// Headless map soak test. // // The GUI needs a display, but the solver does not: build_graph and the Lua // loaders have no SDL dependency. This loads every map, settles it under the // same fixed-step tick order the game uses, and reports whether the forts stand. // Use it to catch "the fort collapses on load" without opening the game. // // ./builddir/sim_check [seconds] // // Exit status is non-zero if any map lost struts, so it can gate a commit. #include "engine/script.hpp" #include "game/build_graph.hpp" #include "game/data.hpp" #include #include #include #include #include int main(int argc, char** argv) { const float FIXED_DT = 1.0f / 60.0f; const float seconds = (argc > 1) ? std::atof(argv[1]) : 5.0f; const int ticks = (int)(seconds / FIXED_DT); ScriptEngine script; // ctor brings the Lua state up BuildGraph graph; graph.materials = load_materials(script, "data"); if (graph.materials.empty()) { fprintf(stderr, "no materials\n"); return 2; } std::vector maps = load_maps(script, "data"); if (maps.empty()) { fprintf(stderr, "no maps\n"); return 2; } int failures = 0; for (const auto& m : maps) { build_map(m, graph); // Beams the graph refused (duplicate node pair after snapping, or a // degenerate endpoint) silently weaken a fort, so surface them. if ((int)graph.edges.size() != (int)m.beams.size()) printf(" %s: %zu beams declared but %zu welded (%zu rejected)\n", m.name.c_str(), m.beams.size(), graph.edges.size(), m.beams.size() - graph.edges.size()); const int edges0 = (int)graph.edges.size(); const int nodes0 = (int)graph.nodes.size(); std::vector y0; for (const auto& n : graph.nodes) y0.push_back(n.y); int snapped = 0, killed = 0, first_break = -1; for (int t = 0; t < ticks; t++) { graph.step(FIXED_DT); int s = graph.check_strain(); graph.update_timers(FIXED_DT); graph.update_fire(FIXED_DT); int k = graph.kill_grounded(); if (s > 0 && first_break < 0) first_break = t; snapped += s; killed += k; } // Worst downward drift of any surviving node (sag). float sag = 0.0f; for (size_t i = 0; i < graph.nodes.size() && i < y0.size(); i++) sag = std::max(sag, y0[i] - graph.nodes[i].y); const bool ok = (snapped == 0 && killed == 0); if (!ok) failures++; printf("%-16s %s struts %d -> %d, nodes %d -> %d, snapped %d, killed %d", m.name.c_str(), ok ? "STANDS " : "COLLAPSE", edges0, (int)graph.edges.size(), nodes0, (int)graph.nodes.size(), snapped, killed); if (first_break >= 0) printf(", first break at t=%.2fs", first_break * FIXED_DT); printf(", max sag %.3f\n", sag); } printf("\n%d/%zu maps stand after %.1fs\n", (int)maps.size() - failures, maps.size(), seconds); return failures == 0 ? 0 : 1; }