Tighten editor validation coverage
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2
TASKS.md
2
TASKS.md
@@ -4,7 +4,7 @@ This backlog tracks what must change so the implementation matches `docs/design.
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## Audit Snapshot
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- Current simulation tests pass: `54/54` in `tests/ReactorMaintenance.Simulation.Tests`.
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- Current simulation tests pass: `55/55` in `tests/ReactorMaintenance.Simulation.Tests`.
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- Godot has a usable UX scaffold and grid renderer; the full pulse playback, terminal-gated layer controls, and campaign content pass remain in later tasks.
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- Existing campaign data is the older placeholder set. These levels and manifest entries must be replaced by the tutorial plus six-group campaign from `docs/CAMPAIGN.md`.
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- Unrelated Godot metadata or generated `.uid` files are not part of this backlog unless a later implementation task intentionally touches them.
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@@ -144,8 +144,8 @@ public static class LevelEditor
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EEditorTool.Junction => SetFloorProp(level, position, new() { Type = EPropType.Junction }),
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EEditorTool.Door => ToggleOrSetDoor(level, position),
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EEditorTool.AllSeeingEyeTerminal => SetFloorProp(level, position, new() { Type = EPropType.AllSeeingEyeTerminal }),
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EEditorTool.SprinklerControl => SetFloorProp(level, position, new() { Type = EPropType.SprinklerControl, SwitchState = EPropSwitchState.Enabled }),
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EEditorTool.SprinklerValve => SetWallProp(level, position, new() { Type = EPropType.SprinklerValve, Carrier = ECarrierType.Water, OutletPosition = position.Neighbors().FirstOrDefault(level.IsFloor) }),
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EEditorTool.SprinklerControl => SetSprinklerControl(level, position),
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EEditorTool.SprinklerValve => SetSprinklerValve(level, position),
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EEditorTool.RemedySupply => SetFloorProp(level, position, new() { Type = EPropType.RemedySupply, RemedyType = command.RemedyType }),
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EEditorTool.ReactorControl => SetReactorControl(level, position),
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EEditorTool.Leak => SetLeak(level, position, command.Carrier),
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@@ -217,6 +217,32 @@ public static class LevelEditor
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return level.InBounds(position) && level.GetTerrain(position) == ECellTerrain.Wall ? level.SetProp(position, prop) : level;
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}
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private static LevelState SetSprinklerControl(LevelState level, GridPosition position)
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{
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var linkedValve = LevelTraversal.AllPositions(level).FirstOrDefault(candidate => level.GetProp(candidate).Type == EPropType.SprinklerValve);
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return SetFloorProp(level, position, new() {
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Type = EPropType.SprinklerControl,
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SwitchState = EPropSwitchState.Enabled,
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LinkedPosition = level.InBounds(linkedValve) && level.GetProp(linkedValve).Type == EPropType.SprinklerValve ? linkedValve : null
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});
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}
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private static LevelState SetSprinklerValve(LevelState level, GridPosition position)
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{
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var next = SetWallProp(level, position, new() {
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Type = EPropType.SprinklerValve,
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Carrier = ECarrierType.Water,
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OutletPosition = position.Neighbors().FirstOrDefault(level.IsFloor)
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});
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if (next == level)
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return level;
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var unlinkedControl = LevelTraversal.AllPositions(next).FirstOrDefault(candidate => next.GetProp(candidate) is { Type: EPropType.SprinklerControl, LinkedPosition: null });
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return next.InBounds(unlinkedControl) && next.GetProp(unlinkedControl).Type == EPropType.SprinklerControl
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? next.SetProp(unlinkedControl, next.GetProp(unlinkedControl) with { LinkedPosition = position })
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: next;
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}
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private static LevelState ToggleOrSetDoor(LevelState level, GridPosition position)
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{
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if (!level.IsFloor(position))
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@@ -35,8 +35,9 @@ public sealed class LevelValidator
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continue;
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}
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if (!level.GetUnderground(position, prop.Carrier).IsPresent)
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errors.Add(new("Isolation valve must sit on its matching underground carrier.", position));
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var presentCarriers = Enum.GetValues<ECarrierType>().Count(carrier => level.GetUnderground(position, carrier).IsPresent);
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if (presentCarriers != 1 || !level.GetUnderground(position, prop.Carrier).IsPresent)
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errors.Add(new("Isolation valve must sit on exactly one matching underground carrier.", position));
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}
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}
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@@ -95,6 +96,9 @@ public sealed class LevelValidator
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var westEastWalls = IsWall(level, new(position.X - 1, position.Y)) && IsWall(level, new(position.X + 1, position.Y));
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if (northSouthWalls == westEastWalls)
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errors.Add(new("Door must be surrounded by one opposing pair of wall cells.", position));
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if (!level.GetUnderground(position, ECarrierType.Electricity).IsPresent)
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errors.Add(new("Door must have a local electricity connection.", position));
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}
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}
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@@ -92,6 +92,7 @@ public sealed class LevelEditorTests
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Assert.Equal(EPropType.SprinklerControl, valve.GetProp(new(1, 2)).Type);
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Assert.Equal(EPropType.SprinklerValve, valve.GetProp(new(2, 2)).Type);
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Assert.Equal(new(2, 2), valve.GetProp(new(1, 2)).LinkedPosition);
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Assert.Equal(new(2, 1), valve.GetProp(new(2, 2)).OutletPosition);
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}
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@@ -403,6 +403,20 @@ public sealed class SimulationEngineTests
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Assert.Contains(report.Errors, error => error.Message.Contains("Wall cell", StringComparison.Ordinal));
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}
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[Fact]
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public void ValidatorRejectsIsolationValveOnMultipleCarriers()
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{
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var level = LevelState.Create("Invalid valve", 5, 5);
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level = level.SetUnderground(new(2, 2), ECarrierType.Fuel, new() { State = EUndergroundState.Intact });
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level = level.SetUnderground(new(2, 2), ECarrierType.Water, new() { State = EUndergroundState.Intact });
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level = level.SetProp(new(2, 2), new() { Type = EPropType.IsolationValve, Carrier = ECarrierType.Fuel });
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var report = new LevelValidator().Validate(level);
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Assert.False(report.IsValid);
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Assert.Contains(report.Errors, error => error.Message.Contains("exactly one matching underground carrier", StringComparison.Ordinal));
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}
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[Fact]
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public void LevelSerializationRoundTripsCurrentSchemaOnly()
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{
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