693 lines
26 KiB
C++
693 lines
26 KiB
C++
#include "catch.hpp"
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#include "FactoryQueries.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 "ConfigLoader.h"
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#include "DynamicBodyComponent.h"
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#include "EntityAdmin.h"
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#include "FactionComponent.h"
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#include "GameConfig.h"
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#include "HealthComponent.h"
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#include "ItemType.h"
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#include "ModuleOwnerComponent.h"
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#include "ModulesConfig.h"
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#include "Rotation.h"
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#include "SensorRangeComponent.h"
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#include "ShipIdentityComponent.h"
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#include "ShipLayout.h"
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#include "ShipStatsCalculator.h"
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#include "ShipSystem.h"
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#include "Simulation.h"
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#include "SimulationTestAccess.h"
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#include "Tick.h"
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#include "WeaponComponent.h"
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#include "TestConfig.h"
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static const ShipDef* findSchematic(const GameConfig& cfg, const std::string& id)
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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.id == id)
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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 findFirstWeaponChild(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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static const BuildingDef* findShipyardDef(const GameConfig& cfg)
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{
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for (const BuildingDef& def : cfg.buildings.buildings)
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{
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if (def.type == BuildingType::Shipyard)
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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 BuildingId placeShipyard(Simulation& sim, const BuildingDef& yardDef)
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{
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return SimulationTestAccess::buildings(sim).placeImmediate(SimulationTestAccess::state(sim), BuildingType::Shipyard,
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yardDef.surfaceMask,
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QPoint(0, 0),
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Rotation::East);
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}
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static void fillMaterials(Simulation& sim, BuildingId yardId,
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const ShipDef& def,
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const ShipLayoutConfig& layout)
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{
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SimulationTestAccess::buildings(sim).forEachBuilding(SimulationTestAccess::state(sim), [&](Building& b) {
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if (b.id != yardId)
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{
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return;
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}
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for (const RecipeIngredient& ing : def.schematic.materials)
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{
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b.inputBuffer.counts[ItemType{ing.item}] = ing.amount;
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}
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for (const PlacedModule& pm : layout.placedModules)
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{
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for (const ModuleDef& modDef : sim.getConfig().modules.modules)
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{
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if (modDef.id == pm.moduleId)
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{
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for (const RecipeIngredient& ing : modDef.materials)
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{
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b.inputBuffer.counts[ItemType{ing.item}] += ing.amount;
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}
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break;
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}
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}
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}
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});
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}
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// ---------------------------------------------------------------------------
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// Ship stat modifiers
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// ---------------------------------------------------------------------------
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TEST_CASE("Ship spawn: no modules leaves base stats unchanged", "[modules]")
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{
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Simulation sim(loadTestConfig(), 42);
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const ShipDef* def = findSchematic(sim.getConfig(), "interceptor");
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REQUIRE(def != nullptr);
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const float expectedHp = static_cast<float>(def->health.hp);
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const entt::entity e = sim.getShips().spawn("interceptor",
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QVector2D(5.0f, 5.0f), false, std::nullopt);
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REQUIRE(sim.getAdmin().isValid(e));
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CHECK(sim.getAdmin().get<HealthComponent>(e).maxHp == Approx(expectedHp));
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}
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TEST_CASE("Ship spawn: multiplicative HP module applies correctly", "[modules]")
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{
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Simulation sim(loadTestConfig(), 42);
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const ShipDef* def = findSchematic(sim.getConfig(), "interceptor");
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REQUIRE(def != nullptr);
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const float baseHp = static_cast<float>(def->health.hp);
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ShipLayoutConfig layout;
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PlacedModule pm;
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pm.moduleId = "armor_plate";
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pm.position = QPoint(0, 0);
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pm.rotation = Rotation::East;
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layout.placedModules.push_back(pm);
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const entt::entity e = sim.getShips().spawn("interceptor",
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QVector2D(5.0f, 5.0f), false, layout);
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REQUIRE(sim.getAdmin().isValid(e));
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// armor_plate has multiplied_hp_formula = "1.5"
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// final = base * (1 + (1.5 - 1)) + 0 = base * 1.5
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CHECK(sim.getAdmin().get<HealthComponent>(e).maxHp == Approx(baseHp * 1.5f));
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CHECK(sim.getAdmin().get<HealthComponent>(e).hp == sim.getAdmin().get<HealthComponent>(e).maxHp);
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}
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TEST_CASE("Ship spawn: additive sensor module applies correctly", "[modules]")
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{
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Simulation sim(loadTestConfig(), 42);
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const ShipDef* def = findSchematic(sim.getConfig(), "interceptor");
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REQUIRE(def != nullptr);
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const float tileSize = static_cast<float>(sim.getConfig().world.tileSize_m);
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const float baseRange_tiles = static_cast<float>(def->sensor.sensorRange_m) / tileSize;
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ShipLayoutConfig layout;
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PlacedModule pm;
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pm.moduleId = "sensor_booster";
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pm.position = QPoint(0, 0);
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pm.rotation = Rotation::East;
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layout.placedModules.push_back(pm);
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const entt::entity e = sim.getShips().spawn("interceptor",
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QVector2D(5.0f, 5.0f), false, layout);
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REQUIRE(sim.getAdmin().isValid(e));
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// sensor_booster has added_sensor_range_m_formula = "100" m → 100/10 = 10 tiles
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// final = baseRange_tiles * 1.0 + 10 = baseRange_tiles + 10
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CHECK(sim.getAdmin().get<SensorRangeComponent>(e).value_tiles == Approx(baseRange_tiles + 10.0f));
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}
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TEST_CASE("Ship spawn: multiple modules stack correctly", "[modules]")
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{
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Simulation sim(loadTestConfig(), 42);
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const ShipDef* def = findSchematic(sim.getConfig(), "interceptor");
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REQUIRE(def != nullptr);
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const float baseHp = static_cast<float>(def->health.hp);
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ShipLayoutConfig layout;
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for (int i = 0; i < 2; ++i)
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{
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PlacedModule pm;
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pm.moduleId = "armor_plate";
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pm.position = QPoint(i * 2, 0);
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pm.rotation = Rotation::East;
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layout.placedModules.push_back(pm);
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}
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const entt::entity e = sim.getShips().spawn("interceptor",
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QVector2D(5.0f, 5.0f), false, layout);
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REQUIRE(sim.getAdmin().isValid(e));
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// Two armor_plates: each 1.5 multiplier
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// total_mult = 1 + (1.5 - 1) + (1.5 - 1) = 2.0
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// final = base * 2.0
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CHECK(sim.getAdmin().get<HealthComponent>(e).maxHp == Approx(baseHp * 2.0f));
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}
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// ---------------------------------------------------------------------------
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// Shipyard module integration
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// ---------------------------------------------------------------------------
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TEST_CASE("Shipyard: setShipLayout reinitializes buffers with module materials",
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"[modules][shipyard]")
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{
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Simulation sim(loadTestConfig(), 42);
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const BuildingDef* yardDef = findShipyardDef(sim.getConfig());
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REQUIRE(yardDef != nullptr);
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const BuildingId yardId = placeShipyard(sim, *yardDef);
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SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), yardId,"interceptor");
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ShipLayoutConfig layout;
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PlacedModule pm;
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pm.moduleId = "armor_plate";
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pm.position = QPoint(0, 0);
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pm.rotation = Rotation::East;
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layout.placedModules.push_back(pm);
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SimulationTestAccess::buildings(sim).setShipLayout(SimulationTestAccess::state(sim), yardId, layout);
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const Building* b = findBuilding(sim.getFactoryState(), yardId);
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REQUIRE(b != nullptr);
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// armor_plate needs 2 iron_ingot; interceptor needs 3 iron_ingot + 1 circuit_board
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// Total iron_ingot = 5, buffer cap = 2 * 5 = 10
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CHECK(b->inputBuffer.caps.at(ItemType{"iron_ingot"}) == 10);
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CHECK(b->inputBuffer.caps.at(ItemType{"circuit_board"}) == 2);
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}
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TEST_CASE("Shipyard: setShipLayout cancels in-progress production",
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"[modules][shipyard]")
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{
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Simulation sim(loadTestConfig(), 42);
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const ShipDef* def = findSchematic(sim.getConfig(), "interceptor");
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REQUIRE(def != nullptr);
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const BuildingDef* yardDef = findShipyardDef(sim.getConfig());
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REQUIRE(yardDef != nullptr);
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const BuildingId yardId = placeShipyard(sim, *yardDef);
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SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), yardId,"interceptor");
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// Fill materials and tick to start production.
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ShipLayoutConfig emptyLayout;
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fillMaterials(sim, yardId, *def, emptyLayout);
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sim.tick();
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const Building* b1 = findBuilding(sim.getFactoryState(), yardId);
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REQUIRE(b1 != nullptr);
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REQUIRE(b1->production.has_value());
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// Now set a layout — should cancel production.
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ShipLayoutConfig layout;
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PlacedModule pm;
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pm.moduleId = "sensor_booster";
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pm.position = QPoint(0, 0);
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pm.rotation = Rotation::East;
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layout.placedModules.push_back(pm);
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SimulationTestAccess::buildings(sim).setShipLayout(SimulationTestAccess::state(sim), yardId, layout);
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const Building* b2 = findBuilding(sim.getFactoryState(), yardId);
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REQUIRE(b2 != nullptr);
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CHECK_FALSE(b2->production.has_value());
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}
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// Applying a configuration a building already has is a no-op (REQ-MAT-INPUT-BUFFER).
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// setRecipe has always worked this way; setShipLayout did not, and wiped the shipyard
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// on every re-apply. That matters now that a blueprint configuration transfer
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// (REQ-UI-BLUEPRINT-TRANSFER) can be clicked repeatedly onto matching shipyards.
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TEST_CASE("Shipyard: re-applying the same layout keeps production and buffers",
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"[modules][shipyard]")
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{
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Simulation sim(loadTestConfig(), 42);
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const ShipDef* def = findSchematic(sim.getConfig(), "interceptor");
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REQUIRE(def != nullptr);
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const BuildingDef* yardDef = findShipyardDef(sim.getConfig());
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REQUIRE(yardDef != nullptr);
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const BuildingId yardId = placeShipyard(sim, *yardDef);
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SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), yardId, "interceptor");
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ShipLayoutConfig layout;
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PlacedModule pm;
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pm.moduleId = "armor_plate";
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pm.position = QPoint(0, 0);
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pm.rotation = Rotation::East;
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layout.placedModules.push_back(pm);
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SimulationTestAccess::buildings(sim).setShipLayout(SimulationTestAccess::state(sim), yardId, layout);
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fillMaterials(sim, yardId, *def, layout);
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sim.tick();
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const Building* before = findBuilding(sim.getFactoryState(), yardId);
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REQUIRE(before != nullptr);
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REQUIRE(before->production.has_value());
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const Tick completesAt = before->production->completesAt;
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// A separately built but equal layout: equality is by value, not by identity.
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ShipLayoutConfig sameLayout;
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sameLayout.placedModules.push_back(pm);
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SimulationTestAccess::buildings(sim).setShipLayout(SimulationTestAccess::state(sim), yardId, sameLayout);
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const Building* after = findBuilding(sim.getFactoryState(), yardId);
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REQUIRE(after != nullptr);
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REQUIRE(after->production.has_value());
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CHECK(after->production->completesAt == completesAt);
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CHECK(after->inputBuffer.caps.at(ItemType{"iron_ingot"}) == 10);
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}
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TEST_CASE("Shipyard: an empty layout on an unconfigured shipyard changes nothing",
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"[modules][shipyard]")
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{
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// An unset layout and an empty one are the same state everywhere that matters, so
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// clearing an already-unconfigured shipyard must not cancel its cycle. This is the
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// case a transfer from a layout-less source shipyard produces.
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Simulation sim(loadTestConfig(), 42);
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const ShipDef* def = findSchematic(sim.getConfig(), "interceptor");
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REQUIRE(def != nullptr);
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const BuildingDef* yardDef = findShipyardDef(sim.getConfig());
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REQUIRE(yardDef != nullptr);
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const BuildingId yardId = placeShipyard(sim, *yardDef);
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SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), yardId, "interceptor");
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ShipLayoutConfig emptyLayout;
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fillMaterials(sim, yardId, *def, emptyLayout);
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sim.tick();
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const Building* before = findBuilding(sim.getFactoryState(), yardId);
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REQUIRE(before != nullptr);
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REQUIRE(before->production.has_value());
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REQUIRE_FALSE(before->shipLayout.has_value());
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SimulationTestAccess::buildings(sim).setShipLayout(SimulationTestAccess::state(sim), yardId, emptyLayout);
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const Building* after = findBuilding(sim.getFactoryState(), yardId);
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REQUIRE(after != nullptr);
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CHECK(after->production.has_value());
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CHECK_FALSE(after->shipLayout.has_value());
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}
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TEST_CASE("Shipyard: the same modules in a different order count as a change",
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"[modules][shipyard]")
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{
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// Layout equality is deliberately order-sensitive (see ShipLayout.h): the safe
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// answer when in doubt is "changed", which costs a buffer reset rather than
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// leaving a shipyard building the wrong ship.
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Simulation sim(loadTestConfig(), 42);
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const ShipDef* def = findSchematic(sim.getConfig(), "interceptor");
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REQUIRE(def != nullptr);
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const BuildingDef* yardDef = findShipyardDef(sim.getConfig());
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REQUIRE(yardDef != nullptr);
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const BuildingId yardId = placeShipyard(sim, *yardDef);
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SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), yardId, "interceptor");
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PlacedModule armor;
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armor.moduleId = "armor_plate";
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armor.position = QPoint(0, 0);
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armor.rotation = Rotation::East;
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PlacedModule sensor;
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sensor.moduleId = "sensor_booster";
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sensor.position = QPoint(1, 0);
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sensor.rotation = Rotation::East;
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ShipLayoutConfig layout;
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layout.placedModules.push_back(armor);
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layout.placedModules.push_back(sensor);
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SimulationTestAccess::buildings(sim).setShipLayout(SimulationTestAccess::state(sim), yardId, layout);
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fillMaterials(sim, yardId, *def, layout);
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sim.tick();
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REQUIRE(findBuilding(sim.getFactoryState(), yardId)->production.has_value());
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ShipLayoutConfig reordered;
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reordered.placedModules.push_back(sensor);
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reordered.placedModules.push_back(armor);
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SimulationTestAccess::buildings(sim).setShipLayout(SimulationTestAccess::state(sim), yardId, reordered);
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CHECK_FALSE(findBuilding(sim.getFactoryState(), yardId)->production.has_value());
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}
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TEST_CASE("Shipyard: builds a bare hull when no layout is configured",
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"[modules][shipyard]")
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{
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Simulation sim(loadTestConfig(), 42);
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const ShipDef* def = findSchematic(sim.getConfig(), "interceptor");
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REQUIRE(def != nullptr);
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// The schematic carries a weapon in its (wave-only) default loadout. This
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// test pins that a player shipyard with no configured layout does NOT hand
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// that weapon out for free: it builds an unarmed bare hull, matching the
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// base-hull materials it was charged.
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REQUIRE_FALSE(def->defaultModules.empty());
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const BuildingDef* yardDef = findShipyardDef(sim.getConfig());
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REQUIRE(yardDef != nullptr);
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const BuildingId yardId = placeShipyard(sim, *yardDef);
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SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), yardId, "interceptor");
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// Deliberately no setShipLayout: recipe set, layout left unconfigured.
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// Charge only the base-hull materials (an empty layout adds none).
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fillMaterials(sim, yardId, *def, ShipLayoutConfig{});
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// Tick through one full production cycle so the ship spawns.
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const Tick cycleTicks = secondsToTicks(def->schematic.productionTimeSeconds);
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for (Tick i = 0; i <= cycleTicks; ++i)
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{
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sim.tick();
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}
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// Locate the freshly built player ship.
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entt::entity built = entt::null;
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sim.getAdmin().forEach<ShipIdentityComponent, FactionComponent>(
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[&](entt::entity e, const ShipIdentityComponent& si, const FactionComponent& fac)
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{
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if (!fac.isEnemy && si.schematicId == "interceptor") { built = e; }
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});
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REQUIRE(sim.getAdmin().isValid(built));
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// Bare hull: the schematic's default weapon must NOT have been installed.
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const bool hasWeapon =
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findFirstWeaponChild(sim.getAdmin(), built) != entt::null;
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CHECK_FALSE(hasWeapon);
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}
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TEST_CASE("Shipyard: setRecipe clears ship layout", "[modules][shipyard]")
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{
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Simulation sim(loadTestConfig(), 42);
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const BuildingDef* yardDef = findShipyardDef(sim.getConfig());
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REQUIRE(yardDef != nullptr);
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const BuildingId yardId = placeShipyard(sim, *yardDef);
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SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), yardId,"interceptor");
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ShipLayoutConfig layout;
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PlacedModule pm;
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pm.moduleId = "armor_plate";
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pm.position = QPoint(0, 0);
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pm.rotation = Rotation::East;
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layout.placedModules.push_back(pm);
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SimulationTestAccess::buildings(sim).setShipLayout(SimulationTestAccess::state(sim), yardId, layout);
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const Building* b1 = findBuilding(sim.getFactoryState(), yardId);
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REQUIRE(b1 != nullptr);
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REQUIRE(b1->shipLayout.has_value());
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SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), yardId,"destroyer");
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const Building* b2 = findBuilding(sim.getFactoryState(), yardId);
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REQUIRE(b2 != nullptr);
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CHECK_FALSE(b2->shipLayout.has_value());
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}
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TEST_CASE("Shipyard: setRecipe with unchanged recipe keeps ship layout",
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"[modules][shipyard]")
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{
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Simulation sim(loadTestConfig(), 42);
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const BuildingDef* yardDef = findShipyardDef(sim.getConfig());
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REQUIRE(yardDef != nullptr);
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const BuildingId yardId = placeShipyard(sim, *yardDef);
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SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), yardId,"interceptor");
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ShipLayoutConfig layout;
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PlacedModule pm;
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pm.moduleId = "armor_plate";
|
|
pm.position = QPoint(0, 0);
|
|
pm.rotation = Rotation::East;
|
|
layout.placedModules.push_back(pm);
|
|
SimulationTestAccess::buildings(sim).setShipLayout(SimulationTestAccess::state(sim), yardId, layout);
|
|
|
|
const Building* b1 = findBuilding(sim.getFactoryState(), yardId);
|
|
REQUIRE(b1 != nullptr);
|
|
REQUIRE(b1->shipLayout.has_value());
|
|
|
|
// Re-selecting the same recipe must be a no-op and preserve the layout.
|
|
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), yardId,"interceptor");
|
|
|
|
const Building* b2 = findBuilding(sim.getFactoryState(), yardId);
|
|
REQUIRE(b2 != nullptr);
|
|
REQUIRE(b2->shipLayout.has_value());
|
|
REQUIRE(b2->shipLayout->placedModules.size() == 1);
|
|
CHECK(b2->shipLayout->placedModules[0].moduleId == "armor_plate");
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
// Weapon modifier simulation tests
|
|
// ---------------------------------------------------------------------------
|
|
|
|
TEST_CASE("Ship spawn: weapon_primer multiplies attack rate in simulation", "[modules]")
|
|
{
|
|
Simulation sim(loadTestConfig(), 42);
|
|
const ShipDef* def = findSchematic(sim.getConfig(), "interceptor");
|
|
REQUIRE(def != nullptr);
|
|
|
|
ShipLayoutConfig layout;
|
|
for (const std::string& id : {"laser_cannon", "weapon_primer"})
|
|
{
|
|
PlacedModule pm;
|
|
pm.moduleId = id;
|
|
pm.position = QPoint(0, 0);
|
|
pm.rotation = Rotation::East;
|
|
layout.placedModules.push_back(pm);
|
|
}
|
|
|
|
const entt::entity ship = sim.getShips().spawn("interceptor",
|
|
QVector2D(5.0f, 5.0f), false, layout);
|
|
|
|
const entt::entity weapon = findFirstWeaponChild(sim.getAdmin(), ship);
|
|
REQUIRE(sim.getAdmin().isValid(weapon));
|
|
// base rate = 2.0 hz; weapon_primer multiplier = 1.2 → 2.4 hz
|
|
CHECK(sim.getAdmin().get<WeaponComponent>(weapon).fireRateHz == Approx(2.4f));
|
|
}
|
|
|
|
TEST_CASE("Ship spawn: weapon_stabilizer multiplies attack range in simulation", "[modules]")
|
|
{
|
|
Simulation sim(loadTestConfig(), 42);
|
|
const ShipDef* def = findSchematic(sim.getConfig(), "interceptor");
|
|
REQUIRE(def != nullptr);
|
|
|
|
const float tileSize = static_cast<float>(sim.getConfig().world.tileSize_m);
|
|
|
|
ShipLayoutConfig layout;
|
|
for (const std::string& id : {"laser_cannon", "weapon_stabilizer"})
|
|
{
|
|
PlacedModule pm;
|
|
pm.moduleId = id;
|
|
pm.position = QPoint(0, 0);
|
|
pm.rotation = Rotation::East;
|
|
layout.placedModules.push_back(pm);
|
|
}
|
|
|
|
const entt::entity ship = sim.getShips().spawn("interceptor",
|
|
QVector2D(5.0f, 5.0f), false, layout);
|
|
|
|
const entt::entity weapon = findFirstWeaponChild(sim.getAdmin(), ship);
|
|
REQUIRE(sim.getAdmin().isValid(weapon));
|
|
// base range = 50 m / tileSize = 5 tiles; weapon_stabilizer multiplier = 1.5 → 7.5 tiles
|
|
CHECK(sim.getAdmin().get<WeaponComponent>(weapon).range_tiles == Approx(50.0f / tileSize * 1.5f));
|
|
}
|
|
|
|
TEST_CASE("Ship spawn: afterburner additive main_acceleration is converted m/s² to tiles/tick", "[modules]")
|
|
{
|
|
Simulation sim(loadTestConfig(), 42);
|
|
const ShipDef* def = findSchematic(sim.getConfig(), "interceptor");
|
|
REQUIRE(def != nullptr);
|
|
|
|
const float tileSize = static_cast<float>(sim.getConfig().world.tileSize_m);
|
|
const float tickRate = static_cast<float>(kTickRateHz);
|
|
const float base_mpss = static_cast<float>(def->movement.mainAcceleration_mpss);
|
|
|
|
ShipLayoutConfig layout;
|
|
PlacedModule pm;
|
|
pm.moduleId = "afterburner";
|
|
pm.position = QPoint(0, 0);
|
|
pm.rotation = Rotation::East;
|
|
layout.placedModules.push_back(pm);
|
|
|
|
const entt::entity e = sim.getShips().spawn("interceptor",
|
|
QVector2D(5.0f, 5.0f), false, layout);
|
|
|
|
// added_main_acceleration_mpss = 60; same conversion as base: / tileSize / tickRate
|
|
const float expected = (base_mpss + 60.0f) / tileSize / tickRate;
|
|
CHECK(sim.getAdmin().get<DynamicBodyComponent>(e).mainAcceleration_tptt == Approx(expected));
|
|
}
|
|
|
|
TEST_CASE("Ship spawn: maneuvering_thrusters additive maneuvering_acceleration is converted m/s² to tiles/tick", "[modules]")
|
|
{
|
|
Simulation sim(loadTestConfig(), 42);
|
|
const ShipDef* def = findSchematic(sim.getConfig(), "interceptor");
|
|
REQUIRE(def != nullptr);
|
|
|
|
const float tileSize = static_cast<float>(sim.getConfig().world.tileSize_m);
|
|
const float tickRate = static_cast<float>(kTickRateHz);
|
|
const float base_mpss = static_cast<float>(def->movement.maneuveringAcceleration_mpss);
|
|
|
|
ShipLayoutConfig layout;
|
|
PlacedModule pm;
|
|
pm.moduleId = "maneuvering_thrusters";
|
|
pm.position = QPoint(0, 0);
|
|
pm.rotation = Rotation::East;
|
|
layout.placedModules.push_back(pm);
|
|
|
|
const entt::entity e = sim.getShips().spawn("interceptor",
|
|
QVector2D(5.0f, 5.0f), false, layout);
|
|
|
|
// added_maneuvering_acceleration_mpss = 10; same conversion as base: / tileSize / tickRate
|
|
const float expected = (base_mpss + 10.0f) / tileSize / tickRate;
|
|
CHECK(sim.getAdmin().get<DynamicBodyComponent>(e).maneuveringAcceleration_tptt == Approx(expected));
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
// Weapon modifier stats view tests (calculateShipStats)
|
|
// ---------------------------------------------------------------------------
|
|
|
|
TEST_CASE("calculateShipStats: weapon_primer multiplies attack rate in stats view", "[modules]")
|
|
{
|
|
const GameConfig cfg = loadTestConfig();
|
|
const ShipDef* def = findSchematic(cfg, "interceptor");
|
|
REQUIRE(def != nullptr);
|
|
|
|
std::vector<PlacedModule> modules;
|
|
for (const std::string& id : {"laser_cannon", "weapon_primer"})
|
|
{
|
|
PlacedModule pm;
|
|
pm.moduleId = id;
|
|
pm.position = QPoint(0, 0);
|
|
pm.rotation = Rotation::East;
|
|
modules.push_back(pm);
|
|
}
|
|
|
|
const ShipStats stats = calculateShipStats(cfg, "interceptor",
|
|
modules);
|
|
|
|
REQUIRE(stats.weapons.has_value());
|
|
// base: damage = 2, rate = 2.0 hz; weapon_primer multiplies rate by 1.2 → DPS = 2 * 2.4 = 4.8
|
|
CHECK(stats.weapons->combinedDps == Approx(4.8f));
|
|
}
|
|
|
|
TEST_CASE("calculateShipStats: weapon_stabilizer multiplies attack range in stats view", "[modules]")
|
|
{
|
|
const GameConfig cfg = loadTestConfig();
|
|
const ShipDef* def = findSchematic(cfg, "interceptor");
|
|
REQUIRE(def != nullptr);
|
|
|
|
const float tileSize = static_cast<float>(cfg.world.tileSize_m);
|
|
|
|
std::vector<PlacedModule> modules;
|
|
for (const std::string& id : {"laser_cannon", "weapon_stabilizer"})
|
|
{
|
|
PlacedModule pm;
|
|
pm.moduleId = id;
|
|
pm.position = QPoint(0, 0);
|
|
pm.rotation = Rotation::East;
|
|
modules.push_back(pm);
|
|
}
|
|
|
|
const ShipStats stats = calculateShipStats(cfg, "interceptor",
|
|
modules);
|
|
|
|
REQUIRE(stats.weapons.has_value());
|
|
// base range = 50 m / tileSize; weapon_stabilizer multiplier = 1.5
|
|
CHECK(stats.weapons->maxRange_tiles == Approx(50.0f / tileSize * 1.5f));
|
|
}
|
|
|
|
TEST_CASE("calculateShipStats: afterburner additive main_acceleration is converted m/s² to tiles/s²", "[modules]")
|
|
{
|
|
const GameConfig cfg = loadTestConfig();
|
|
const ShipDef* def = findSchematic(cfg, "interceptor");
|
|
REQUIRE(def != nullptr);
|
|
|
|
const float tileSize = static_cast<float>(cfg.world.tileSize_m);
|
|
const float base_mpss = static_cast<float>(def->movement.mainAcceleration_mpss);
|
|
|
|
std::vector<PlacedModule> modules;
|
|
PlacedModule pm;
|
|
pm.moduleId = "afterburner";
|
|
pm.position = QPoint(0, 0);
|
|
pm.rotation = Rotation::East;
|
|
modules.push_back(pm);
|
|
|
|
const ShipStats stats = calculateShipStats(cfg, "interceptor",
|
|
modules);
|
|
|
|
// added_main_acceleration_mpss = 60; converted to tiles/s²: / tileSize
|
|
const float expected = (base_mpss + 60.0f) / tileSize;
|
|
CHECK(stats.mainAcceleration_tpss == Approx(expected));
|
|
}
|
|
|
|
TEST_CASE("calculateShipStats: maneuvering_thrusters additive maneuvering_acceleration is converted m/s² to tiles/s²", "[modules]")
|
|
{
|
|
const GameConfig cfg = loadTestConfig();
|
|
const ShipDef* def = findSchematic(cfg, "interceptor");
|
|
REQUIRE(def != nullptr);
|
|
|
|
const float tileSize = static_cast<float>(cfg.world.tileSize_m);
|
|
const float base_mpss = static_cast<float>(def->movement.maneuveringAcceleration_mpss);
|
|
|
|
std::vector<PlacedModule> modules;
|
|
PlacedModule pm;
|
|
pm.moduleId = "maneuvering_thrusters";
|
|
pm.position = QPoint(0, 0);
|
|
pm.rotation = Rotation::East;
|
|
modules.push_back(pm);
|
|
|
|
const ShipStats stats = calculateShipStats(cfg, "interceptor",
|
|
modules);
|
|
|
|
// added_maneuvering_acceleration_mpss = 10; converted to tiles/s²: / tileSize
|
|
const float expected = (base_mpss + 10.0f) / tileSize;
|
|
CHECK(stats.maneuveringAcceleration_tpss == Approx(expected));
|
|
}
|