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dota_factory/src/test/UnlockPrereqTest.cpp

158 lines
5.3 KiB
C++

// Drop-pool behaviour for unlock-group prerequisites (REQ-LOCK-PREREQ). An
// unlock group enters the drop pool only when every id in its `requires` names a
// group that has already been awarded, on top of the station-level check.
//
// Configs are built in memory (load the test config, then mutate the unlock
// groups) so each case is isolated and does not perturb the shared test config
// used by other suites.
#include <algorithm>
#include <string>
#include <utility>
#include <vector>
#include "catch.hpp"
#include "ConfigLoader.h"
#include "FactionComponent.h"
#include "GameConfig.h"
#include "HealthComponent.h"
#include "SchematicChoiceOption.h"
#include "Simulation.h"
#include "SimulationTestAccess.h"
#include "StationBodyComponent.h"
#include "UnlocksConfig.h"
namespace
{
GameConfig loadConfig()
{
return ConfigLoader::loadFromDirectory(CONFIG_DIR);
}
UnlockGroupDef& findGroup(GameConfig& cfg, const std::string& id)
{
for (UnlockGroupDef& group : cfg.unlocks.groups)
{
if (group.id == id) { return group; }
}
FAIL("unlock group not found: " + id);
return cfg.unlocks.groups.front();
}
// Zeros the HP of both enemy defence stations and advances one tick so that
// tickDeathsAndLoot fires, triggering the push and schematic choices.
void killEnemyStations(Simulation& sim)
{
sim.getAdmin().forEach<StationBodyComponent, FactionComponent, HealthComponent>(
[](entt::entity, StationBodyComponent&, FactionComponent& faction, HealthComponent& health)
{
if (faction.isEnemy)
{
health.hp = 0.0f;
}
});
sim.tick();
}
void killEnemyStationsAndApply(Simulation& sim)
{
killEnemyStations(sim);
if (sim.hasSchematicChoicesPending())
{
SimulationTestAccess::applySchematicChoice(sim, 0);
}
}
// True if any pending option grants the given schematic id.
bool optionOffered(const Simulation& sim, const std::string& id)
{
const std::vector<SchematicChoiceOption>& options = sim.getPendingSchematicChoices();
return std::any_of(options.begin(), options.end(),
[&](const SchematicChoiceOption& option)
{
return std::any_of(option.grantedItems.begin(), option.grantedItems.end(),
[&](const GrantedSchematic& grant) { return grant.id == id; });
});
}
} // namespace
TEST_CASE("UnlockPrereq: a group gated behind a locked ship is withheld from the pool",
"[unlock_prereq]")
{
// quick_circuit (recipe group, level 0) would normally be eligible at the
// first station destruction. Gate it behind the repair_ship group (level 0,
// locked at game start).
GameConfig cfg = loadConfig();
findGroup(cfg, "quick_circuit").requiredGroupIds = {"repair_ship"};
Simulation sim(std::move(cfg), 123);
REQUIRE_FALSE(sim.isSchematicUnlocked("repair_ship"));
killEnemyStations(sim); // destroyed set level 0
REQUIRE(sim.hasSchematicChoicesPending());
// Prerequisite unmet -> the gated group must not be offered, while the
// prerequisite group itself (the only other eligible pick) is.
CHECK_FALSE(optionOffered(sim, "quick_circuit"));
CHECK(optionOffered(sim, "repair_ship"));
}
TEST_CASE("UnlockPrereq: the gated group becomes eligible once its prerequisite is awarded",
"[unlock_prereq]")
{
GameConfig cfg = loadConfig();
findGroup(cfg, "quick_circuit").requiredGroupIds = {"repair_ship"};
Simulation sim(std::move(cfg), 123);
// Applying choice 0 each drop unlocks repair_ship first (the only eligible
// pick at level 0), which then opens the quick_circuit group for a later drop.
bool unlocked = false;
for (int i = 0; i < 150 && !unlocked; ++i)
{
killEnemyStationsAndApply(sim);
unlocked = sim.isRecipeUnlocked("quick_circuit");
}
CHECK(sim.isSchematicUnlocked("repair_ship")); // prerequisite got unlocked along the way
CHECK(unlocked);
}
TEST_CASE("UnlockPrereq: a module group gated behind another module is withheld until it unlocks",
"[unlock_prereq]")
{
// Make laser_cannon and armor_plate (both start-unlocked in the test config)
// lockable via new unlock groups, with armor_plate gated behind laser_cannon.
GameConfig cfg = loadConfig();
cfg.unlocks.groups.push_back(
UnlockGroupDef{"laser_cannon", 0, {}, {}, {"laser_cannon"}, {}, {}});
cfg.unlocks.groups.push_back(
UnlockGroupDef{"armor_plate", 0, {"laser_cannon"}, {}, {"armor_plate"}, {}, {}});
Simulation sim(std::move(cfg), 7);
REQUIRE_FALSE(sim.isModuleSchematicUnlocked("laser_cannon"));
REQUIRE_FALSE(sim.isModuleSchematicUnlocked("armor_plate"));
killEnemyStations(sim); // level 0
REQUIRE(sim.hasSchematicChoicesPending());
// armor_plate is gated behind the still-locked laser_cannon module.
CHECK_FALSE(optionOffered(sim, "armor_plate"));
// Drive the drops until the gated module unlocks; it can only do so after its
// prerequisite has itself been unlocked.
bool armorUnlocked = false;
for (int i = 0; i < 300 && !armorUnlocked; ++i)
{
killEnemyStationsAndApply(sim);
armorUnlocked = sim.isModuleSchematicUnlocked("armor_plate");
if (armorUnlocked)
{
CHECK(sim.isModuleSchematicUnlocked("laser_cannon"));
}
}
CHECK(armorUnlocked);
}