Files
dota_factory/src/test/ShipTest.cpp
2026-06-15 09:16:56 +02:00

303 lines
11 KiB
C++

#include "catch.hpp"
#include <cmath>
#include <string>
#include <QPoint>
#include <QVector2D>
#include "AdvanceBehavior.h"
#include "AttackBehavior.h"
#include "BuildingId.h"
#include "ConfigLoader.h"
#include "DeliverScrapBehavior.h"
#include "DynamicBodyComponent.h"
#include "EntityAdmin.h"
#include "HealthComponent.h"
#include "ModuleOwnerComponent.h"
#include "RallyBehavior.h"
#include "RepairBehavior.h"
#include "RepairToolComponent.h"
#include "RetreatBehavior.h"
#include "Rotation.h"
#include "SalvageCargoComponent.h"
#include "SalvageScrapBehavior.h"
#include "SelectedBehaviorComponent.h"
#include "SensorRangeComponent.h"
#include "ShipLayout.h"
#include "ShipSystem.h"
#include "Tick.h"
#include "WeaponComponent.h"
static GameConfig loadConfig()
{
return ConfigLoader::loadFromDirectory(CONFIG_DIR);
}
// ---------------------------------------------------------------------------
// Helpers
// ---------------------------------------------------------------------------
static entt::entity firstWeaponChild(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 entt::entity firstSalvageChild(EntityAdmin& admin, entt::entity ship)
{
entt::entity result = entt::null;
admin.forEach<SalvageCargoComponent, ModuleOwnerComponent>(
[&](entt::entity ce, const SalvageCargoComponent&, const ModuleOwnerComponent& o)
{
if (o.owner == ship && result == entt::null) { result = ce; }
});
return result;
}
static entt::entity firstRepairChild(EntityAdmin& admin, entt::entity ship)
{
entt::entity result = entt::null;
admin.forEach<RepairToolComponent, ModuleOwnerComponent>(
[&](entt::entity ce, const RepairToolComponent&, const ModuleOwnerComponent& o)
{
if (o.owner == ship && result == entt::null) { result = ce; }
});
return result;
}
static ShipLayoutConfig makeSingleModuleLayout(const std::string& moduleId)
{
PlacedModule pm;
pm.moduleId = moduleId;
pm.position = QPoint(0, 0);
pm.rotation = Rotation::East;
ShipLayoutConfig layout;
layout.placedModules.push_back(pm);
return layout;
}
// ---------------------------------------------------------------------------
// Combat ship (interceptor has default_modules = [laser_cannon])
// ---------------------------------------------------------------------------
TEST_CASE("ShipSystem: interceptor spawn has weapon child and attack behavior, no cargo or repair",
"[ship]")
{
EntityAdmin admin;
const GameConfig cfg = loadConfig();
ShipSystem ss(cfg, admin);
const entt::entity e = ss.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
REQUIRE(admin.isValid(e));
REQUIRE(admin.isValid(firstWeaponChild(admin, e)));
REQUIRE(admin.hasAll<AttackBehavior>(e));
// Every ship gets the baseline behaviors; a player combat ship also rallies
// and can retreat.
REQUIRE(admin.hasAll<AdvanceBehavior>(e));
REQUIRE(admin.hasAll<SelectedBehaviorComponent>(e));
REQUIRE(admin.hasAll<RallyBehavior>(e));
REQUIRE(admin.hasAll<RetreatBehavior>(e));
REQUIRE_FALSE(admin.isValid(firstSalvageChild(admin, e)));
REQUIRE_FALSE(admin.isValid(firstRepairChild(admin, e)));
REQUIRE_FALSE(admin.hasAll<RepairBehavior>(e));
REQUIRE_FALSE(admin.hasAll<SalvageScrapBehavior>(e));
REQUIRE_FALSE(admin.hasAll<DeliverScrapBehavior>(e));
}
TEST_CASE("ShipSystem: enemy combat ship has no rally or retreat behavior", "[ship]")
{
EntityAdmin admin;
const GameConfig cfg = loadConfig();
ShipSystem ss(cfg, admin);
const entt::entity e = ss.spawn("interceptor", 1, QVector2D(0.0f, 0.0f), /*isEnemy=*/true);
REQUIRE(admin.hasAll<AttackBehavior>(e));
REQUIRE(admin.hasAll<AdvanceBehavior>(e));
REQUIRE_FALSE(admin.hasAll<RallyBehavior>(e));
REQUIRE_FALSE(admin.hasAll<RetreatBehavior>(e));
}
TEST_CASE("ShipSystem: setRetreatEnabled(false) suppresses player retreat behavior", "[ship]")
{
EntityAdmin admin;
const GameConfig cfg = loadConfig();
ShipSystem ss(cfg, admin);
ss.setRetreatEnabled(false);
const entt::entity e = ss.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
// Other player behaviors are unaffected; only retreat is suppressed.
REQUIRE(admin.hasAll<AttackBehavior>(e));
REQUIRE(admin.hasAll<RallyBehavior>(e));
REQUIRE_FALSE(admin.hasAll<RetreatBehavior>(e));
}
TEST_CASE("ShipSystem: interceptor level 1 stats match config formulas", "[ship]")
{
EntityAdmin admin;
const GameConfig cfg = loadConfig();
ShipSystem ss(cfg, admin);
const entt::entity e = ss.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
// hp_formula = "40 + 5*x" at x=1 → 45
REQUIRE(admin.get<HealthComponent>(e).maxHp == Approx(45.0f));
REQUIRE(admin.get<HealthComponent>(e).hp == Approx(45.0f));
// sensor_range_m_formula = "2000" m → 2000/10 = 200 tiles
REQUIRE(admin.get<SensorRangeComponent>(e).value_tiles == Approx(200.0f));
// laser_cannon: damage_formula = "2", attack_range_m_formula = "50" m → 50/10 = 5 tiles
const entt::entity wc = firstWeaponChild(admin, e);
REQUIRE(admin.isValid(wc));
REQUIRE(admin.get<WeaponComponent>(wc).damage == Approx(2.0f));
REQUIRE(admin.get<WeaponComponent>(wc).range_tiles == Approx(5.0f));
REQUIRE(admin.get<WeaponComponent>(wc).cooldownTicks == Approx(0.0f));
}
TEST_CASE("ShipSystem: interceptor level 5 hp matches formula", "[ship]")
{
EntityAdmin admin;
const GameConfig cfg = loadConfig();
ShipSystem ss(cfg, admin);
const entt::entity e = ss.spawn("interceptor", 5, QVector2D(0.0f, 0.0f));
// hp_formula = "40 + 5*x" at x=5 → 65
REQUIRE(admin.get<HealthComponent>(e).maxHp == Approx(65.0f));
}
TEST_CASE("ShipSystem: interceptor level 0 maxSpeed_tpt matches formula / tileSize / kTickRateHz", "[ship]")
{
EntityAdmin admin;
const GameConfig cfg = loadConfig();
ShipSystem ss(cfg, admin);
const entt::entity e = ss.spawn("interceptor", 0, QVector2D(0.0f, 0.0f));
// speed_mps_formula = "2000 + 50*x" m/s at x=0 → 2000 m/s; maxSpeed_tpt = 2000/(10*30)
const float expected = 2000.0f / 10.0f / static_cast<float>(kTickRateHz);
REQUIRE(admin.get<DynamicBodyComponent>(e).maxSpeed_tpt == Approx(expected));
}
// ---------------------------------------------------------------------------
// Salvage ship (spawned with salvager layout)
// ---------------------------------------------------------------------------
TEST_CASE("ShipSystem: salvage_ship spawn with salvage module has cargo child and behavior, no weapon",
"[ship]")
{
EntityAdmin admin;
const GameConfig cfg = loadConfig();
ShipSystem ss(cfg, admin);
const ShipLayoutConfig layout = makeSingleModuleLayout("salvager");
const entt::entity e = ss.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f), false, layout);
REQUIRE(admin.isValid(firstSalvageChild(admin, e)));
REQUIRE(admin.hasAll<SalvageScrapBehavior>(e));
REQUIRE(admin.hasAll<DeliverScrapBehavior>(e));
REQUIRE_FALSE(admin.isValid(firstWeaponChild(admin, e)));
REQUIRE_FALSE(admin.isValid(firstRepairChild(admin, e)));
}
TEST_CASE("ShipSystem: salvage_ship cargo capacity matches config", "[ship]")
{
EntityAdmin admin;
const GameConfig cfg = loadConfig();
ShipSystem ss(cfg, admin);
const ShipLayoutConfig layout = makeSingleModuleLayout("salvager");
const entt::entity e = ss.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f), false, layout);
// salvager: cargo_capacity_formula = "10", collection_range_m_formula = "500" m → 500/10 = 50 tiles
const entt::entity sc = firstSalvageChild(admin, e);
REQUIRE(admin.isValid(sc));
REQUIRE(admin.get<SalvageCargoComponent>(sc).capacity == 10);
REQUIRE(admin.get<SalvageCargoComponent>(sc).current == 0);
REQUIRE(admin.get<DeliverScrapBehavior>(e).deliveryBay == kInvalidBuildingId);
REQUIRE_FALSE(admin.get<SalvageScrapBehavior>(e).scrapTarget.has_value());
REQUIRE(admin.get<SalvageScrapBehavior>(e).maxCollectionRange_tiles == Approx(50.0f));
}
// ---------------------------------------------------------------------------
// Repair ship (spawned with repair_tool layout)
// ---------------------------------------------------------------------------
TEST_CASE("ShipSystem: repair_ship spawn with repair module has repair child and behavior, no weapon",
"[ship]")
{
EntityAdmin admin;
const GameConfig cfg = loadConfig();
ShipSystem ss(cfg, admin);
const ShipLayoutConfig layout = makeSingleModuleLayout("repair_tool");
const entt::entity e = ss.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f), false, layout);
REQUIRE(admin.isValid(firstRepairChild(admin, e)));
REQUIRE(admin.hasAll<RepairBehavior>(e));
REQUIRE_FALSE(admin.isValid(firstWeaponChild(admin, e)));
REQUIRE_FALSE(admin.isValid(firstSalvageChild(admin, e)));
}
TEST_CASE("ShipSystem: repair_ship level 1 repair stats match config formulas", "[ship]")
{
EntityAdmin admin;
const GameConfig cfg = loadConfig();
ShipSystem ss(cfg, admin);
const ShipLayoutConfig layout = makeSingleModuleLayout("repair_tool");
const entt::entity e = ss.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f), false, layout);
// repair_tool: repair_rate_hz_formula = "5 + x" at x=1 → 6 / kTickRateHz
const float expectedRate = 6.0f / static_cast<float>(kTickRateHz);
const entt::entity rc = firstRepairChild(admin, e);
REQUIRE(admin.isValid(rc));
REQUIRE(admin.get<RepairToolComponent>(rc).ratePerTick == Approx(expectedRate));
// repair_range_m_formula = "800" m → 800/10 = 80 tiles
REQUIRE(admin.get<RepairToolComponent>(rc).range_tiles == Approx(80.0f));
REQUIRE(admin.get<RepairBehavior>(e).maxRepairRange_tiles == Approx(80.0f));
}
// ---------------------------------------------------------------------------
// Entity ids and removal
// ---------------------------------------------------------------------------
TEST_CASE("ShipSystem: spawned ships are valid entities", "[ship]")
{
EntityAdmin admin;
const GameConfig cfg = loadConfig();
ShipSystem ss(cfg, admin);
const entt::entity e1 = ss.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
const entt::entity e2 = ss.spawn("salvage_ship", 1, QVector2D(1.0f, 0.0f), false, salvageLayout);
REQUIRE(admin.isValid(e1));
REQUIRE(admin.isValid(e2));
REQUIRE(e1 != e2);
}
TEST_CASE("ShipSystem: despawn removes the ship and its weapon children", "[ship]")
{
EntityAdmin admin;
const GameConfig cfg = loadConfig();
ShipSystem ss(cfg, admin);
const entt::entity e = ss.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity wc = firstWeaponChild(admin, e);
REQUIRE(admin.isValid(e));
REQUIRE(admin.isValid(wc));
ss.despawn(e);
REQUIRE_FALSE(admin.isValid(e));
REQUIRE_FALSE(admin.isValid(wc));
}