inventory tests

This commit is contained in:
Connor
2026-02-16 11:27:01 +09:00
parent 01eaebeb71
commit 7ae69ea1ff
3 changed files with 140 additions and 15 deletions

View File

@@ -19,6 +19,7 @@ struct InventoryT
public:
InventoryT() = default;
InventoryT(size_t itemAmount) { Slots = { static_cast<int>(itemAmount), InventoryMeta{} }; }
InventoryT(size_t itemAmount, IntegralType maxAmount) { Slots = { static_cast<int>(itemAmount), InventoryMeta{ maxAmount } }; }
public:
IntegralType GetItemsAmount(uint16_t id) const { Assert(id); return Slots[id]; }
@@ -41,6 +42,8 @@ public:
Slots[i] += other.Slots[i];
}
bool IsFull(uint16_t id) const { Assert(id); return Slots[id] >= Slots.GetMetaData()->MaxSize; }
void Clear()
{
for (IntegralType i{}; i < Slots.GetSize(); ++i)
@@ -124,6 +127,9 @@ struct InventoryAreaOfEffect
};
static_assert(sizeof(InventoryAreaOfEffect) == 1);
struct InventoryOwner
{};
struct ItemProcessor
{
ItemProcessor() = default;
@@ -208,4 +214,12 @@ inline void Flecs_Inventory(flecs::world& world)
world.component<ItemProcessor>()
.member<uint32_t>("ProcessedTicks");
world.component<InventoryOwner>();
}
inline void Inventory_Helper(const flecs::entity& entity, const WorldConfig& config, uint32_t maxPerSlot)
{
entity.set<Inventory>(Inventory{config.GetItems().size(), maxPerSlot});
entity.add<InventoryOwner>();
}

View File

@@ -48,20 +48,18 @@ inline void Flecs_Resource(flecs::world& world)
world.component<Renewing>()
.add<Freezes, ResourceTick>();
// harvesting resource to world inventory
world.system<const ResourceInfo, const ResourceTick, WorldInventory>()
// harvesting resource to inventory
world.system<const ResourceInfo, const ResourceTick, WorldInventory, Inventory*>()
.kind(flecs::OnUpdate)
.without<Renewing>()
.each([](ResourceInfo info, ResourceTick tick, WorldInventory& worldInventory) {
worldInventory.AddItems(info.ResourceID, tick.Finished());
});
.each([](ResourceInfo info, ResourceTick tick, WorldInventory& worldInventory, Inventory* optionalInventory) {
if (tick.Finished())
{
bool pushToLocalInventory = optionalInventory && !optionalInventory->IsFull(info.ResourceID);
// harvesting resource to local inventory
world.system<const ResourceInfo, const ResourceTick, Inventory>()
.kind(flecs::OnUpdate)
.without<Renewing>()
.each([](ResourceInfo info, ResourceTick tick, Inventory& worldInventory) {
worldInventory.AddItems(info.ResourceID, tick.Finished());
if (pushToLocalInventory) optionalInventory->AddItems(info.ResourceID, 1);
else worldInventory.AddItems(info.ResourceID, 1);
}
});
// decrease health if ResourceHealth component
@@ -73,14 +71,15 @@ inline void Flecs_Resource(flecs::world& world)
});
// checking if we have to renew the resource
world.system<const ResourceHealth, RenewingTick>()
world.system<const ResourceHealth>()
.kind(flecs::OnUpdate)
.with<RenewingTick>()
.without<Renewing>()
.each([](flecs::entity entity, ResourceHealth health, RenewingTick& tick) {
.each([](flecs::entity entity, ResourceHealth health) {
if (health.Health == 0) {
entity.remove<FullyGrown>();
entity.add<Renewing>();
tick.AccumulatedTick = 0;
entity.ensure<RenewingTick>().AccumulatedTick = 0;
}
});

View File

@@ -132,3 +132,115 @@ TEST_SUITE("Resource - Health & Renewing") {
CHECK(inv.GetItemsAmount(woodID) == 2);
}
}
TEST_SUITE("Inventory Entity") {
TEST_CASE("resource harvests into local inventory when present") {
WorldConfig config{};
uint16_t stoneID = config.RegisterItem("Stone");
WorldInstance world{ config };
auto entity = world.GetEcsWorld().entity();
Resource_Ore_Helper(entity, stoneID, 1);
Inventory_Helper(entity, config, 10);
world.ProcessFrame();
auto localInv = entity.get<Inventory>();
CHECK(localInv.GetItemsAmount(stoneID) == 1);
auto& worldInv = world.GetEcsWorld().ensure<WorldInventory>();
CHECK(worldInv.GetItemsAmount(stoneID) == 0);
}
TEST_CASE("overflow goes to world inventory when local is full") {
WorldConfig config{};
uint16_t stoneID = config.RegisterItem("Stone");
WorldInstance world{ config };
auto entity = world.GetEcsWorld().entity();
Resource_Ore_Helper(entity, stoneID, 1);
Inventory_Helper(entity, config, 2);
// fill local inventory (max 2)
world.ProcessFrame();
world.ProcessFrame();
auto localInv = entity.get<Inventory>();
CHECK(localInv.GetItemsAmount(stoneID) == 2);
auto& worldInv = world.GetEcsWorld().ensure<WorldInventory>();
CHECK(worldInv.GetItemsAmount(stoneID) == 0);
// next item should overflow to world inventory
world.ProcessFrame();
localInv = entity.get<Inventory>();
CHECK(localInv.GetItemsAmount(stoneID) == 2);
CHECK(worldInv.GetItemsAmount(stoneID) == 1);
}
TEST_CASE("inventory tracks multiple item types independently") {
WorldConfig config{};
uint16_t stoneID = config.RegisterItem("Stone");
uint16_t ironID = config.RegisterItem("Iron");
WorldInstance world{ config };
auto stoneEntity = world.GetEcsWorld().entity();
Resource_Ore_Helper(stoneEntity, stoneID, 1);
Inventory_Helper(stoneEntity, config, 5);
auto ironEntity = world.GetEcsWorld().entity();
Resource_Ore_Helper(ironEntity, ironID, 1);
Inventory_Helper(ironEntity, config, 5);
world.ProcessFrame();
auto stoneInv = stoneEntity.get<Inventory>();
CHECK(stoneInv.GetItemsAmount(stoneID) == 1);
CHECK(stoneInv.GetItemsAmount(ironID) == 0);
auto ironInv = ironEntity.get<Inventory>();
CHECK(ironInv.GetItemsAmount(ironID) == 1);
CHECK(ironInv.GetItemsAmount(stoneID) == 0);
}
TEST_CASE("two producers share a separate inventory entity") {
WorldConfig config{};
uint16_t stoneID = config.RegisterItem("Stone");
uint16_t ironID = config.RegisterItem("Iron");
WorldInstance world{ config };
// inventory entity (chest/barrel)
auto chest = world.GetEcsWorld().entity();
Inventory_Helper(chest, config, 10);
// copy the shared inventory to both producers
auto chestInv = chest.get<Inventory>();
auto stoneProducer = world.GetEcsWorld().entity();
Resource_Ore_Helper(stoneProducer, stoneID, 1);
stoneProducer.set<Inventory>(chestInv);
auto ironProducer = world.GetEcsWorld().entity();
Resource_Ore_Helper(ironProducer, ironID, 1);
ironProducer.set<Inventory>(chestInv);
world.ProcessFrame();
world.ProcessFrame();
world.ProcessFrame();
// all items should be in the shared inventory
auto resultInv = chest.get<Inventory>();
CHECK(resultInv.GetItemsAmount(stoneID) == 3);
CHECK(resultInv.GetItemsAmount(ironID) == 3);
// world inventory should be empty
auto& worldInv = world.GetEcsWorld().ensure<WorldInventory>();
CHECK(worldInv.GetItemsAmount(stoneID) == 0);
CHECK(worldInv.GetItemsAmount(ironID) == 0);
}
}