* Add extensible building placement module for strategy/ETS games Introduce eve.Building with data-driven definitions, grid occupancy worlds, ghost previews, and pluggable validate/snap/change hooks. Includes design docs, user module guide, unit tests, and a gitignore fix so build*/ no longer ignores src/modules/building/. Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> * fix(building): preserve free-snap world pose on placeAtWorld placeAtWorld now keeps the snap rule's worldX/worldY on the placed instance instead of always rewriting to the cell origin, so free and custom snap modes stay accurate for ETS-style soft placement. Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> * Add examples/building town placement sandbox demo Interactive demo covering grid snap ghost preview, terrain (dock on water), road adjacency (stall), L-mask barn, rotate/remove, and resource costs. Also adds make building shortcut, docs links, and a unit test locking the demo building definitions. Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> * fix(ci): vendor CesiumMan test assets to avoid flaky Linux SSL download Linux CI failed linking unit_test when PRE_BUILD curl hit a self-signed certificate fetching CesiumMan from api.github.com. Commit the ~464 KiB glTF fixture, skip download when files are present, and add curl retries with explicit CA bundle for refresh runs. Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> --------- Co-authored-by: Cursor Agent <cursoragent@cursor.com>
366 lines
12 KiB
C++
366 lines
12 KiB
C++
#include "zeroerr/assert.h"
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#include "zeroerr/unittest.h"
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#include "building/Building.h"
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#include "building/BuildingDef.h"
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#include "building/Ghost.h"
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#include "building/PlacementSystem.h"
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#include "building/PlacementWorld.h"
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#include <cmath>
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#include <string>
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#include <vector>
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using namespace eve::building;
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namespace {
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bool approxEq(float a, float b, float eps = 1e-4f) { return std::fabs(a - b) < eps; }
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} // namespace
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TEST_CASE("building.registry.registerAndJson") {
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BuildingRegistry::clear();
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BuildingDefinition house;
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house.id = "house.wood";
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house.displayName = "Wood House";
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house.footprintW = 2;
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house.footprintH = 2;
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house.tags = {"house", "housing"};
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house.cost["wood"] = 20;
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house.extra["mesh"] = "models/house.glb";
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BuildingRegistry::registerBuilding(house);
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CHECK(BuildingRegistry::count() == 1);
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CHECK(BuildingRegistry::find("house.wood") != nullptr);
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CHECK_EQ(BuildingRegistry::find("house.wood")->footprintW, 2);
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CHECK(BuildingRegistry::find("house.wood")->hasTag("house"));
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CHECK_EQ(BuildingRegistry::find("house.wood")->getCost("wood"), 20);
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CHECK_EQ(BuildingRegistry::find("house.wood")->getExtra("mesh"), "models/house.glb");
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int n = BuildingRegistry::loadFromJson(R"([
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{"id":"road.straight","displayName":"Road","footprintW":1,"footprintH":1,
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"tags":["road"],"category":"infra","cost":{"gold":1}},
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{"id":"dock","displayName":"Dock","footprintW":3,"footprintH":2,
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"requireTerrain":[2],"tags":["dock"],"rotationMode":"cardinal"}
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])");
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CHECK_EQ(n, 2);
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CHECK_EQ(BuildingRegistry::count(), 3);
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CHECK_EQ(BuildingRegistry::find("dock")->requireTerrain.size(), size_t(1));
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CHECK_EQ(BuildingRegistry::find("dock")->requireTerrain[0], 2);
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BuildingRegistry::clear();
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CHECK_EQ(BuildingRegistry::count(), 0);
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}
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TEST_CASE("building.world.placeOccupyConflict") {
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BuildingRegistry::clear();
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PlacementSystem::clearEvents();
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PlacementSystem::ensureBuiltins();
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BuildingDefinition hut;
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hut.id = "hut";
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hut.footprintW = 2;
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hut.footprintH = 2;
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BuildingRegistry::registerBuilding(hut);
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PlacementWorld world(8, 8, 32.f);
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world.setId("map1");
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CHECK(world.canPlace("hut", 1, 1, 0.f));
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int id = world.placeAt("hut", 1, 1, 0.f);
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CHECK(id > 0);
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CHECK_EQ(world.getBuildingCount(), 1);
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CHECK(!world.isCellEmpty(1, 1));
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CHECK(!world.isCellEmpty(2, 2));
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CHECK(world.isCellEmpty(3, 1));
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CHECK(!world.canPlace("hut", 2, 2, 0.f));
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CHECK_EQ(world.canPlaceReason("hut", 2, 2, 0.f), "occupied");
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CHECK(world.canPlace("hut", 3, 1, 0.f));
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CHECK_EQ(PlacementSystem::events().size(), size_t(1));
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CHECK_EQ(PlacementSystem::events()[0].action, "place");
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CHECK_EQ(PlacementSystem::events()[0].buildingId, "hut");
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BuildingRegistry::clear();
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}
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TEST_CASE("building.world.snapAndGhost") {
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BuildingRegistry::clear();
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PlacementSystem::ensureBuiltins();
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BuildingDefinition tower;
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tower.id = "tower";
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tower.footprintW = 1;
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tower.footprintH = 1;
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tower.snapMode = "grid";
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BuildingRegistry::registerBuilding(tower);
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PlacementWorld world(10, 10, 32.f);
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world.setOrigin(0.f, 0.f);
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Ghost ghost;
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ghost.setBuildingId("tower");
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ghost.setFromWorld(&world, 40.f, 70.f);
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CHECK_EQ(ghost.getCellX(), 1); // floor(40/32)=1
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CHECK_EQ(ghost.getCellY(), 2); // floor(70/32)=2
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CHECK(approxEq(ghost.getWorldX(), 32.f));
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CHECK(approxEq(ghost.getWorldY(), 64.f));
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CHECK(ghost.validate(&world));
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int id = world.placeGhost(&ghost);
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CHECK(id > 0);
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CHECK_EQ(world.getBuildingCellX(id), 1);
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CHECK_EQ(world.getBuildingCellY(id), 2);
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BuildingRegistry::clear();
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}
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TEST_CASE("building.world.rotationFootprint") {
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BuildingRegistry::clear();
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PlacementSystem::ensureBuiltins();
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BuildingDefinition hall;
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hall.id = "hall";
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hall.footprintW = 3;
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hall.footprintH = 1;
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hall.rotationMode = "cardinal";
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BuildingRegistry::registerBuilding(hall);
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PlacementWorld world(6, 6, 1.f);
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// 0°: occupies (0,0)(1,0)(2,0)
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CHECK(world.canPlace("hall", 0, 0, 0.f));
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int id = world.placeAt("hall", 0, 0, 0.f);
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CHECK(id > 0);
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CHECK(!world.isCellEmpty(2, 0));
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CHECK(world.isCellEmpty(0, 2));
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world.removeBuilding(id);
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// 90°: W/H swap conceptually — local (0,0)(1,0)(2,0) → (0,2)(0,1)(0,0) after 90 CCW remap
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CHECK(world.canPlace("hall", 0, 0, 90.f));
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id = world.placeAt("hall", 0, 0, 90.f);
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CHECK(id > 0);
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CHECK(!world.isCellEmpty(0, 0));
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CHECK(!world.isCellEmpty(0, 1));
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CHECK(!world.isCellEmpty(0, 2));
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CHECK(world.isCellEmpty(1, 0));
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CHECK(approxEq(world.getBuildingRotation(id), 90.f));
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BuildingRegistry::clear();
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}
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TEST_CASE("building.world.terrainAndAdjacency") {
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BuildingRegistry::clear();
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PlacementSystem::ensureBuiltins();
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BuildingDefinition dock;
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dock.id = "dock";
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dock.footprintW = 1;
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dock.footprintH = 1;
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dock.requireTerrain = {2}; // water
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BuildingRegistry::registerBuilding(dock);
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BuildingDefinition stall;
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stall.id = "stall";
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stall.footprintW = 1;
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stall.footprintH = 1;
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stall.requireAdjacentTag = "road";
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BuildingRegistry::registerBuilding(stall);
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BuildingDefinition road;
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road.id = "road";
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road.footprintW = 1;
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road.footprintH = 1;
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road.tags = {"road"};
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BuildingRegistry::registerBuilding(road);
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PlacementWorld world(5, 5, 1.f);
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world.fillTerrain(1); // land
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world.setTerrain(2, 2, 2); // water
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CHECK(!world.canPlace("dock", 1, 1, 0.f));
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CHECK_EQ(world.canPlaceReason("dock", 1, 1, 0.f), "terrain_mismatch");
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CHECK(world.canPlace("dock", 2, 2, 0.f));
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CHECK(world.placeAt("dock", 2, 2, 0.f) > 0);
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CHECK(!world.canPlace("stall", 0, 0, 0.f));
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CHECK_EQ(world.canPlaceReason("stall", 0, 0, 0.f), "adjacency_tag");
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CHECK(world.placeAt("road", 0, 1, 0.f) > 0);
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CHECK(world.canPlace("stall", 0, 0, 0.f));
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CHECK(world.placeAt("stall", 0, 0, 0.f) > 0);
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BuildingRegistry::clear();
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}
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TEST_CASE("building.world.moveRemoveMask") {
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BuildingRegistry::clear();
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PlacementSystem::clearEvents();
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PlacementSystem::ensureBuiltins();
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BuildingDefinition L;
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L.id = "L";
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L.footprintW = 2;
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L.footprintH = 2;
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// mask: ## / #. (row-major)
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L.footprintMask = {1, 1, 1, 0};
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BuildingRegistry::registerBuilding(L);
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PlacementWorld world(5, 5, 1.f);
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int id = world.placeAt("L", 1, 1, 0.f);
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CHECK(id > 0);
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CHECK(!world.isCellEmpty(1, 1));
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CHECK(!world.isCellEmpty(2, 1));
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CHECK(!world.isCellEmpty(1, 2));
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CHECK(world.isCellEmpty(2, 2)); // mask hole
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CHECK(world.moveBuilding(id, 2, 2, 0.f));
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CHECK(world.isCellEmpty(1, 1));
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CHECK(!world.isCellEmpty(2, 2));
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CHECK_EQ(world.getBuildingCellX(id), 2);
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CHECK(world.removeBuilding(id));
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CHECK_EQ(world.getBuildingCount(), 0);
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CHECK(world.isCellEmpty(2, 2));
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BuildingRegistry::clear();
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}
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TEST_CASE("building.system.customValidateSnapHook") {
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BuildingRegistry::clear();
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PlacementSystem::clearEvents();
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PlacementSystem::ensureBuiltins();
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BuildingDefinition barn;
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barn.id = "barn";
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barn.footprintW = 1;
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barn.footprintH = 1;
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barn.validateRule = "needGold";
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barn.snapMode = "half";
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BuildingRegistry::registerBuilding(barn);
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int gold = 0;
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PlacementSystem::registerValidateRule(
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"needGold", [&](const PlacementWorld &, const PlacementQuery &, std::string *reason) {
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if (gold < 10) {
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if (reason) *reason = "not_enough_gold";
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return false;
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}
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return true;
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});
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PlacementSystem::registerSnapRule(
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"half", [](const PlacementWorld &world, float worldX, float worldY) {
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SnapResult r;
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const float cs = world.getCellSize();
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r.worldX = std::floor(worldX / (cs * 0.5f)) * (cs * 0.5f);
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r.worldY = std::floor(worldY / (cs * 0.5f)) * (cs * 0.5f);
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r.cellX = world.worldToCellX(r.worldX);
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r.cellY = world.worldToCellY(r.worldY);
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return r;
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});
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int hookCount = 0;
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PlacementSystem::registerChangeHook("count",
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[&](const BuildingChangeEvent &) { ++hookCount; });
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PlacementWorld world(8, 8, 32.f);
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CHECK(!world.canPlace("barn", 0, 0, 0.f));
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CHECK_EQ(world.canPlaceReason("barn", 0, 0, 0.f), "not_enough_gold");
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gold = 10;
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CHECK(world.canPlace("barn", 0, 0, 0.f));
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int id = world.placeAt("barn", 0, 0, 0.f);
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CHECK(id > 0);
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CHECK_EQ(hookCount, 1);
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SnapResult s = PlacementSystem::snap(world, "barn", 40.f, 40.f);
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CHECK(approxEq(s.worldX, 32.f)); // floor(40/16)*16 = 32
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PlacementSystem::unregisterValidateRule("needGold");
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PlacementSystem::unregisterSnapRule("half");
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PlacementSystem::unregisterChangeHook("count");
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BuildingRegistry::clear();
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}
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TEST_CASE("building.facade.endToEnd") {
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BuildingRegistry::clear();
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PlacementSystem::clearEvents();
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Building mod;
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int n = mod.registerBuildingsFromJson(
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R"({"id":"farm","displayName":"Farm","footprintW":2,"footprintH":2,"tags":["farm"],
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"cost":{"gold":50},"extra":{"icon":"farm.png"}})");
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CHECK_EQ(n, 1);
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CHECK(mod.hasBuildingDefinition("farm"));
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CHECK_EQ(mod.getBuildingDisplayName("farm"), "Farm");
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CHECK_EQ(mod.getBuildingCost("farm", "gold"), 50);
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CHECK_EQ(mod.getBuildingExtra("farm", "icon"), "farm.png");
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CHECK(mod.hasValidateRule("default"));
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CHECK(mod.hasSnapRule("grid"));
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PlacementWorld *world = mod.newWorld(16, 16, 16.f);
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world->setId("w1");
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Ghost *ghost = mod.newGhost();
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ghost->setBuildingId("farm");
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ghost->setFromWorld(world, 33.f, 17.f);
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CHECK(ghost->validate(world));
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int id = world->placeGhost(ghost);
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CHECK(id > 0);
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CHECK_EQ(mod.getChangeEventCount(), 1);
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CHECK_EQ(mod.getChangeEventAction(0), "place");
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CHECK_EQ(mod.getChangeEventBuildingId(0), "farm");
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CHECK_EQ(mod.getChangeEventWorldId(0), "w1");
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world->destroy();
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ghost->destroy();
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mod.clearBuildingDefinitions();
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mod.clearChangeEvents();
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}
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TEST_CASE("building.demo.townSandboxDefs") {
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// Mirrors examples/building/main.nut definitions: road / house / stall / dock / L-barn.
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BuildingRegistry::clear();
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PlacementSystem::clearEvents();
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PlacementSystem::ensureBuiltins();
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Building mod;
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int n = mod.registerBuildingsFromJson(R"([
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{"id":"road","displayName":"石板路","category":"infra",
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"footprintW":1,"footprintH":1,"tags":["road"],"cost":{"gold":2}},
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{"id":"house.wood","displayName":"木屋","category":"housing",
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"footprintW":2,"footprintH":2,"tags":["house","housing"],
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"requireTerrain":[1],"cost":{"gold":15,"wood":20}},
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{"id":"stall","displayName":"摊位","category":"commerce",
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"footprintW":1,"footprintH":1,"tags":["shop"],
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"requireTerrain":[1],"requireAdjacentTag":"road","cost":{"gold":8,"wood":6}},
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{"id":"dock","displayName":"码头","category":"infra",
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"footprintW":2,"footprintH":1,"tags":["dock"],
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"requireTerrain":[2],"rotationMode":"cardinal","cost":{"gold":25,"wood":30}},
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{"id":"barn.l","displayName":"L形仓","category":"storage",
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"footprintW":2,"footprintH":2,"tags":["barn"],
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"footprintMask":[1,1,1,0],"requireTerrain":[1],"cost":{"gold":18,"wood":24}}
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])");
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CHECK_EQ(n, 5);
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PlacementWorld world(24, 18, 28.f);
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world.fillTerrain(1);
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for (int x = 0; x < 24; ++x) world.setTerrain(x, 11, 2);
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CHECK(world.placeAt("road", 5, 5, 0.f) > 0);
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CHECK(!world.canPlace("stall", 10, 5, 0.f));
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CHECK_EQ(world.canPlaceReason("stall", 10, 5, 0.f), "adjacency_tag");
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CHECK(world.canPlace("stall", 5, 4, 0.f));
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CHECK(world.placeAt("stall", 5, 4, 0.f) > 0);
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CHECK(!world.canPlace("dock", 1, 1, 0.f));
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CHECK_EQ(world.canPlaceReason("dock", 1, 1, 0.f), "terrain_mismatch");
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CHECK(world.canPlace("dock", 3, 11, 0.f));
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CHECK(world.placeAt("dock", 3, 11, 0.f) > 0);
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CHECK(world.placeAt("house.wood", 8, 5, 0.f) > 0);
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CHECK(world.placeAt("barn.l", 12, 5, 0.f) > 0);
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CHECK(world.isCellEmpty(13, 6)); // L mask hole
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CHECK_EQ(world.getBuildingCount(), 5);
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BuildingRegistry::clear();
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}
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