298 lines
12 KiB
C#
298 lines
12 KiB
C#
using System.Collections.Generic;
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using NUnit.Framework;
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// Тесты модуля Населения (этап 2). Запуск: Window -> General -> Test Runner -> EditMode -> Run All.
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// Цифры -- из дизайн-документа: стартовый город 300 человек (из них 30 воинов) ест 33 еды в час.
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public class PopulationTests
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{
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const long T0 = 1_800_000_000; // произвольный момент времени, секунды Unix
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const long Hour = 3600;
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FakeEconomy economy;
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FakeSettlement settlement;
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ArmyService army;
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[SetUp]
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public void SetUp()
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{
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GameServices.Clear();
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EventBus.Clear();
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SaveRegistry.Clear();
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GameClock.ResetOffset();
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GameClock.RealUnixSource = null;
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economy = new FakeEconomy();
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settlement = new FakeSettlement { TownHallLevel = 1 };
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army = new ArmyService();
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GameServices.Register<IEconomy>(economy);
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GameServices.Register<ISettlement>(settlement);
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GameServices.Register<IArmy>(army);
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}
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[TearDown]
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public void TearDown()
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{
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GameClock.RealUnixSource = null;
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GameClock.ResetOffset();
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}
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// Предел жилья с запасом -- для тестов прироста (по умолчанию 300: стартовый город упирается в предел)
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static PopulationRules Roomy() => new PopulationRules { HousingBase = 400 };
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[Test]
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public void StartCity_AtDefaultHousingCap_DoesNotGrow_HouseLetsItGrow()
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{
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economy.Set(ResourceType.Food, 10000);
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var p = StartCity(); // решение команды от 19.10: 300 жителей при пределе 300 -- прирост стоит
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p.Tick(T0 + 10 * Hour);
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Assert.AreEqual(300, p.Total);
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p.SetHouseLevels(1); // построен Дом -- +50 мест
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p.Tick(T0 + 20 * Hour);
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Assert.AreEqual(325, p.Total, "построен Дом -- прирост идёт");
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}
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// Стартовый город: 270 жителей + 30 воинов в Армии
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PopulationService StartCity(PopulationRules rules = null)
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{
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var p = new PopulationService(rules ?? new PopulationRules());
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army.AddTroops(0, p.Rules.StartSoldiers);
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p.Tick(T0); // первый расчёт только запоминает время
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return p;
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}
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[Test]
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public void StartCity_Has300People_AndEats33FoodPerHour()
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{
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economy.Set(ResourceType.Food, 1000);
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var p = StartCity();
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Assert.AreEqual(300, p.Total);
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Assert.AreEqual(270, p.Civilians);
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Assert.AreEqual(120, p.Workforce, "могут работать 120");
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Assert.AreEqual(0, p.Workers, "рабочих расставляет игрок (или CitySync по зданиям)");
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Assert.AreEqual(120, p.FreeWorkers);
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Assert.AreEqual(30, p.Soldiers);
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Assert.AreEqual(33f, p.FoodPerHour, 0.001f);
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p.Tick(T0 + Hour);
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Assert.AreEqual(1000 - 33, economy.Get(ResourceType.Food), 0.01, "за час город съел 33 еды");
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}
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[Test]
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public void WithFood_GrowsTwoAndHalfPerHour()
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{
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economy.Set(ResourceType.Food, 10000);
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var p = StartCity(Roomy());
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p.Tick(T0 + 10 * Hour);
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Assert.AreEqual(300 + 25, p.Total, "за 10 часов +25 человек");
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Assert.IsFalse(p.IsStarving);
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}
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[Test]
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public void NoFood_GrowthStops_AndStarvationStarts()
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{
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economy.Set(ResourceType.Food, 0);
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var p = StartCity();
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bool? starvingEvent = null;
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EventBus.Subscribe<StarvationChangedEvent>(e => starvingEvent = e.IsStarving);
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p.Tick(T0 + 10 * Hour);
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Assert.AreEqual(300, p.Total, "без еды прироста нет");
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Assert.IsTrue(p.IsStarving);
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Assert.AreEqual(true, starvingEvent);
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Assert.AreEqual(0f, p.GrowthPerHour);
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Assert.AreEqual(0, economy.Get(ResourceType.Food), 0.0001);
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}
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[Test]
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public void FoodRunsOutMidway_EatsTheRest_ThenStarves()
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{
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economy.Set(ResourceType.Food, 50); // хватит на полтора часа
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var p = StartCity();
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p.Tick(T0 + 3 * Hour);
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Assert.AreEqual(0, economy.Get(ResourceType.Food), 0.0001, "остатки доедены");
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Assert.IsTrue(p.IsStarving);
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}
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[Test]
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public void FoodReturns_StarvationEnds_GrowthResumes()
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{
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economy.Set(ResourceType.Food, 0);
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var p = StartCity(Roomy());
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p.Tick(T0 + Hour);
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Assert.IsTrue(p.IsStarving);
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economy.Set(ResourceType.Food, 10000);
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p.Tick(T0 + 5 * Hour);
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Assert.IsFalse(p.IsStarving);
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Assert.Greater(p.Total, 300);
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}
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[Test]
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public void HousingCap_StopsGrowth_HigherTownHall_ResumesIt()
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{
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economy.Set(ResourceType.Food, 100000);
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var p = StartCity(new PopulationRules { HousingBase = 300, HousingPerTownHallLevel = 100 });
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p.Tick(T0 + 10 * Hour);
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Assert.AreEqual(300, p.Total, "300 жителей при пределе 300 -- прирост стоит");
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Assert.AreEqual(0f, p.GrowthPerHour);
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settlement.TownHallLevel = 2; // предел 400
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p.Tick(T0 + 20 * Hour);
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Assert.AreEqual(325, p.Total, "предел вырос -- прирост пошёл");
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}
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[Test]
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public void Growth_NeverExceedsHousingCap()
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{
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economy.Set(ResourceType.Food, 100000);
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var p = StartCity(new PopulationRules { HousingBase = 305 });
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p.Tick(T0 + 40 * Hour);
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Assert.AreEqual(305, p.Total);
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}
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[Test]
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public void Offline_IsCappedAtMaxHours()
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{
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economy.Set(ResourceType.Food, 100000);
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var p = StartCity(new PopulationRules { MaxOfflineHours = 48 });
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p.Tick(T0 + 100 * Hour);
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double eaten = 100000 - economy.Get(ResourceType.Food);
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Assert.Greater(eaten, 33 * 48 - 1, "посчитано 48 часов");
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Assert.Less(eaten, 33 * 60, "а не 100 (за 48 часов прибавилось 120 человек -- ели чуть больше 33 в час)");
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Assert.AreEqual(T0 + 100 * Hour, p.LastTickUnix, "дальше считаем от 'сейчас'");
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}
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[Test]
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public void ManySmallTicks_EqualOneBigTick()
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{
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economy.Set(ResourceType.Food, 10000);
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var a = StartCity(Roomy());
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for (long t = T0 + 2; t <= T0 + 10 * Hour; t += 2) a.Tick(t); // как в игре: раз в 2 секунды
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float foodA = economy.Get(ResourceType.Food);
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int totalA = a.Total;
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SetUp();
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economy.Set(ResourceType.Food, 10000);
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var b = StartCity(Roomy());
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b.Tick(T0 + 10 * Hour); // как офлайн-прогресс
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Assert.AreEqual(totalA, b.Total);
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Assert.AreEqual(foodA, economy.Get(ResourceType.Food), 3.0, "игра и офлайн считают одинаково (разница -- доли часа, когда родился человек)");
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}
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[Test]
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public void ClockGoesBack_NothingHappens_ThenContinues()
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{
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economy.Set(ResourceType.Food, 1000);
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var p = StartCity();
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p.Tick(T0 - 5000);
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Assert.AreEqual(1000, economy.Get(ResourceType.Food), 0.0001, "время назад -- ничего не съедено");
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Assert.AreEqual(300, p.Total);
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p.Tick(T0 - 5000 + Hour);
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Assert.AreEqual(1000 - 33, economy.Get(ResourceType.Food), 0.01);
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}
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[Test]
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public void DebugAdvance_GoesThroughTheSameRules()
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{
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long real = T0;
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GameClock.RealUnixSource = () => real;
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economy.Set(ResourceType.Food, 1000);
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var p = StartCity();
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EventBus.Subscribe<GameTimeAdvancedEvent>(e => p.Tick(e.UnixNow)); // как в App/GameModules
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GameClock.Advance(Hour);
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Assert.AreEqual(1000 - 33, economy.Get(ResourceType.Food), 0.01, "+1 час = час обычных правил");
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Assert.AreEqual(Hour, GameClock.OffsetSeconds);
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GameClock.ResetOffset(); // сдвиг сброшен -- время "назад", ничего не ломается
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p.Tick(GameClock.UnixNow);
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Assert.AreEqual(1000 - 33, economy.Get(ResourceType.Food), 0.01);
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}
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[Test]
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public void SaveAndRestore_KeepsEverything()
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{
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economy.Set(ResourceType.Food, 10000);
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var p = StartCity(Roomy());
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p.SetWorkers(WorkJob.Farmer, 40);
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p.SetHouseLevels(2);
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p.Tick(T0 + 3 * Hour); // +7 человек и доля восьмого
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string saved = p.Capture();
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var q = new PopulationService(new PopulationRules());
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q.Restore(saved);
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Assert.IsTrue(q.RestoredFromSave);
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Assert.AreEqual(p.Civilians, q.Civilians);
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Assert.AreEqual(p.Workers, q.Workers);
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Assert.AreEqual(40, q.GetWorkers(WorkJob.Farmer));
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Assert.AreEqual(2, q.HouseLevels);
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Assert.AreEqual(p.LastTickUnix, q.LastTickUnix);
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}
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[Test]
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public void StartingKit_IsGivenOnce_AndNotToOldSaves()
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{
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var fresh = new PopulationService(new PopulationRules());
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Assert.IsTrue(fresh.TryTakeStartingKit(), "новая игра -- выдать");
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Assert.IsFalse(fresh.TryTakeStartingKit(), "второй раз -- нет");
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var old = new PopulationService(new PopulationRules());
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old.OnGameLoaded(T0); // старое сохранение без секции населения
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Assert.IsFalse(old.TryTakeStartingKit(), "старому игроку стартовый набор не выдаётся");
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old.ResetState(); // сброс прогресса -- новая игра
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Assert.IsTrue(old.TryTakeStartingKit());
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}
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[Test]
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public void Reset_ReturnsToStartCity()
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{
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economy.Set(ResourceType.Food, 10000);
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var p = StartCity();
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p.Tick(T0 + 10 * Hour);
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p.ResetState();
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Assert.AreEqual(270, p.Civilians);
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Assert.AreEqual(0, p.LastTickUnix);
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Assert.IsFalse(p.IsStarving);
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}
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// ---------------- Заглушки модулей ----------------
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public class FakeEconomy : IEconomy
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{
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readonly Dictionary<ResourceType, float> res = new Dictionary<ResourceType, float>();
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readonly Dictionary<ResourceType, float> caps = new Dictionary<ResourceType, float>();
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public void Set(ResourceType t, float v) { res[t] = v; }
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public void SetCapacity(ResourceType t, float v) { caps[t] = v; }
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public float GetCapacity(ResourceType type) => caps.TryGetValue(type, out float c) ? c : float.PositiveInfinity;
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public float Get(ResourceType type) => res.TryGetValue(type, out float v) ? v : 0f;
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public bool Has(ResourceType type, float amount) => Get(type) >= amount;
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public void Add(ResourceType type, float amount)
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{
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float cur = Get(type), v = cur + amount;
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if (amount > 0) v = System.Math.Min(v, System.Math.Max(cur, GetCapacity(type))); // как ResourceManager
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res[type] = v < 0 ? 0 : v;
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}
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public bool TrySpend(ResourceType type, float amount) { if (!Has(type, amount)) return false; Add(type, -amount); return true; }
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public bool CanAfford(IReadOnlyList<ResourceAmount> cost) { foreach (var c in cost) if (!Has(c.Type, c.Amount)) return false; return true; }
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public bool TrySpend(IReadOnlyList<ResourceAmount> cost) { if (!CanAfford(cost)) return false; foreach (var c in cost) Add(c.Type, -c.Amount); return true; }
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}
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public class FakeSettlement : ISettlement
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{
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public int TownHallLevel { get; set; }
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public int BuildingCount => 0;
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public bool IsCityLoaded => true;
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}
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}
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