFired = true; }
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}
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REQUIRE(stationFired);
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}
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TEST_CASE("CombatSystem: enemy station fires at player ship in range", "[combat]")
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{
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Simulation sim(loadConfig(), 42);
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entt::entity stationEntity = entt::null;
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QVector2D stationCenter;
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sim.admin().forEach<StationBodyComponent, FactionComponent>(
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[&](entt::entity e, const StationBodyComponent& sb, const FactionComponent& f)
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{
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if (f.isEnemy && stationEntity == entt::null)
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{
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stationEntity = e;
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stationCenter = QVector2D(
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sb.anchor.x() + sb.footprint.width() / 2.0f,
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sb.anchor.y() + sb.footprint.height() / 2.0f);
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}
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});
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REQUIRE(sim.admin().isValid(stationEntity));
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const ShipDef* combatDef = findCombatShip(sim.config());
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REQUIRE(combatDef != nullptr);
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sim.ships().spawn(
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combatDef->id, 1,
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QVector2D(stationCenter.x() - 1.0f, stationCenter.y()),
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/*isEnemy=*/false);
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sim.tick();
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const std::vector<FireEvent> events = sim.drainFireEvents();
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bool stationFired = false;
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for (const FireEvent& evt : events)
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{
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if (evt.shooter == stationEntity) { stationFired = true; }
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}
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REQUIRE(stationFired);
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}
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TEST_CASE("CombatSystem: player ship fires at enemy station in range", "[combat]")
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{
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Simulation sim(loadConfig(), 42);
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entt::entity stationEntity = entt::null;
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QVector2D stationCenter;
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sim.admin().forEach<StationBodyComponent, FactionComponent>(
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[&](entt::entity e, const StationBodyComponent& sb, const FactionComponent& f)
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{
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if (f.isEnemy && stationEntity == entt::null)
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{
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stationEntity = e;
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stationCenter = QVector2D(
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sb.anchor.x() + sb.footprint.width() / 2.0f,
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sb.anchor.y() + sb.footprint.height() / 2.0f);
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}
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});
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REQUIRE(sim.admin().isValid(stationEntity));
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const ShipDef* combatDef = findCombatShip(sim.config());
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REQUIRE(combatDef != nullptr);
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const entt::entity playerShip = sim.ships().spawn(
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combatDef->id, 1,
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QVector2D(stationCenter.x() - 1.0f, stationCenter.y()),
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/*isEnemy=*/false);
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sim.tick();
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const std::vector<FireEvent> events = sim.drainFireEvents();
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bool playerFiredAtStation = false;
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for (const FireEvent& evt : events)
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{
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if (evt.shooter == playerShip && evt.target == stationEntity)
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{
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playerFiredAtStation = true;
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}
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}
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REQUIRE(playerFiredAtStation);
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}
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// ---------------------------------------------------------------------------
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// Deferred damage timing
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// ---------------------------------------------------------------------------
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TEST_CASE("CombatSystem: damage not applied before impact tick", "[combat]")
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{
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CombatFixture f;
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const ShipDef* combatDef = findCombatShip(f.cfg);
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REQUIRE(combatDef != nullptr);
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const entt::entity enemy = f.ships.spawn(combatDef->id, 1, QVector2D(5.0f, 5.0f), true);
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const entt::entity player = f.ships.spawn(combatDef->id, 1, QVector2D(4.0f, 5.0f), false);
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f.wireEnemyTarget(enemy, player);
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const float hpBefore = f.admin.get<HealthComponent>(player).hp;
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std::vector<FireEvent> events;
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f.combat.tick(0, f.admin, f.buildings, events);
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for (Tick t = 1; t < 5; ++t)
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{
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f.combat.applyPendingDamage(t, f.admin);
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REQUIRE(f.admin.get<HealthComponent>(player).hp == Approx(hpBefore));
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}
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}
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TEST_CASE("CombatSystem: damage applied exactly at impact tick", "[combat]")
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{
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CombatFixture f;
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const ShipDef* combatDef = findCombatShip(f.cfg);
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REQUIRE(combatDef != nullptr);
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const entt::entity enemy = f.ships.spawn(combatDef->id, 1, QVector2D(5.0f, 5.0f), true);
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const entt::entity player = f.ships.spawn(combatDef->id, 1, QVector2D(4.0f, 5.0f), false);
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f.wireEnemyTarget(enemy, player);
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const float hpBefore = f.admin.get<HealthComponent>(player).hp;
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std::vector<FireEvent> events;
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f.combat.tick(0, f.admin, f.buildings, events);
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f.combat.applyPendingDamage(5, f.admin);
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REQUIRE(f.admin.get<HealthComponent>(player).hp < hpBefore);
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}
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TEST_CASE("CombatSystem: damage silently dropped if target already dead", "[combat]")
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{
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CombatFixture f;
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const ShipDef* combatDef = findCombatShip(f.cfg);
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REQUIRE(combatDef != nullptr);
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const entt::entity enemy = f.ships.spawn(combatDef->id, 1, QVector2D(5.0f, 5.0f), true);
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const entt::entity player = f.ships.spawn(combatDef->id, 1, QVector2D(4.0f, 5.0f), false);
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f.wireEnemyTarget(enemy, player);
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std::vector<FireEvent> events;
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f.combat.tick(0, f.admin, f.buildings, events);
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f.ships.despawn(player);
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// Should not crash.
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f.combat.applyPendingDamage(5, f.admin);
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REQUIRE_FALSE(f.admin.isValid(player));
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}
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TEST_CASE("CombatSystem: damage still applied if shooter already dead", "[combat]")
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{
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CombatFixture f;
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const ShipDef* combatDef = findCombatShip(f.cfg);
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REQUIRE(combatDef != nullptr);
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const entt::entity enemy = f.ships.spawn(combatDef->id, 1, QVector2D(5.0f, 5.0f), true);
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const entt::entity player = f.ships.spawn(combatDef->id, 1, QVector2D(4.0f, 5.0f), false);
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f.wireEnemyTarget(enemy, player);
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const float hpBefore = f.admin.get<HealthComponent>(player).hp;
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std::vector<FireEvent> events;
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f.combat.tick(0, f.admin, f.buildings, events);
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f.ships.despawn(enemy);
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f.combat.applyPendingDamage(5, f.admin);
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REQUIRE(f.admin.get<HealthComponent>(player).hp < hpBefore);
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}
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// ---------------------------------------------------------------------------
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// Deaths & loot (tick step 9)
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// ---------------------------------------------------------------------------
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TEST_CASE("CombatSystem: dead ship is removed after tick step 9", "[combat]")
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{
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Simulation sim(loadConfig(), 42);
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const ShipDef* combatDef = findCombatShip(sim.config());
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REQUIRE(combatDef != nullptr);
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const entt::entity ship = sim.ships().spawn(combatDef->id, 1,
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QVector2D(10.0f, 10.0f));
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sim.admin().get<HealthComponent>(ship).hp = -1.0f;
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sim.tick();
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REQUIRE_FALSE(sim.admin().isValid(ship));
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}
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TEST_CASE("CombatSystem: scrap is spawned on ship death", "[combat]")
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{
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Simulation sim(loadConfig(), 42);
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const ShipDef* droppingDef = nullptr;
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for (const ShipDef& def : sim.config().ships.ships)
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{
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if (def.loot.scrapDrop > 0)
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{
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droppingDef = &def;
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break;
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}
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}
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REQUIRE(droppingDef != nullptr);
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const entt::entity ship = sim.ships().spawn(droppingDef->id, 1,
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QVector2D(10.0f, 10.0f));
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sim.admin().get<HealthComponent>(ship).hp = -1.0f;
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sim.tick();
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REQUIRE(!sim.scraps().allScrapInfo().empty());
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}
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TEST_CASE("CombatSystem: HQ death sets game over", "[combat]")
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{
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Simulation sim(loadConfig(), 42);
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// Damage the HQ proxy entity (has HqProxy + Health).
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sim.admin().forEach<HqProxyComponent, HealthComponent>(
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[](entt::entity /*e*/, const HqProxyComponent& /*hq*/, HealthComponent& h)
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{
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h.hp = -1.0f;
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});
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sim.tick();
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REQUIRE(sim.isGameOver());
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}
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