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dota_factory/src/test/BuildingTest.cpp

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#include "catch.hpp"
#include <map>
#include <random>
#include <string>
#include <vector>
#include <QPoint>
#include "BeltSystem.h"
#include "Building.h"
#include "BuildingSystem.h"
#include "BuildingType.h"
#include "ConfigLoader.h"
#include "Item.h"
#include "ItemType.h"
#include "Port.h"
#include "Rotation.h"
#include "Tick.h"
// ---------------------------------------------------------------------------
// Fixture helpers
// ---------------------------------------------------------------------------
static GameConfig loadConfig()
{
return ConfigLoader::loadFromDirectory(CONFIG_DIR);
}
static Item makeItem(const std::string& id)
{
Item item;
item.type.id = id;
return item;
}
static Port eastPort(QPoint tile)
{
Port p;
p.tile = tile;
p.direction = Rotation::East;
return p;
}
static Port westPort(QPoint tile)
{
Port p;
p.tile = tile;
p.direction = Rotation::West;
return p;
}
// Run N full sim ticks: construction, belt-pull, production, belt-push, belt tick.
static void runTicks(BuildingSystem& bs, BeltSystem& belts, int n, Tick& tick)
{
for (int i = 0; i < n; ++i)
{
bs.tickConstruction(tick);
bs.tickBeltPull();
bs.tickProduction(tick);
bs.tickBeltPush();
belts.tick();
++tick;
}
}
// Owns a BuildingSystem and its dependencies for placement-bounds tests.
struct PlacementFixture
{
GameConfig cfg = loadConfig();
BeltSystem belts{cfg.world.beltSpeed_tps};
int stock = 0;
std::mt19937 rng{0};
BuildingId nextBuildingId = 1;
BuildingSystem bs;
PlacementFixture()
: bs(cfg, belts,
[this]() { return nextBuildingId++; },
[this](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
[](const std::string&) -> bool { return true; },
rng)
{
}
};
// ---------------------------------------------------------------------------
// Placement
// ---------------------------------------------------------------------------
TEST_CASE("BuildingSystem: place miner occupies expected body tiles", "[building]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
[](const std::string&) -> bool { return true; },
rng);
const BuildingId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
REQUIRE(id != kInvalidBuildingId);
// Miner mask ["AA","A>"] with East rotation → body at (0,0),(1,0),(0,1).
REQUIRE(bs.isTileOccupied(QPoint(0, 0)));
REQUIRE(bs.isTileOccupied(QPoint(1, 0)));
REQUIRE(bs.isTileOccupied(QPoint(0, 1)));
// (1,1) is the output-port tile, NOT a body cell.
REQUIRE_FALSE(bs.isTileOccupied(QPoint(1, 1)));
}
// -- World-bounds rejection (REQ-BLD-PLACE-VALID) ---------------------------
TEST_CASE("BuildingSystem: place rejects a building above the world (y < 0)", "[building]")
{
PlacementFixture f;
// Miner mask ["AA","A>"] East → body at (0,0),(1,0),(0,1); at y=-1 the top
// row sits above the world.
const BuildingId id = f.bs.place(BuildingType::Miner, QPoint(0, -1), Rotation::East, 0);
REQUIRE(id == kInvalidBuildingId);
REQUIRE(f.bs.allSites().empty());
REQUIRE_FALSE(f.bs.isTileOccupied(QPoint(0, 0)));
}
TEST_CASE("BuildingSystem: place rejects a building below the world (y >= height)", "[building]")
{
PlacementFixture f;
const int heightTiles = f.cfg.world.heightTiles;
// Anchored on the last in-bounds row, the miner's lower body row reaches
// y == heightTiles, which is outside the world.
const BuildingId id = f.bs.place(BuildingType::Miner,
QPoint(0, heightTiles - 1), Rotation::East, 0);
REQUIRE(id == kInvalidBuildingId);
REQUIRE(f.bs.allSites().empty());
}
TEST_CASE("BuildingSystem: place rejects a building left of the asteroid edge", "[building]")
{
PlacementFixture f;
const int leftEdgeX = -f.cfg.world.regions.asteroidWidth_tiles;
const BuildingId id = f.bs.place(BuildingType::Miner,
QPoint(leftEdgeX - 1, 0), Rotation::East, 0);
REQUIRE(id == kInvalidBuildingId);
REQUIRE(f.bs.allSites().empty());
}
TEST_CASE("BuildingSystem: place accepts a building flush against the world's left edge",
"[building]")
{
PlacementFixture f;
const int leftEdgeX = -f.cfg.world.regions.asteroidWidth_tiles;
// Miner body min relative x is 0, so its leftmost cell sits exactly on the edge.
const BuildingId id = f.bs.place(BuildingType::Miner,
QPoint(leftEdgeX, 0), Rotation::East, 0);
REQUIRE(id != kInvalidBuildingId);
REQUIRE(f.bs.isTileOccupied(QPoint(leftEdgeX, 0)));
}
TEST_CASE("BuildingSystem: place imposes no right-side bound (space extends rightward)",
"[building]")
{
PlacementFixture f;
const BuildingId id = f.bs.place(BuildingType::Miner,
QPoint(1000, 0), Rotation::East, 0);
REQUIRE(id != kInvalidBuildingId);
}
TEST_CASE("BuildingSystem: isPlacementValid enforces terrain and world bounds", "[building]")
{
PlacementFixture f;
const int leftEdgeX = -f.cfg.world.regions.asteroidWidth_tiles;
// Miner is all-asteroid (A): valid only fully on the asteroid (x < 0).
REQUIRE(f.bs.isPlacementValid(BuildingType::Miner, QPoint(-3, 0), Rotation::East));
REQUIRE_FALSE(f.bs.isPlacementValid(BuildingType::Miner, QPoint(0, 0), Rotation::East)); // A cells in space
REQUIRE_FALSE(f.bs.isPlacementValid(BuildingType::Miner, QPoint(0, -1), Rotation::East)); // above world
REQUIRE(f.bs.isPlacementValid(BuildingType::Miner, QPoint(leftEdgeX, 0), Rotation::East));
REQUIRE_FALSE(f.bs.isPlacementValid(BuildingType::Miner,
QPoint(leftEdgeX - 1, 0), Rotation::East)); // past left edge
// Shipyard mask ["AAAS>","AAAS "] straddles the boundary: A cells on the
// asteroid, the S (dock) cell in space. At anchor (-3,0) the A cells land at
// x=-3..-1 and the dock at x=0.
REQUIRE(f.bs.isPlacementValid(BuildingType::Shipyard, QPoint(-3, 0), Rotation::East));
REQUIRE_FALSE(f.bs.isPlacementValid(BuildingType::Shipyard, QPoint(0, 0), Rotation::East)); // A cells in space
REQUIRE_FALSE(f.bs.isPlacementValid(BuildingType::Shipyard, QPoint(-4, 0), Rotation::East)); // dock on asteroid
}
TEST_CASE("BuildingSystem: placing a belt registers it with BeltSystem after construction",
"[building]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
[](const std::string&) -> bool { return true; },
rng);
bs.place(BuildingType::Belt, QPoint(5, 5), Rotation::East, 0);
// Belt is queued — not yet in BeltSystem.
REQUIRE_FALSE(belts.tryPutItem(QPoint(5, 5), makeItem("iron_ore")));
// Complete construction (1 s).
Tick tick = 0;
runTicks(bs, belts, static_cast<int>(secondsToTicks(1.0)) + 1, tick);
REQUIRE(belts.tryPutItem(QPoint(5, 5), makeItem("iron_ore")));
REQUIRE(bs.allBuildings().size() == 1);
REQUIRE(bs.allBuildings()[0].type == BuildingType::Belt);
REQUIRE(bs.allBuildings()[0].anchor == QPoint(5, 5));
}
TEST_CASE("BuildingSystem: placed building enters construction queue", "[building]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
[](const std::string&) -> bool { return true; },
rng);
const BuildingId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
REQUIRE(bs.allSites().size() == 1);
REQUIRE(bs.allBuildings().empty());
REQUIRE(bs.findSite(id) != nullptr);
}
TEST_CASE("BuildingSystem: demolish frees tiles and returns refund", "[building]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
[](const std::string&) -> bool { return true; },
rng);
const BuildingId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
// Miner construction_time_seconds = 10. completesAt = secondsToTicks(10) = 300.
// We need to process tick 300 itself, so run 301 ticks (ticks 0..300).
Tick tick = 0;
runTicks(bs, belts, static_cast<int>(secondsToTicks(10.0)) + 1, tick);
const int refund = bs.demolish(id);
// Miner cost = 15, refund = floor(15 * 75 / 100) = 11.
REQUIRE(refund == 15 * cfg.world.refundPercentage / 100);
REQUIRE_FALSE(bs.isTileOccupied(QPoint(0, 0)));
REQUIRE(bs.allSites().empty());
}
// ---------------------------------------------------------------------------
// Construction queue
// ---------------------------------------------------------------------------
TEST_CASE("BuildingSystem: first queued building starts construction immediately",
"[building]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
[](const std::string&) -> bool { return true; },
rng);
bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
REQUIRE(bs.allSites().front().completesAt > 0);
}
TEST_CASE("BuildingSystem: second queued building waits (completesAt == 0)", "[building]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
[](const std::string&) -> bool { return true; },
rng);
bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
bs.place(BuildingType::Miner, QPoint(5, 5), Rotation::East, 0);
REQUIRE(bs.allSites().size() == 2);
REQUIRE(bs.allSites()[0].completesAt > 0);
REQUIRE(bs.allSites()[1].completesAt == 0);
}
TEST_CASE("BuildingSystem: construction completes after configured duration", "[building]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
[](const std::string&) -> bool { return true; },
rng);
const BuildingId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
// Miner construction_time_seconds = 10. completesAt = secondsToTicks(10) = 300.
// We need to process tick 300 itself, so run 301 ticks (ticks 0..300).
Tick tick = 0;
runTicks(bs, belts, static_cast<int>(secondsToTicks(10.0)) + 1, tick);
REQUIRE(bs.allSites().empty());
REQUIRE(bs.findBuilding(id) != nullptr);
}
TEST_CASE("BuildingSystem: second building starts after first completes", "[building]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
[](const std::string&) -> bool { return true; },
rng);
bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
const BuildingId id2 = bs.place(BuildingType::Miner, QPoint(5, 5), Rotation::East, 0);
// Process through tick 300 to complete first miner's construction.
Tick tick = 0;
runTicks(bs, belts, static_cast<int>(secondsToTicks(10.0)) + 1, tick);
REQUIRE(bs.allSites().size() == 1);
REQUIRE(bs.allSites().front().id == id2);
REQUIRE(bs.allSites().front().completesAt > 0);
}
// ---------------------------------------------------------------------------
// Miner production cycle
// ---------------------------------------------------------------------------
TEST_CASE("BuildingSystem: miner produces iron_ore after recipe duration", "[building]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
[](const std::string&) -> bool { return true; },
rng);
const BuildingId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
bs.setRecipe(id, "mine_iron_ore");
Tick tick = 0;
// Construction completes on tick 300; production cycle starts tick 300,
// completes on tick 330. Process through tick 330: 331 ticks total.
runTicks(bs, belts,
static_cast<int>(secondsToTicks(10.0)) + static_cast<int>(secondsToTicks(1.0)) + 1,
tick);
const Building* b = bs.findBuilding(id);
REQUIRE(b != nullptr);
REQUIRE_FALSE(b->outputBuffer.items.empty());
REQUIRE(b->outputBuffer.items.front().type.id == "iron_ore");
}
TEST_CASE("BuildingSystem: miner output buffer stalls when full", "[building]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
[](const std::string&) -> bool { return true; },
rng);
const BuildingId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
bs.setRecipe(id, "mine_iron_ore");
Tick tick = 0;
// Construction (10s) then cycle 1 starts at tick 300 (completesAt=330).
// Cycle 1 completes at tick 330: deposit item, continue (no same-tick restart).
// Cycle 2 starts at tick 331 (completesAt=361).
// Cycle 2 completes at tick 361: deposit item → buffer=2, cycle 3 stalls.
// Need to process through tick 361: 362 ticks total.
runTicks(bs, belts,
static_cast<int>(secondsToTicks(10.0))
+ 2 * static_cast<int>(secondsToTicks(1.0)) + 2,
tick);
const Building* b = bs.findBuilding(id);
REQUIRE(b != nullptr);
REQUIRE(static_cast<int>(b->outputBuffer.items.size()) == 2);
REQUIRE_FALSE(b->production.has_value());
}
// ---------------------------------------------------------------------------
// REQ-UI-DEBUG-OVERLAY production counts
// ---------------------------------------------------------------------------
TEST_CASE("BuildingSystem: productionBuildingCount excludes construction sites", "[building]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
[](const std::string&) -> bool { return true; },
rng);
const BuildingId minerId = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
const BuildingId smelterId = bs.place(BuildingType::Smelter, QPoint(10, 0), Rotation::East, 0);
(void)smelterId;
Tick tick = 0;
// Both still under construction.
REQUIRE(bs.productionBuildingCount() == 0);
// The queue builds one at a time: miner (10s) completes at tick 300, then
// the smelter (15s) starts and completes at tick 300 + 450 = 750.
runTicks(bs, belts, static_cast<int>(secondsToTicks(10.0)) + 1, tick);
REQUIRE(bs.productionBuildingCount() == 1);
runTicks(bs, belts, static_cast<int>(secondsToTicks(15.0)), tick);
REQUIRE(bs.productionBuildingCount() == 2);
// Neither is producing yet: the miner has no recipe selected, and the
// smelter (auto-recipe, REQ-BLD-SMELTER) has no input feeding it.
REQUIRE(bs.activeProductionBuildingCount() == 0);
bs.setRecipe(minerId, "mine_iron_ore");
runTicks(bs, belts, 1, tick);
REQUIRE(bs.activeProductionBuildingCount() == 1);
}
TEST_CASE("BuildingSystem: activeProductionBuildingCount tracks production cycle state",
"[building]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
[](const std::string&) -> bool { return true; },
rng);
const BuildingId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
bs.setRecipe(id, "mine_iron_ore");
Tick tick = 0;
// Not yet operational while under construction.
REQUIRE(bs.activeProductionBuildingCount() == 0);
// Construction completes at tick 300; cycle 1 starts the same tick (completesAt=330).
runTicks(bs, belts, static_cast<int>(secondsToTicks(10.0)) + 1, tick);
REQUIRE(bs.activeProductionBuildingCount() == 1);
// Run cycles 1 and 2 to completion (1s each); cycle 3 stalls once the
// output buffer (capacity 2) is full (REQ-MAT-OUTPUT-BUFFER).
runTicks(bs, belts, 2 * static_cast<int>(secondsToTicks(1.0)) + 1, tick);
const Building* b = bs.findBuilding(id);
REQUIRE(b != nullptr);
REQUIRE(static_cast<int>(b->outputBuffer.items.size()) == 2);
REQUIRE_FALSE(b->production.has_value());
REQUIRE(bs.activeProductionBuildingCount() == 0);
}
// ---------------------------------------------------------------------------
// Belt pull → input buffer
// ---------------------------------------------------------------------------
TEST_CASE("BuildingSystem: smelter input buffer fills from adjacent west-flowing belt",
"[building]")
{
const GameConfig cfg = loadConfig();
// Fast belt so items are immediately available for peek/take.
BeltSystem belts(static_cast<double>(kTickRateHz));
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
[](const std::string&) -> bool { return true; },
rng);
// Smelter mask ["AA ","AA>"] → body (0,0),(1,0),(0,1),(1,1).
// Output port (2,1) East. Input port example: (2,0) West.
const BuildingId sid = bs.place(BuildingType::Smelter, QPoint(0, 0), Rotation::East, 0);
// Smelters have no recipe selection (REQ-BLD-SMELTER); they auto-accept any
// ore/scrap that is an input to a smelter recipe.
// Complete construction (15s → tick 450+1 = 451 ticks).
Tick tick = 0;
runTicks(bs, belts, static_cast<int>(secondsToTicks(15.0)) + 1, tick);
// Place west-flowing belt at (2,0): belt flows West, delivers to smelter.
belts.placeBelt(QPoint(2, 0), Rotation::West);
belts.tryPutItem(QPoint(2, 0), makeItem("iron_ore"));
belts.tick();
bs.tickBeltPull();
const Building* b = bs.findBuilding(sid);
REQUIRE(b != nullptr);
const std::map<ItemType, int>::const_iterator it =
b->inputBuffer.counts.find(ItemType{"iron_ore"});
REQUIRE(it != b->inputBuffer.counts.end());
REQUIRE(it->second >= 1);
}
// A smelter auto-selects the matching recipe for whatever it is fed, with no
// player recipe selection (REQ-BLD-SMELTER).
TEST_CASE("BuildingSystem: smelter auto-smelts ore without a recipe selection",
"[building]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(static_cast<double>(kTickRateHz));
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
[](const std::string&) -> bool { return true; },
rng);
const BuildingId sid = bs.place(BuildingType::Smelter, QPoint(0, 0), Rotation::East, 0);
Tick tick = 0;
runTicks(bs, belts, static_cast<int>(secondsToTicks(15.0)) + 1, tick);
// Feed 2 iron_ore (the test-config iron_ingot recipe needs 2) via a
// west-flowing belt at input port (2,0).
belts.placeBelt(QPoint(2, 0), Rotation::West);
for (int i = 0; i < 2; ++i)
{
belts.tryPutItem(QPoint(2, 0), makeItem("iron_ore"));
belts.tick();
bs.tickBeltPull();
}
// iron_ingot recipe cycle is 2s; run to completion.
runTicks(bs, belts, static_cast<int>(secondsToTicks(2.0)) + 2, tick);
const Building* b = bs.findBuilding(sid);
REQUIRE(b != nullptr);
bool hasIronIngot = false;
for (const Item& item : b->outputBuffer.items)
{
if (item.type.id == "iron_ingot") { hasIronIngot = true; }
}
REQUIRE(hasIronIngot);
}
// With mixed inputs, the smelter runs whichever recipe is currently satisfiable
// and leaves an incomplete batch of another input waiting (see the union-of-
// inputs caps in initAutoBuffers).
TEST_CASE("BuildingSystem: smelter runs a satisfiable recipe while an incomplete batch waits",
"[building]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(static_cast<double>(kTickRateHz));
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
[](const std::string&) -> bool { return true; },
rng);
const BuildingId sid = bs.place(BuildingType::Smelter, QPoint(0, 0), Rotation::East, 0);
Tick tick = 0;
runTicks(bs, belts, static_cast<int>(secondsToTicks(15.0)) + 1, tick);
// Feed 1 iron_ore (iron_ingot needs 2 — incomplete) then 2 copper_ore
// (copper_ingot needs 2 — satisfiable) via the west-flowing input belt.
belts.placeBelt(QPoint(2, 0), Rotation::West);
const char* fed[] = { "iron_ore", "copper_ore", "copper_ore" };
for (const char* id : fed)
{
belts.tryPutItem(QPoint(2, 0), makeItem(id));
belts.tick();
bs.tickBeltPull();
}
// copper_ingot cycle is 2.5s; run to completion.
runTicks(bs, belts, static_cast<int>(secondsToTicks(2.5)) + 2, tick);
const Building* b = bs.findBuilding(sid);
REQUIRE(b != nullptr);
// Copper was smelted; the lone iron_ore still waits for a second unit.
bool hasCopperIngot = false;
for (const Item& item : b->outputBuffer.items)
{
if (item.type.id == "copper_ingot") { hasCopperIngot = true; }
}
REQUIRE(hasCopperIngot);
const std::map<ItemType, int>::const_iterator ironIt =
b->inputBuffer.counts.find(ItemType{"iron_ore"});
REQUIRE(ironIt != b->inputBuffer.counts.end());
REQUIRE(ironIt->second == 1);
}
// ---------------------------------------------------------------------------
// Belt push → belt tile
// ---------------------------------------------------------------------------
TEST_CASE("BuildingSystem: miner output buffer drains onto adjacent belt", "[building]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(static_cast<double>(kTickRateHz));
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
[](const std::string&) -> bool { return true; },
rng);
const BuildingId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
bs.setRecipe(id, "mine_iron_ore");
// Belt at the miner's output port tile (1,1) flowing East.
belts.placeBelt(QPoint(1, 1), Rotation::East);
Tick tick = 0;
// Construction (10s) + 1 production cycle (1s) + 1 extra tick.
runTicks(bs, belts,
static_cast<int>(secondsToTicks(10.0)) + static_cast<int>(secondsToTicks(1.0)) + 1,
tick);
// Item should have been pushed onto the belt this tick or a subsequent one.
// Run one more tick to ensure tickBeltPush fires after the deposit tick.
runTicks(bs, belts, 1, tick);
const std::optional<Item> item = belts.tryTakeItem(eastPort(QPoint(1, 1)));
REQUIRE(item.has_value());
REQUIRE(item->type.id == "iron_ore");
}
// ---------------------------------------------------------------------------
// setRecipe clears buffers
// ---------------------------------------------------------------------------
TEST_CASE("BuildingSystem: setRecipe clears output buffer and active production",
"[building]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(static_cast<double>(kTickRateHz));
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
[](const std::string&) -> bool { return true; },
rng);
const BuildingId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
bs.setRecipe(id, "mine_iron_ore");
Tick tick = 0;
// Run until first item is in output buffer.
runTicks(bs, belts,
static_cast<int>(secondsToTicks(10.0)) + static_cast<int>(secondsToTicks(1.0)) + 1,
tick);
{
const Building* b = bs.findBuilding(id);
REQUIRE(b != nullptr);
REQUIRE_FALSE(b->outputBuffer.items.empty());
}
bs.setRecipe(id, "mine_copper_ore");
const Building* b = bs.findBuilding(id);
REQUIRE(b->outputBuffer.items.empty());
REQUIRE_FALSE(b->production.has_value());
}
// ---------------------------------------------------------------------------
// Reprocessing plant — output buffer capacity (REQ-MAT-OUTPUT-BUFFER-REPROCESSING)
// ---------------------------------------------------------------------------
TEST_CASE("BuildingSystem: reprocessing plant output buffer capacity equals max output per roll",
"[building]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
[](const std::string&) -> bool { return true; },
rng);
const BuildingId id = bs.place(BuildingType::ReprocessingPlant,
QPoint(0, 0), Rotation::East, 0);
// Reprocessing plants have no recipe selection (REQ-BLD-REPROCESSING); the
// single reprocessing recipe is applied automatically on completion.
// Complete construction (25s).
Tick tick = 0;
runTicks(bs, belts, static_cast<int>(secondsToTicks(25.0)) + 1, tick);
const Building* b = bs.findBuilding(id);
REQUIRE(b != nullptr);
// reprocessing_cycle outputs: 2 iron_ingot (60%), 1 circuit_board (30%),
// 1 advanced_alloy (10%). Max per roll = 2. Capacity = 2 (1× max).
REQUIRE(b->outputBuffer.capacity == 2);
}
TEST_CASE("BuildingSystem: reprocessing plant produces one cycle output then stalls",
"[building]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(static_cast<double>(kTickRateHz));
int stock = 0;
// Seed chosen so first roll produces 2-item output (iron_ingot), filling buffer.
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
[](const std::string&) -> bool { return true; },
rng);
const BuildingId id = bs.place(BuildingType::ReprocessingPlant,
QPoint(0, 0), Rotation::East, 0);
// Reprocessing plants have no recipe selection (REQ-BLD-REPROCESSING); the
// single reprocessing recipe is applied automatically on completion.
// Complete construction (25s).
Tick tick = 0;
runTicks(bs, belts, static_cast<int>(secondsToTicks(25.0)) + 1, tick);
// Feed 5 scrap into the building via a belt at an input port.
// Reprocessing plant body (East rotation) = 3×3 at (0,0).
// Valid input port: tile (-1,0) flowing East.
belts.placeBelt(QPoint(-1, 0), Rotation::East);
for (int i = 0; i < 5; ++i)
{
belts.tryPutItem(QPoint(-1, 0), makeItem("scrap"));
belts.tick();
bs.tickBeltPull();
}
// Verify scrap is in input buffer.
{
const Building* b = bs.findBuilding(id);
REQUIRE(b != nullptr);
const std::map<ItemType, int>::const_iterator it =
b->inputBuffer.counts.find(ItemType{"scrap"});
REQUIRE(it != b->inputBuffer.counts.end());
REQUIRE(it->second == 5);
}
// Run production cycle (3s = 90 ticks + 1 for the completion tick).
runTicks(bs, belts, static_cast<int>(secondsToTicks(3.0)) + 1, tick);
const Building* b = bs.findBuilding(id);
REQUIRE(b != nullptr);
// Cycle should have completed and output deposited.
REQUIRE_FALSE(b->outputBuffer.items.empty());
// No new production: inputs were consumed and not replenished.
REQUIRE_FALSE(b->production.has_value());
}
// ---------------------------------------------------------------------------
// findRotateInPlaceTarget
// ---------------------------------------------------------------------------
TEST_CASE("BuildingSystem: findRotateInPlaceTarget returns nullopt when tile is empty",
"[building][rotate-in-place]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
[](const std::string&) -> bool { return true; },
rng);
REQUIRE_FALSE(
bs.findRotateInPlaceTarget(BuildingType::Belt, QPoint(0, 0), Rotation::East).has_value());
}
TEST_CASE("BuildingSystem: findRotateInPlaceTarget returns the site id for a queued belt (same type, different rotation)",
"[building][rotate-in-place]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
[](const std::string&) -> bool { return true; },
rng);
const BuildingId id = bs.place(BuildingType::Belt, QPoint(0, 0), Rotation::East, 0);
const std::optional<BuildingId> result =
bs.findRotateInPlaceTarget(BuildingType::Belt, QPoint(0, 0), Rotation::North);
REQUIRE(result.has_value());
REQUIRE(*result == id);
}
TEST_CASE("BuildingSystem: findRotateInPlaceTarget returns the building id for a completed operational belt",
"[building][rotate-in-place]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
[](const std::string&) -> bool { return true; },
rng);
const BuildingId id = bs.place(BuildingType::Belt, QPoint(0, 0), Rotation::East, 0);
Tick tick = 0;
runTicks(bs, belts, static_cast<int>(secondsToTicks(1.0)) + 1, tick);
REQUIRE(bs.allSites().empty());
const std::optional<BuildingId> result =
bs.findRotateInPlaceTarget(BuildingType::Belt, QPoint(0, 0), Rotation::South);
REQUIRE(result.has_value());
REQUIRE(*result == id);
}
TEST_CASE("BuildingSystem: findRotateInPlaceTarget returns nullopt when building type differs",
"[building][rotate-in-place]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
[](const std::string&) -> bool { return true; },
rng);
bs.place(BuildingType::Belt, QPoint(0, 0), Rotation::East, 0);
// Querying with Splitter at the same tile — type mismatch → nullopt.
REQUIRE_FALSE(
bs.findRotateInPlaceTarget(BuildingType::Splitter, QPoint(0, 0), Rotation::East).has_value());
}
TEST_CASE("BuildingSystem: findRotateInPlaceTarget returns nullopt when footprints only partially overlap",
"[building][rotate-in-place]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
[](const std::string&) -> bool { return true; },
rng);
// Smelter at (0,0) occupies body tiles (0,0),(1,0),(0,1),(1,1).
bs.place(BuildingType::Smelter, QPoint(0, 0), Rotation::East, 0);
// Ghost anchored at (1,0) would cover (1,0),(2,0),(1,1),(2,1):
// only (1,0) and (1,1) are occupied — not a full coincidence.
REQUIRE_FALSE(
bs.findRotateInPlaceTarget(BuildingType::Smelter, QPoint(1, 0), Rotation::East).has_value());
}
TEST_CASE("BuildingSystem: findRotateInPlaceTarget works for a symmetric multi-tile building with rotated ghost",
"[building][rotate-in-place]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
[](const std::string&) -> bool { return true; },
rng);
// Smelter is a fully filled 2×2 footprint — rotating the ghost produces the
// same four body tiles, so findRotateInPlaceTarget must still return the id.
const BuildingId id = bs.place(BuildingType::Smelter, QPoint(0, 0), Rotation::East, 0);
const std::optional<BuildingId> result =
bs.findRotateInPlaceTarget(BuildingType::Smelter, QPoint(0, 0), Rotation::North);
REQUIRE(result.has_value());
REQUIRE(*result == id);
}
// ---------------------------------------------------------------------------
// rotateInPlace
// ---------------------------------------------------------------------------
TEST_CASE("BuildingSystem: rotateInPlace updates the rotation field of a construction site",
"[building][rotate-in-place]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
[](const std::string&) -> bool { return true; },
rng);
const BuildingId id = bs.place(BuildingType::Belt, QPoint(0, 0), Rotation::East, 0);
REQUIRE(bs.findSite(id)->rotation == Rotation::East);
bs.rotateInPlace(id, Rotation::North);
REQUIRE(bs.findSite(id)->rotation == Rotation::North);
}
TEST_CASE("BuildingSystem: rotateInPlace preserves the construction progress of a queued site",
"[building][rotate-in-place]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
[](const std::string&) -> bool { return true; },
rng);
const BuildingId id = bs.place(BuildingType::Belt, QPoint(0, 0), Rotation::East, 0);
const Tick completesAt = bs.findSite(id)->completesAt;
REQUIRE(completesAt > 0);
bs.rotateInPlace(id, Rotation::South);
REQUIRE(bs.findSite(id)->completesAt == completesAt);
}
TEST_CASE("BuildingSystem: rotateInPlace updates rotation and output port direction on an operational building",
"[building][rotate-in-place]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
[](const std::string&) -> bool { return true; },
rng);
const BuildingId id = bs.place(BuildingType::Belt, QPoint(0, 0), Rotation::East, 0);
Tick tick = 0;
runTicks(bs, belts, static_cast<int>(secondsToTicks(1.0)) + 1, tick);
REQUIRE(bs.findBuilding(id) != nullptr);
const Building& before = *bs.findBuilding(id);
REQUIRE(before.outputPorts[0].direction == Rotation::East);
bs.rotateInPlace(id, Rotation::North);
const Building& after = *bs.findBuilding(id);
REQUIRE(after.rotation == Rotation::North);
REQUIRE(after.outputPorts[0].direction == Rotation::North);
}
TEST_CASE("BuildingSystem: rotateInPlace re-registers a belt tile with BeltSystem so it still accepts items",
"[building][rotate-in-place]")
{
const GameConfig cfg = loadConfig();
BeltSystem belts(cfg.world.beltSpeed_tps);
int stock = 0;
std::mt19937 rng(0);
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
[](const std::string&) -> bool { return true; },
rng);
const BuildingId id = bs.place(BuildingType::Belt, QPoint(0, 0), Rotation::East, 0);
Tick tick = 0;
runTicks(bs, belts, static_cast<int>(secondsToTicks(1.0)) + 1, tick);
bs.rotateInPlace(id, Rotation::North);
// Belt tile must still be registered after rotation — items can be placed on it.
REQUIRE(belts.tryPutItem(QPoint(0, 0), makeItem("iron_ore")));
}
TEST_CASE("BuildingSystem: splitter filters configured on a construction site carry over "
"to the built splitter (REQ-BLD-SITE-CONFIG)", "[building]")
{
PlacementFixture f;
const QPoint tile(5, 5);
const BuildingId id = f.bs.place(BuildingType::Splitter, tile, Rotation::East, 0);
REQUIRE(id != kInvalidBuildingId);
REQUIRE(f.bs.findSite(id) != nullptr);
// Configure an output filter on the still-queued splitter site.
const std::vector<ItemType> filterA{ ItemType{"iron_ore"} };
const std::vector<ItemType> filterB{};
f.bs.setSiteSplitterFilters(id, filterA, filterB);
// The site reports its two output directions and the stored filters before
// it is built; it is not yet registered with BeltSystem.
const std::optional<BeltSystem::SplitterInfo> siteInfo = f.bs.getSiteSplitterInfo(id);
REQUIRE(siteInfo.has_value());
REQUIRE(siteInfo->filterA == filterA);
REQUIRE(siteInfo->filterB.empty());
REQUIRE_FALSE(f.belts.getSplitterInfo(tile).has_value());
// Run until construction completes.
Tick tick = 0;
while (f.bs.allBuildings().empty() && tick < 100000)
{
runTicks(f.bs, f.belts, 1, tick);
}
REQUIRE(f.bs.allBuildings().size() == 1);
REQUIRE(f.bs.allBuildings()[0].type == BuildingType::Splitter);
// The built splitter is registered with BeltSystem carrying the filters.
const std::optional<BeltSystem::SplitterInfo> builtInfo = f.belts.getSplitterInfo(tile);
REQUIRE(builtInfo.has_value());
REQUIRE(builtInfo->filterA == filterA);
REQUIRE(builtInfo->filterB.empty());
}