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dota_factory/src/test/ShipModuleTest.cpp

693 lines
26 KiB
C++

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