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MVP1/Assets/Scripts/Modules/Tests/ModuleTests.cs
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using System;
using System.Collections.Generic;
using Bogatyri.World;
using NUnit.Framework;
// Тесты модулей без Unity-сцены. Запуск: Window -> General -> Test Runner -> EditMode -> Run All.
// Список тестов, которые команда решила добавить (план от 19.10.2026), -- в Docs/Modules/README.md.
public class ModuleTests
{
[SetUp]
public void ResetCore()
{
GameServices.Clear();
EventBus.Clear();
SaveRegistry.Clear();
}
// ---------------- Армия: один солдат не может быть в двух местах ----------------
[Test]
public void ArmyMath_TakeProportional_NeverDoubleCountsOrLosesSoldiers()
{
var rnd = new Random(1);
for (int run = 0; run < 2000; run++)
{
var troops = new int[4];
int total = 0;
for (int i = 0; i < 4; i++) { troops[i] = rnd.Next(0, 50); total += troops[i]; }
if (total == 0) continue;
int count = rnd.Next(1, total + 1);
int[] taken = ArmyMath.TakeProportional(troops, count);
int sum = 0;
for (int i = 0; i < 4; i++)
{
Assert.That(taken[i], Is.InRange(0, troops[i]), "нельзя взять больше, чем есть в типе");
sum += taken[i];
}
Assert.AreEqual(count, sum, "в поход уходит ровно столько, сколько просили");
}
}
[Test]
public void ArmyMath_TakeMoreThanExists_ReturnsNull()
{
Assert.IsNull(ArmyMath.TakeProportional(new[] { 1, 1, 0, 0 }, 3));
}
[Test]
public void ArmyMath_SplitSurvivors_ReturnsExactlySurvivors()
{
int[] back = ArmyMath.SplitSurvivors(new[] { 10, 5, 0, 1 }, 9);
int sum = 0;
foreach (var b in back) { Assert.GreaterOrEqual(b, 0); sum += b; }
Assert.AreEqual(9, sum);
}
[Test]
public void ArmyService_MarchNeverCreatesOrLosesSoldiers()
{
var army = new ArmyService();
army.AddTroops(0, 20); army.AddTroops(1, 7); army.AddTroops(3, 3);
int total = army.SoldiersAtHome;
Assert.IsTrue(army.TakeForMarch(1, 12));
Assert.AreEqual(total, army.SoldiersAtHome + army.TroopsInMarches, "солдат либо дома, либо в походе");
army.ReturnFromMarch(1, 12);
Assert.AreEqual(total, army.SoldiersAtHome);
Assert.AreEqual(0, army.TroopsInMarches);
Assert.IsFalse(army.TakeForMarch(2, total + 1), "нельзя отправить больше, чем есть");
}
[Test]
public void ArmyService_LoseFraction_FloorsPerType()
{
var army = new ArmyService();
army.AddTroops(0, 10); army.AddTroops(1, 5);
int lost = army.LoseFraction(0.25);
Assert.AreEqual(2 + 1, lost); // floor(2.5) + floor(1.25)
Assert.AreEqual(8, army.GetTroops(0));
Assert.AreEqual(4, army.GetTroops(1));
}
[Test]
public void ArmyService_SaveRestore_KeepsTroopsAndMarches()
{
var a = new ArmyService();
a.AddTroops(0, 9); a.AddTroops(2, 4);
a.TakeForMarch(5, 6);
var b = new ArmyService();
b.Restore(a.Capture());
Assert.IsTrue(b.RestoredFromSave);
Assert.AreEqual(a.SoldiersAtHome, b.SoldiersAtHome);
Assert.AreEqual(a.TroopsInMarches, b.TroopsInMarches);
b.ReturnFromMarch(5, 6);
Assert.AreEqual(13, b.SoldiersAtHome, "состав похода сохранился");
}
[Test]
public void ArmyService_ImportLegacy_AndReset()
{
var army = new ArmyService();
int events = 0;
EventBus.Subscribe<TroopsChangedEvent>(_ => events++);
army.ImportLegacy(new[] { 5, 0, 2, 0 }, new[] { new KeyValuePair<int, int[]>(3, new[] { 1, 1, 0, 0 }) });
Assert.AreEqual(7, army.SoldiersAtHome);
Assert.AreEqual(2, army.TroopsInMarches);
Assert.Greater(events, 0, "изменение войск сообщается событием");
army.ResetState();
Assert.AreEqual(0, army.SoldiersAtHome + army.TroopsInMarches);
}
2026-10-27 16:54:49 +01:00
// Решение команды от 19.10.2026: один солдат -- в одном месте. 30 солдат, 10 в гарнизон -> 20 доступны, всего 30.
[Test]
public void ArmyService_Garrison_OneSoldierInOnePlace()
{
var army = new ArmyService();
army.AddTroops(0, 20); army.AddTroops(1, 10);
Assert.AreEqual(10, army.SetGarrison(10));
Assert.AreEqual(10, army.GarrisonTotal);
Assert.AreEqual(20, army.AvailableForMarch);
Assert.AreEqual(30, army.SoldiersAtHome, "всего воинов столько же");
Assert.AreEqual(7, army.GetGarrison(0), "гарнизон по составу: 2/3 пехоты");
Assert.AreEqual(3, army.GetGarrison(1), "и 1/3 лучников");
Assert.IsFalse(army.TakeForMarch(1, 21), "гарнизон в поход не уходит");
Assert.IsTrue(army.TakeForMarch(1, 20));
Assert.AreEqual(0, army.AvailableForMarch);
Assert.AreEqual(10, army.GarrisonTotal, "гарнизон остался в городе");
Assert.AreEqual(30, army.SoldiersAtHome + army.TroopsInMarches);
Assert.AreEqual(10, army.SetGarrison(99), "гарнизон не больше воинов в городе");
army.LoseFraction(0.5);
Assert.LessOrEqual(army.GarrisonTotal, army.SoldiersAtHome, "после потерь гарнизон не больше войск");
for (int i = 0; i < 4; i++) Assert.LessOrEqual(army.GetGarrison(i), army.GetTroops(i));
var loaded = new ArmyService();
loaded.Restore(army.Capture());
Assert.AreEqual(army.GarrisonTotal, loaded.GarrisonTotal, "гарнизон сохраняется");
loaded.Restore("troops=5,0,0,0\n"); // старое сохранение без строки гарнизона
Assert.AreEqual(0, loaded.GarrisonTotal);
Assert.AreEqual(5, loaded.AvailableForMarch);
}
// ---------------- Армия: безопасная отправка и возвращение (ревью 27.10.2026, п. 2.1-2.2) ----------------
[Test]
public void ArmyService_UnknownMarch_ReturnsNobody()
{
var army = new ArmyService();
army.AddTroops(0, 5);
Assert.IsFalse(army.ReturnFromMarch(42, 10), "неизвестный поход");
Assert.IsFalse(army.ReturnUnits(42, new[] { 3, 3, 3, 3 }), "неизвестный поход");
Assert.AreEqual(5, army.SoldiersAtHome, "из ниоткуда никто не появился");
}
[Test]
public void ArmyService_SameMarch_IsCreditedOnlyOnce()
{
var army = new ArmyService();
army.AddTroops(0, 10); army.AddTroops(1, 10);
Assert.IsTrue(army.TakeForMarch(1, 10));
Assert.IsTrue(army.ReturnUnits(1, army.GetMarchUnits(1)));
Assert.IsFalse(army.ReturnUnits(1, new[] { 5, 5, 0, 0 }), "повторное событие возвращения");
Assert.IsFalse(army.ReturnFromMarch(1, 10), "и по другому пути -- тоже нет");
Assert.AreEqual(20, army.SoldiersAtHome + army.TroopsInMarches);
Assert.IsTrue(army.TakeForMarch(2, 10));
Assert.IsTrue(army.ReturnFromMarch(2, 99), "вернулось больше, чем ушло");
Assert.AreEqual(20, army.SoldiersAtHome, "больше, чем ушло, не вернётся");
}
[Test]
public void ArmyService_TakeForMarch_SameIdTwice_IsRejected()
{
var army = new ArmyService();
army.AddTroops(0, 20);
Assert.IsTrue(army.TakeForMarch(7, 5));
Assert.IsFalse(army.TakeForMarch(7, 5), "второй поход с тем же номером затёр бы первый");
Assert.AreEqual(15, army.SoldiersAtHome);
Assert.AreEqual(5, army.TroopsInMarches);
}
[Test]
public void World_CancelMarch_OnlyBeforeBattle()
{
var world = new WorldSimulation(WorldMapLayout.CreateDefault(), new BattleSystem());
MarchData m = world.StartMarch("p", WorldMapLayout.PlayerCityId, WorldMapLayout.BossCastleId, 5, 0, out _);
Assert.IsTrue(world.CancelMarch(m.id));
Assert.AreEqual(0, world.Marches.Count);
MarchData fought = world.StartMarch("p", WorldMapLayout.PlayerCityId, WorldMapLayout.BossCastleId, 5, 0, out _);
world.Advance(fought.arriveMs, new List<WorldEvent>()); // бой прошёл, войско идёт домой
Assert.IsFalse(world.CancelMarch(fought.id), "после боя поход не отменяется");
}
// ---------------- Боевая система ----------------
[Test]
public void Battle_MoreSoldiersWins_TieGoesToDefender()
{
var battle = new BattleSystem(BattleRules.NoRandom);
Assert.IsTrue(battle.Resolve(new BattleRequest { Attackers = 30, Defenders = 20 }).Victory);
Assert.IsFalse(battle.Resolve(new BattleRequest { Attackers = 20, Defenders = 20 }).Victory);
Assert.AreEqual(20, battle.Resolve(new BattleRequest { Attackers = 30, Defenders = 20 }).Survivors);
}
[Test]
public void Battle_Counters_ArchersBeatInfantry_InfantryBeatsCavalry()
{
var battle = new BattleSystem(BattleRules.NoRandom);
// Одинаковая "сырая" сила: 25 лучников x5 = 125 против ~31 пехоты x4 = 124
var archersVsInfantry = battle.Resolve(new BattleRequest
{ AttackerUnits = new[] { 0, 25, 0, 0 }, DefenderUnits = new[] { 32, 0, 0, 0 } });
Assert.IsTrue(archersVsInfantry.Victory, "лучники с контрой бьют чуть более сильную пехоту");
var cavalryVsInfantry = battle.Resolve(new BattleRequest
{ AttackerUnits = new[] { 0, 0, 14, 0 }, DefenderUnits = new[] { 30, 0, 0, 0 } });
Assert.IsFalse(cavalryVsInfantry.Victory, "пехота с контрой держит чуть более сильную кавалерию");
}
[Test]
public void Battle_WallsHelpDefenders_SiegeBreaksWalls()
{
var battle = new BattleSystem(BattleRules.NoRandom);
var field = battle.Resolve(new BattleRequest { AttackerUnits = new[] { 22, 0, 0, 0 }, DefenderUnits = new[] { 20, 0, 0, 0 } });
var walls = battle.Resolve(new BattleRequest { AttackerUnits = new[] { 22, 0, 0, 0 }, DefenderUnits = new[] { 20, 0, 0, 0 }, DefenderFortified = true });
Assert.IsTrue(field.Victory);
Assert.IsFalse(walls.Victory, "те же войска за стенами устояли");
var siege = battle.Resolve(new BattleRequest { AttackerUnits = new[] { 0, 0, 0, 6 }, DefenderUnits = new[] { 20, 0, 0, 0 }, DefenderFortified = true });
var siegeField = battle.Resolve(new BattleRequest { AttackerUnits = new[] { 0, 0, 0, 6 }, DefenderUnits = new[] { 20, 0, 0, 0 } });
Assert.Greater(siege.AttackerPower, siegeField.AttackerPower, "осадные сильнее против стен, чем в поле");
}
[Test]
public void Battle_LossesPerType_NeverExceedUnits_AndSumUp()
{
var battle = new BattleSystem(BattleRules.NoRandom);
var rnd = new Random(7);
for (int run = 0; run < 500; run++)
{
var att = new int[4]; var def = new int[4];
for (int i = 0; i < 4; i++) { att[i] = rnd.Next(0, 30); def[i] = rnd.Next(0, 30); }
var o = battle.Resolve(new BattleRequest { AttackerUnits = att, DefenderUnits = def, DefenderFortified = rnd.Next(2) == 0 });
int survivors = 0, defLost = 0;
for (int i = 0; i < 4; i++)
{
Assert.That(o.AttackerSurvivorUnits[i], Is.InRange(0, att[i]));
Assert.That(o.DefenderLossUnits[i], Is.InRange(0, def[i]));
survivors += o.AttackerSurvivorUnits[i]; defLost += o.DefenderLossUnits[i];
}
Assert.AreEqual(o.Survivors, survivors);
Assert.AreEqual(o.DefenderLosses, defLost);
Assert.AreEqual(att[0] + att[1] + att[2] + att[3] - o.AttackerLosses, o.Survivors);
}
}
// Малые отряды, пустые стороны, ничья, предельные бонусы (ревью 27.10.2026, п. 2.4).
// Проверяем только то, что не зависит от будущей формулы потерь: исход и арифметику.
// Сколько теряет одиночка-проигравший -- решение команды (правило округления), тест его не фиксирует.
[Test]
public void Battle_EdgeCases_OutcomeAndArithmetic()
{
var b = new BattleSystem(BattleRules.NoRandom);
var cases = new[]
{
new BattleRequest { AttackerUnits = new[] { 1, 0, 0, 0 }, DefenderUnits = new[] { 1, 0, 0, 0 } }, // 1 x 1
new BattleRequest { AttackerUnits = new[] { 1, 0, 0, 0 }, DefenderUnits = new[] { 10, 0, 0, 0 } }, // 1 x 10
new BattleRequest { AttackerUnits = new[] { 10, 0, 0, 0 }, DefenderUnits = new[] { 1, 0, 0, 0 } }, // 10 x 1
new BattleRequest { AttackerUnits = new[] { 0, 0, 0, 0 }, DefenderUnits = new[] { 0, 0, 0, 0 } }, // 0 x 0
new BattleRequest { AttackerUnits = new[] { 0, 0, 0, 0 }, DefenderUnits = new[] { 5, 0, 0, 0 } }, // 0 x 5
new BattleRequest { AttackerUnits = new[] { 5, 0, 0, 0 }, DefenderUnits = new[] { 0, 0, 0, 0 } }, // 5 x 0
new BattleRequest { AttackerUnits = new[] { 3, 2, 1, 1 }, DefenderUnits = new[] { 2, 2, 2, 1 }, DefenderFortified = true },
new BattleRequest { AttackerUnits = new[] { 5, 0, 0, 0 }, DefenderUnits = new[] { 5, 0, 0, 0 }, AttackerBonusPercent = -100 },
new BattleRequest { AttackerUnits = new[] { 5, 0, 0, 0 }, DefenderUnits = new[] { 5, 0, 0, 0 }, AttackerBonusPercent = -500, DefenderBonusPercent = -500 },
new BattleRequest { AttackerUnits = new[] { 1, 0, 0, 0 }, DefenderUnits = new[] { 50, 50, 50, 50 }, AttackerBonusPercent = 100000 },
new BattleRequest { Attackers = 7, Defenders = 7 }, // старый бой числом
};
foreach (var r in cases)
{
BattleOutcome o = b.Resolve(r);
int[] att = r.AttackerUnits ?? new[] { r.Attackers, 0, 0, 0 };
int[] def = r.DefenderUnits ?? new[] { r.Defenders, 0, 0, 0 };
Assert.GreaterOrEqual(o.AttackerPower, 0);
Assert.GreaterOrEqual(o.DefenderPower, 0);
Assert.AreEqual(o.AttackerPower > o.DefenderPower, o.Victory, "побеждает большая сила, ничья -- защитнику");
int survivors = 0, defLost = 0;
for (int i = 0; i < 4; i++)
{
Assert.That(o.AttackerSurvivorUnits[i], Is.InRange(0, att[i]), "выжившие атакующего в пределах состава");
Assert.That(o.DefenderLossUnits[i], Is.InRange(0, def[i]), "потери защитника в пределах состава");
survivors += o.AttackerSurvivorUnits[i];
defLost += o.DefenderLossUnits[i];
}
Assert.AreEqual(o.Survivors, survivors);
Assert.AreEqual(o.DefenderLosses, defLost);
Assert.AreEqual(att[0] + att[1] + att[2] + att[3], o.Survivors + o.AttackerLosses, "выжившие + погибшие = ушедшие");
}
// Ничья 1 x 1 -- победа защитника; пустая сторона никого не теряет
Assert.IsFalse(b.Resolve(cases[0]).Victory);
Assert.IsFalse(b.Resolve(cases[3]).Victory);
Assert.AreEqual(0, b.Resolve(cases[3]).AttackerLosses + b.Resolve(cases[3]).DefenderLosses);
Assert.IsTrue(b.Resolve(cases[5]).Victory, "на пустую цель -- победа");
Assert.AreEqual(0, b.Resolve(cases[5]).AttackerLosses, "на пустую цель -- без потерь");
Assert.IsFalse(b.Resolve(cases[8]).Victory, "обе силы обнулились -- ничья, защитнику");
}
// ---------------- Боевой цикл (этап 2 плана от 27.10.2026) ----------------
static readonly BattleRequest SampleBattle = new BattleRequest
{ AttackerUnits = new[] { 12, 8, 6, 4 }, DefenderUnits = new[] { 8, 6, 4, 2 }, DefenderFortified = true };
[Test]
public void Battle_Luck_IsReproducible_AndWithinFivePercent()
{
var b = new BattleSystem();
bool plus = false, minus = false, differs = false;
BattleOutcome first = default;
for (long seed = 1; seed <= 2000; seed++)
{
var r = SampleBattle; r.Seed = seed;
BattleOutcome o = b.Resolve(r);
BattleOutcome again = b.Resolve(r);
Assert.AreEqual(o.AttackerPower, again.AttackerPower, "тот же номер боя -- тот же итог");
Assert.AreEqual(o.Survivors, again.Survivors);
Assert.AreEqual(seed, o.BattleId);
Assert.That(o.AttackerLuckPermille, Is.InRange(-50, 50));
Assert.That(o.DefenderLuckPermille, Is.InRange(-50, 50));
plus |= o.AttackerLuckPermille > 0;
minus |= o.AttackerLuckPermille < 0;
if (seed == 1) first = o; else differs |= o.AttackerPower != first.AttackerPower;
}
Assert.IsTrue(plus && minus && differs, "случайность бывает в обе стороны и меняется от боя к бою");
var noLuck = new BattleSystem(BattleRules.NoRandom);
var req = SampleBattle; req.Seed = 777;
Assert.AreEqual(0, noLuck.Resolve(req).AttackerLuckPermille, "RandomPercent = 0 -- без случайности");
}
[Test]
public void Battle_Forecast_ShowsRisk_AndNeverContradictsRealBattle()
{
var b = new BattleSystem();
var strong = new BattleRequest { AttackerUnits = new[] { 40, 0, 0, 0 }, DefenderUnits = new[] { 10, 0, 0, 0 } };
var weak = new BattleRequest { AttackerUnits = new[] { 5, 0, 0, 0 }, DefenderUnits = new[] { 50, 0, 0, 0 } };
var even = new BattleRequest { AttackerUnits = new[] { 20, 0, 0, 0 }, DefenderUnits = new[] { 20, 0, 0, 0 } };
Assert.AreEqual(BattleChance.Advantage, b.Forecast(strong).Chance);
Assert.AreEqual(BattleChance.HighRisk, b.Forecast(weak).Chance);
Assert.AreEqual(BattleChance.Uncertain, b.Forecast(even).Chance);
bool evenWon = false, evenLost = false;
foreach (var req in new[] { strong, weak, even, SampleBattle })
{
BattleForecast f = b.Forecast(req);
for (long seed = 1; seed <= 300; seed++)
{
var r = req; r.Seed = seed;
BattleOutcome o = b.Resolve(r);
if (f.Chance == BattleChance.Advantage) Assert.IsTrue(o.Victory, "преимущество -- победа при любой удаче");
if (f.Chance == BattleChance.HighRisk) Assert.IsFalse(o.Victory, "высокий риск -- поражение при любой удаче");
Assert.That(o.AttackerPower, Is.InRange(f.AttackerPowerMin, f.AttackerPowerMax));
Assert.That(o.DefenderPower, Is.InRange(f.DefenderPowerMin, f.DefenderPowerMax));
Assert.That(o.AttackerLosses, Is.InRange(f.AttackerLossesMin, f.AttackerLossesMax), "потери в пределах прогноза");
if (req.AttackerUnits == even.AttackerUnits) { evenWon |= o.Victory; evenLost |= !o.Victory; }
}
}
Assert.IsTrue(evenWon && evenLost, "равный бой решает удача: бывает и победа, и поражение");
}
[Test]
public void Battle_Outcome_IsSymmetric_AndAddsUpPerType()
{
var b = new BattleSystem();
var rnd = new Random(11);
for (int run = 0; run < 300; run++)
{
var att = new int[4]; var def = new int[4];
for (int i = 0; i < 4; i++) { att[i] = rnd.Next(0, 25); def[i] = rnd.Next(0, 25); }
BattleOutcome o = b.Resolve(new BattleRequest
{ AttackerUnits = att, DefenderUnits = def, DefenderFortified = rnd.Next(2) == 0, Seed = run });
int attOut = 0, defOut = 0;
for (int i = 0; i < 4; i++)
{
Assert.AreEqual(att[i], o.AttackerUnitsBefore[i]);
Assert.AreEqual(def[i], o.DefenderUnitsBefore[i]);
Assert.AreEqual(att[i], o.AttackerSurvivorUnits[i] + o.AttackerDeadUnits[i] + o.AttackerWoundedUnits[i], "атакующий: до = выжившие + погибшие + раненые");
Assert.AreEqual(def[i], o.DefenderSurvivorUnits[i] + o.DefenderDeadUnits[i] + o.DefenderWoundedUnits[i], "защитник: то же");
Assert.AreEqual(0, o.AttackerWoundedUnits[i] + o.DefenderWoundedUnits[i], "раненых пока нет: доля не утверждена");
Assert.GreaterOrEqual(o.AttackerSurvivorUnits[i], 0);
Assert.GreaterOrEqual(o.DefenderSurvivorUnits[i], 0);
Assert.AreEqual(o.DefenderDeadUnits[i] + o.DefenderWoundedUnits[i], o.DefenderLossUnits[i]);
attOut += o.AttackerDeadUnits[i] + o.AttackerWoundedUnits[i];
defOut += o.DefenderLossUnits[i];
}
Assert.AreEqual(o.AttackerLosses, attOut);
Assert.AreEqual(o.DefenderLosses, defOut);
Assert.AreEqual(BattleRules.Default.Version, o.RulesVersion);
}
}
[Test]
public void Battle_Rules_ComeFromConfig()
{
var req = new BattleRequest { AttackerUnits = new[] { 22, 0, 0, 0 }, DefenderUnits = new[] { 20, 0, 0, 0 }, DefenderFortified = true };
Assert.IsFalse(new BattleSystem(BattleRules.NoRandom).Resolve(req).Victory, "стены +20% держат");
var noWalls = BattleRules.NoRandom;
noWalls.WallsPercent = 0;
noWalls.Version = 2;
BattleOutcome o = new BattleSystem(noWalls).Resolve(req);
Assert.IsTrue(o.Victory, "без стен те же войска побеждают");
Assert.AreEqual(2, o.RulesVersion, "итог помнит версию правил");
}
// Голод -50%, усталость -20%, вместе -- 40% (план от 27.10.2026)
[Test]
public void Battle_Famine_HalvesPower_AndStacksWithFatigue()
{
var b = new BattleSystem(BattleRules.NoRandom);
Assert.AreEqual(100, b.ConditionPercent(BattleCondition.None));
Assert.AreEqual(50, b.ConditionPercent(BattleCondition.Famine));
Assert.AreEqual(80, b.ConditionPercent(BattleCondition.Fatigue));
Assert.AreEqual(40, b.ConditionPercent(BattleCondition.Famine | BattleCondition.Fatigue), "последовательно: 50% x 80%, а не 30%");
// 40 пехоты берут замок Змея Горыныча, голодные -- нет
var req = new BattleRequest { AttackerUnits = new[] { 40, 0, 0, 0 }, DefenderUnits = new[] { 8, 6, 4, 2 }, DefenderFortified = true };
BattleOutcome fed = b.Resolve(req);
req.AttackerConditions = BattleCondition.Famine;
BattleOutcome hungry = b.Resolve(req);
Assert.IsTrue(fed.Victory);
Assert.IsFalse(hungry.Victory, "голодное войско слабее вдвое");
Assert.AreEqual(fed.AttackerPower / 2, hungry.AttackerPower);
Assert.AreEqual(fed.DefenderPower, hungry.DefenderPower, "голод нападающего не трогает защитника");
Assert.AreEqual(50, hungry.AttackerConditionPercent);
Assert.AreEqual(100, hungry.DefenderConditionPercent);
// Голод защитника работает так же
var defHungry = new BattleRequest { AttackerUnits = new[] { 22, 0, 0, 0 }, DefenderUnits = new[] { 20, 0, 0, 0 }, DefenderFortified = true };
Assert.IsFalse(b.Resolve(defHungry).Victory);
defHungry.DefenderConditions = BattleCondition.Famine;
Assert.IsTrue(b.Resolve(defHungry).Victory, "голодный гарнизон не удержал стены");
// Прогноз учитывает голод
Assert.AreEqual(BattleChance.HighRisk, new BattleSystem().Forecast(req).Chance);
}
// Решение №11: рассчитанный шанс победы совпадает с долей побед в настоящих боях
[Test]
public void Battle_WinChance_MatchesRealBattles()
{
var b = new BattleSystem();
var cases = new[]
{
new BattleRequest { AttackerUnits = new[] { 36, 0, 0, 0 }, DefenderUnits = new[] { 8, 6, 4, 2 }, DefenderFortified = true },
new BattleRequest { AttackerUnits = new[] { 40, 0, 0, 0 }, DefenderUnits = new[] { 8, 6, 4, 2 }, DefenderFortified = true },
new BattleRequest { AttackerUnits = new[] { 20, 0, 0, 0 }, DefenderUnits = new[] { 20, 0, 0, 0 } },
new BattleRequest { AttackerUnits = new[] { 45, 0, 0, 0 }, DefenderUnits = new[] { 8, 6, 4, 2 }, DefenderFortified = true },
new BattleRequest { AttackerUnits = new[] { 30, 0, 0, 0 }, DefenderUnits = new[] { 8, 6, 4, 2 }, DefenderFortified = true },
};
foreach (var req in cases)
{
BattleForecast f = b.Forecast(req);
int wins = 0;
const int battles = 20000;
for (long seed = 1; seed <= battles; seed++) { var r = req; r.Seed = seed; if (b.Resolve(r).Victory) wins++; }
int realPermille = wins * 1000 / battles;
Assert.That(f.WinChancePermille, Is.InRange(realPermille - 20, realPermille + 20), $"{req.AttackerUnits[0]} пехоты");
if (f.Chance == BattleChance.Advantage) Assert.AreEqual(1000, f.WinChancePermille);
if (f.Chance == BattleChance.HighRisk) Assert.AreEqual(0, f.WinChancePermille);
if (f.Chance == BattleChance.Uncertain) Assert.That(f.WinChancePermille, Is.InRange(1, 999));
}
}
// Решение №12: сила без промежуточного округления
[Test]
public void Battle_Power_NoIntermediateRounding()
{
var b = new BattleSystem(BattleRules.NoRandom);
// 3 пехоты против 1 кавалерии и 2 пехоты: контра 25% x 1/3 = 8,33%. Раньше округлялось до 8% -> 12,96
BattleOutcome o = b.Resolve(new BattleRequest { AttackerUnits = new[] { 3, 0, 0, 0 }, DefenderUnits = new[] { 2, 0, 1, 0 } });
Assert.AreEqual(1300, o.AttackerPower, "3 x 4 x 108,33% = 13,00");
// Контра, бонус и голод вместе: 13,00 x 1,03 x 0,5 = 6,695 -> 6,69. С округлением на каждом шаге было бы 6,67
BattleOutcome h = b.Resolve(new BattleRequest
{ AttackerUnits = new[] { 3, 0, 0, 0 }, DefenderUnits = new[] { 2, 0, 1, 0 }, AttackerBonusPercent = 3, AttackerConditions = BattleCondition.Famine });
Assert.AreEqual(669, h.AttackerPower);
}
// Решение №13: целая часть потерь гарантирована, дробная -- шанс ещё одной потери, воспроизводимо
[Test]
public void Battle_LossRounding_FractionIsChance()
{
var b = new BattleSystem(BattleRules.NoRandom);
int loneDied = 0, threeLost = 0;
const int battles = 4000;
for (long seed = 1; seed <= battles; seed++)
{
// Одиночка проигрывает: половина от 1 = 0,5 -> гибнет примерно в половине боёв
var lone = new BattleRequest { AttackerUnits = new[] { 1, 0, 0, 0 }, DefenderUnits = new[] { 10, 0, 0, 0 }, Seed = seed };
BattleOutcome o = b.Resolve(lone);
Assert.AreEqual(o.AttackerLosses, b.Resolve(lone).AttackerLosses, "тот же номер боя -- те же потери");
loneDied += o.AttackerLosses;
// 3 проигравших: 1,5 -> всегда 1 или 2, в среднем 1,5
var three = new BattleRequest { AttackerUnits = new[] { 3, 0, 0, 0 }, DefenderUnits = new[] { 10, 0, 0, 0 }, Seed = seed };
int l = b.Resolve(three).AttackerLosses;
Assert.That(l, Is.InRange(1, 2), "целая часть гарантирована, сверху -- не больше одной");
threeLost += l;
}
Assert.That(loneDied * 100 / battles, Is.InRange(45, 55), "одиночка теперь может погибнуть");
Assert.That(threeLost * 100 / battles, Is.InRange(145, 155));
// Целые потери не зависят от броска: 30 против 20 -- ровно 10
Assert.AreEqual(20, b.Resolve(new BattleRequest { Attackers = 30, Defenders = 20, Seed = 5 }).Survivors);
}
[Test]
public void World_FamineAtBattleTime_WeakensMarch()
{
MarchData Run(BattleCondition conditions)
{
var world = new WorldSimulation(WorldMapLayout.CreateDefault(), new BattleSystem(BattleRules.NoRandom));
world.AttackerConditions = _ => conditions;
MarchData m = world.StartMarch("p", WorldMapLayout.PlayerCityId, WorldMapLayout.BossCastleId, 40, 0, out _);
world.Advance(m.arriveMs, new List<WorldEvent>());
return m;
}
MarchData fed = Run(BattleCondition.None), hungry = Run(BattleCondition.Famine);
Assert.IsTrue(fed.victory);
Assert.AreEqual(100, fed.attackerConditionPercent);
Assert.IsFalse(hungry.victory, "голод в момент боя -- поражение");
Assert.AreEqual(50, hungry.attackerConditionPercent);
Assert.AreEqual((int)BattleCondition.Famine, hungry.attackerConditions);
// Не задано, кто голодает (сервер ещё не подключён, старый код) -- без штрафов
var plain = new WorldSimulation(WorldMapLayout.CreateDefault(), new BattleSystem(BattleRules.NoRandom));
MarchData p = plain.StartMarch("p", WorldMapLayout.PlayerCityId, WorldMapLayout.BossCastleId, 40, 0, out _);
plain.Advance(p.arriveMs, new List<WorldEvent>());
Assert.AreEqual(100, p.attackerConditionPercent);
}
[Test]
public void World_MarchBattle_IsReproducible()
{
MarchData Run()
{
var world = new WorldSimulation(WorldMapLayout.CreateDefault(), new BattleSystem());
MarchData m = world.StartMarch("p", WorldMapLayout.PlayerCityId, WorldMapLayout.BossCastleId, 30, 1000, out _);
m.units = new[] { 12, 8, 6, 4 };
world.Advance(m.arriveMs, new List<WorldEvent>());
return m;
}
MarchData a = Run(), b = Run();
Assert.AreNotEqual(0, a.battleSeed);
Assert.AreEqual(a.battleSeed, b.battleSeed, "тот же поход -- тот же номер боя");
Assert.AreEqual(a.attackerPower, b.attackerPower);
Assert.AreEqual(a.attackerLuck, b.attackerLuck);
Assert.AreEqual(a.survivors, b.survivors);
}
[Test]
public void World_GarrisonComposition_SumsToGarrison_AndIsStable()
{
foreach (var node in WorldMapLayout.CreateDefault())
{
int[] a = WorldMapLayout.GarrisonUnits(node);
int[] b = WorldMapLayout.GarrisonUnits(node);
int sum = 0;
for (int i = 0; i < 4; i++) { Assert.GreaterOrEqual(a[i], 0); Assert.AreEqual(a[i], b[i]); sum += a[i]; }
Assert.AreEqual(node.garrison, sum, node.displayName);
}
}
// ---------------- Глобальный мир: лагеря разбойников ----------------
[Test]
public void World_Camps_AreSpreadOut_FightInField_WithoutSiege()
{
var nodes = WorldMapLayout.CreateDefault();
int camps = 0;
foreach (var camp in nodes)
{
if (camp.type != MapNodeType.Camp) continue;
camps++;
Assert.IsFalse(WorldMapLayout.IsFortified(camp), "лагерь -- бой в поле");
Assert.AreEqual(0, WorldMapLayout.GarrisonUnits(camp)[TroopType.Siege], "у разбойников нет осадных");
Assert.That(camp.level, Is.InRange(1, WorldMapLayout.CampLevels));
foreach (var other in nodes)
{
if (other == camp) continue;
int min = other.type == MapNodeType.BossCastle ? 4500 : 2600;
Assert.GreaterOrEqual(WorldMapLayout.Distance(camp, other), min - 1, camp.id + " слишком близко к " + other.id);
}
}
Assert.AreEqual(WorldMapLayout.CampCount, camps);
}
[Test]
public void World_CampCleared_SecondMarchFindsItEmpty_ThenItRespawns()
{
var world = new WorldSimulation(WorldMapLayout.CreateDefault(), new BattleSystem());
const string camp = "camp_1"; // 1 уровень, 6..9 разбойников
MarchData first = world.StartMarch("p", WorldMapLayout.PlayerCityId, camp, 30, 0, out string e1);
MarchData second = world.StartMarch("p", WorldMapLayout.PlayerCityId, camp, 30, 1, out string e2);
Assert.IsNotNull(first, e1);
Assert.IsNotNull(second, e2);
world.Advance(10 * 60_000, new List<WorldEvent>()); // через 10 минут оба похода закончились
Assert.IsTrue(first.victory);
Assert.IsNotEmpty(first.loot);
Assert.IsTrue(second.targetEmpty, "второе войско пришло к уже разбитому лагерю");
Assert.AreEqual(30, second.survivors);
Assert.IsEmpty(second.loot);
Assert.IsTrue(world.IsCampCleared(camp, 10 * 60_000));
Assert.IsNull(world.StartMarch("p", WorldMapLayout.PlayerCityId, camp, 30, 10 * 60_000, out _), "разбитый лагерь не атакуется");
// Сохранение: другой мир с теми же данными помнит разбитый лагерь
var loaded = new WorldSimulation(WorldMapLayout.CreateDefault(), new BattleSystem());
loaded.LoadCampStates(world.GetCampStates());
Assert.IsTrue(loaded.IsCampCleared(camp, 10 * 60_000));
long respawn = first.arriveMs + CampRules.RespawnMs;
Assert.IsFalse(world.IsCampCleared(camp, respawn), "лагерь появился снова");
Assert.IsNotNull(world.StartMarch("p", WorldMapLayout.PlayerCityId, camp, 30, respawn, out _));
}
// ---------------- Глобальный мир: поход до конца, в том числе офлайн ----------------
[Test]
public void World_MarchResolvesAndReturns_EvenAfterLongOffline()
{
var world = new WorldSimulation(WorldMapLayout.CreateDefault(), new BattleSystem());
MarchData march = world.StartMarch("p", WorldMapLayout.PlayerCityId, WorldMapLayout.BossCastleId, 30, 0, out string error);
Assert.IsNotNull(march, error);
var events = new List<WorldEvent>();
world.Advance(3_600_000, events); // игра была закрыта час
Assert.AreEqual(2, events.Count, "бой и возвращение за один вызов");
Assert.AreEqual(WorldEventType.BattleResolved, events[0].Type);
Assert.AreEqual(WorldEventType.MarchReturned, events[1].Type);
Assert.AreEqual(0, world.Marches.Count);
}
// ---------------- Чат ----------------
[Test]
public void Chat_EmptyMessage_IsRejected()
{
var chat = new ChatService(0);
int before = chat.GetMessages(ChatChannel.World).Count;
Assert.IsFalse(chat.Send(ChatChannel.World, " "));
Assert.AreEqual(before, chat.GetMessages(ChatChannel.World).Count);
}
[Test]
public void Chat_Send_TrimsCutsAndPublishesEvent()
{
var chat = new ChatService(0);
ChatMessage received = null;
EventBus.Subscribe<ChatMessageReceivedEvent>(e => received = e.Message);
Assert.IsTrue(chat.Send(ChatChannel.Circle, " " + new string('а', 500) + " "));
Assert.IsNotNull(received, "событие о новом сообщении");
Assert.AreEqual(ChatChannel.Circle, received.channel);
Assert.AreEqual(LocalPlayer.Id, received.senderId);
Assert.AreEqual(chat.MaxMessageLength, received.text.Length, "длинное сообщение обрезается");
}
[Test]
public void Chat_KeepsOnlyLastMessagesPerChannel()
{
var chat = new ChatService(0);
for (int i = 0; i < 250; i++) chat.Send(ChatChannel.World, "сообщение " + i);
var world = chat.GetMessages(ChatChannel.World);
Assert.AreEqual(ChatService.MaxStoredPerChannel, world.Count);
Assert.AreEqual("сообщение 249", world[world.Count - 1].text);
}
// ---------------- Круг ----------------
[Test]
public void Circle_CreateMakesPlayerLeader_AndCannotJoinSecond()
{
var circle = new CircleService();
Assert.IsFalse(circle.IsInCircle);
Assert.IsTrue(circle.TryCreate(" Дружина ", out string error), error);
Assert.IsTrue(circle.IsInCircle);
Assert.IsTrue(circle.IsLeader);
Assert.AreEqual("Дружина", circle.Current.name);
Assert.IsFalse(circle.TryJoin("circle_1", out _), "нельзя состоять в двух Кругах");
Assert.IsFalse(circle.TryCreate("Ещё один", out _));
}
[Test]
public void Circle_NameValidation()
{
var circle = new CircleService();
Assert.IsFalse(circle.TryCreate("ab", out _), "слишком короткое");
Assert.IsFalse(circle.TryCreate(new string('я', 30), out _), "слишком длинное");
Assert.IsFalse(circle.TryCreate("Круг Перуна", out _), "такое название уже есть");
Assert.IsFalse(circle.TryCreate("a|b<c>", out _), "недопустимые символы");
}
[Test]
public void Circle_JoinFullCircle_IsRejected()
{
var circle = new CircleService();
CircleInfo full = circle.GetCircles()[circle.GetCircles().Count - 1];
Assert.AreEqual(circle.MaxMembers, full.members.Count);
Assert.IsFalse(circle.TryJoin(full.id, out _));
}
[Test]
public void Circle_LeaveAlone_Disbands_LeaveAsMember_KeepsCircle()
{
var circle = new CircleService();
int before = circle.GetCircles().Count;
bool disbanded = false;
EventBus.Subscribe<CircleLeftEvent>(e => disbanded = e.Disbanded);
circle.TryCreate("Дружина", out _);
circle.Leave();
Assert.IsTrue(disbanded);
Assert.AreEqual(before, circle.GetCircles().Count, "свой Круг распущен");
circle.TryJoin("circle_1", out _);
int members = circle.Current.members.Count;
circle.Leave();
Assert.IsFalse(disbanded);
Assert.AreEqual(members - 1, circle.GetCircles()[0].members.Count);
}
[Test]
public void Circle_SaveAndRestore_KeepsMembership()
{
var a = new CircleService();
a.TryCreate("Дружина", out _);
string saved = a.Capture();
var b = new CircleService();
b.Restore(saved);
Assert.IsTrue(b.IsInCircle);
Assert.IsTrue(b.IsLeader);
Assert.AreEqual("Дружина", b.Current.name);
var c = new CircleService();
c.TryJoin("circle_3", out _);
var d = new CircleService();
d.Restore(c.Capture());
Assert.AreEqual("circle_3", d.Current.id);
Assert.IsFalse(d.IsLeader);
}
[Test]
public void Chat_CircleChannel_OnlyWhenInCircle()
{
var circle = new CircleService();
GameServices.Register<ICircle>(circle);
var chat = new ChatService(0);
Assert.IsFalse(chat.Send(ChatChannel.Circle, "привет"), "без Круга писать нельзя");
circle.TryJoin("circle_1", out _);
Assert.AreEqual(1, chat.GetMessages(ChatChannel.Circle).Count, "системное сообщение о вступлении");
Assert.IsTrue(chat.Send(ChatChannel.Circle, "привет"));
Assert.IsTrue(chat.Send(ChatChannel.World, "всем привет"), "общий чат доступен всегда");
}
// ---------------- Ядро ----------------
[Test]
public void EventBus_FailingSubscriberDoesNotBreakOthers()
{
int delivered = 0;
Exception caught = null;
EventBus.OnHandlerError = e => caught = e;
EventBus.Subscribe<MarchReturnedEvent>(_ => throw new InvalidOperationException("boom"));
EventBus.Subscribe<MarchReturnedEvent>(_ => delivered++);
EventBus.Publish(new MarchReturnedEvent { Survivors = 5 });
Assert.AreEqual(1, delivered);
Assert.IsNotNull(caught);
}
[Test]
public void GameServices_MissingModule_ThrowsClearError()
{
Assert.Throws<InvalidOperationException>(() => GameServices.Get<IArmy>());
Assert.IsFalse(GameServices.TryGet(out IArmy _));
}
}