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// 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 <cmath>
#include <cstdio>
#include <cstdlib>
#include <string>
#include <vector>
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<MapDef> 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<float> 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;
}
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