Exemple #1
0
        public void TestShipCreation()
        {
            ComponentDesign engineDesign;

            _engineSD    = _game.StaticData.ComponentTemplates[new Guid("E76BD999-ECD7-4511-AD41-6D0C59CA97E6")];
            engineDesign = GenericComponentFactory.StaticToDesign(_engineSD, _faction.GetDataBlob <FactionTechDB>(), _game.StaticData);
            engineDesign.ComponentDesignAbilities[0].SetValueFromInput(5); //size = 25 power.
            //engineDesignDB.ComponentDesignAbilities[1]
            _engineComponent = GenericComponentFactory.DesignToDesignEntity(_game, _faction, engineDesign);

            _shipClass = ShipFactory.CreateNewShipClass(_game, _faction, "Ob'enn dropship");
            EntityManipulation.AddComponentToEntity(_shipClass, _engineComponent);
            EntityManipulation.AddComponentToEntity(_shipClass, _engineComponent);

            Vector4 pos = new Vector4(0, 0, 0, 0);

            _ship = ShipFactory.CreateShip(_shipClass, _starSystem.SystemManager, _faction, pos, _starSystem, "Serial Peacemaker");
            PropulsionDB propulsion = _ship.GetDataBlob <PropulsionDB>();
            ShipInfoDB   shipInfo   = _ship.GetDataBlob <ShipInfoDB>();

            //Change in component cloning makes the next line's assumption untrue
            //Assert.True(_ship.GetDataBlob<ComponentInstancesDB>().SpecificInstances.ContainsKey(_engineComponent));
            Assert.AreEqual(50, propulsion.TotalEnginePower);
            Assert.AreEqual(ShipMovementProcessor.MaxSpeedCalc(propulsion.TotalEnginePower, _ship.GetDataBlob <ShipInfoDB>().Tonnage), propulsion.MaximumSpeed);

            EntityManipulation.AddComponentToEntity(_ship, _engineComponent);
            Assert.AreEqual(75, propulsion.TotalEnginePower);
            Assert.AreEqual(ShipMovementProcessor.MaxSpeedCalc(propulsion.TotalEnginePower, _ship.GetDataBlob <ShipInfoDB>().Tonnage), propulsion.MaximumSpeed);
        }
        public void TestEngineComponentFactory()
        {
            ComponentTemplateSD engine = EngineComponentSD();

            ComponentDesign design = GenericComponentFactory.StaticToDesign(engine, _faction.GetDataBlob <FactionTechDB>(), _game.StaticData);

            foreach (var ability in design.ComponentDesignAttributes)
            {
                if (ability.GuiHint == GuiHint.GuiTechSelectionList)
                {
                    List <Guid> selectionlist = ability.GuidDictionary.Keys.Cast <Guid>().ToList();
                    ability.SetValueFromGuidList(selectionlist[selectionlist.Count - 1]);
                }
                else if (ability.GuiHint == GuiHint.GuiSelectionMaxMin)
                {
                    ability.SetMax();
                    ability.SetValueFromInput(ability.MaxValue);
                }
                else
                {
                    ability.SetValue();
                }
            }

            design.ComponentDesignAttributes[0].SetValueFromInput(250);

            Entity engineEntity = GenericComponentFactory.DesignToDesignEntity(_game, _faction, design);

            Assert.AreEqual(250, engineEntity.GetDataBlob <ComponentInfoDB>().SizeInTons);

            Dictionary <Guid, ComponentTemplateSD> componentsDict = new Dictionary <Guid, ComponentTemplateSD>();

            componentsDict.Add(engine.ID, engine);
            StaticDataManager.ExportStaticData(componentsDict, "EngineComponentTest.json");
        }
        public void TestMineInstalationFactory()
        {
            ComponentTemplateSD mine = MineInstallation();

            ComponentDesign mineDesign = GenericComponentFactory.StaticToDesign(mine, _faction.GetDataBlob <FactionTechDB>(), _game.StaticData);

            mineDesign.ComponentDesignAttributes[0].SetValue();
            Entity mineEntity = GenericComponentFactory.DesignToDesignEntity(_game, _faction, mineDesign);

            Assert.AreEqual(10, mineEntity.GetDataBlob <MineResourcesAtbDB>().ResourcesPerEconTick.Values.ElementAt(0));

            Dictionary <Guid, ComponentTemplateSD> componentsDict = new Dictionary <Guid, ComponentTemplateSD>();

            componentsDict.Add(mine.ID, mine);
            StaticDataManager.ExportStaticData(componentsDict, "MineComponentTest.json");
        }
        public void TestFactoryComponentCreation()
        {
            ComponentTemplateSD factory = Factory();

            ComponentDesign facDesign = GenericComponentFactory.StaticToDesign(factory, _faction.GetDataBlob <FactionTechDB>(), _game.StaticData);

            facDesign.ComponentDesignAttributes[0].SetValue();
            Entity facDesignEntity = GenericComponentFactory.DesignToDesignEntity(_game, _faction, facDesign);

            ConstructionAtbDB attributeDB = facDesignEntity.GetDataBlob <ConstructionAtbDB>();

            Assert.AreEqual(100, attributeDB.ConstructionPoints[ConstructionType.ShipComponents]);

            Dictionary <Guid, ComponentTemplateSD> componentsDict = new Dictionary <Guid, ComponentTemplateSD>();

            componentsDict.Add(factory.ID, factory);
            StaticDataManager.ExportStaticData(componentsDict, "FactoryComponentTest.json");
        }
Exemple #5
0
        public void TestShipCreation()
        {
            ComponentDesign engineDesign;// = DefaultStartFactory.DefaultEngineDesign(_game, _faction);

            _engineSD    = NameLookup.GetTemplateSD(_game, "Engine");
            engineDesign = GenericComponentFactory.StaticToDesign(_engineSD, _faction.GetDataBlob <FactionTechDB>(), _game.StaticData);
            engineDesign.ComponentDesignAttributes[0].SetValueFromInput(5); //size = 25 power.

            _engineComponentDesign = GenericComponentFactory.DesignToDesignEntity(_game, _faction, engineDesign);

            _shipClass = ShipFactory.CreateNewShipClass(_game, _faction, "Ob'enn dropship");

            Assert.True(_shipClass.FactionOwner == _faction.Guid);


            EntityManipulation.AddComponentToEntity(_shipClass, _engineComponentDesign);
            EntityManipulation.AddComponentToEntity(_shipClass, _engineComponentDesign);

            Vector3 pos = new Vector3(0, 0, 0);
            int     designEngineNumber = _shipClass.GetDataBlob <ComponentInstancesDB>().GetNumberOfComponentsOfDesign(_engineComponentDesign.Guid);

            Assert.AreEqual(2, designEngineNumber);
            _ship = ShipFactory.CreateShip(_shipClass, _starSystem, _faction, pos, _starSystem, "Serial Peacemaker");
            Assert.AreEqual(designEngineNumber, _ship.GetDataBlob <ComponentInstancesDB>().GetNumberOfComponentsOfDesign(_engineComponentDesign.Guid), "Number of engine components not the same as design");

            PropulsionAbilityDB propulsion = _ship.GetDataBlob <PropulsionAbilityDB>();
            ShipInfoDB          shipInfo   = _ship.GetDataBlob <ShipInfoDB>();

            Assert.AreEqual(500000, propulsion.TotalEnginePower, "Incorrect TotalEnginePower");
            float tonnage1       = _ship.GetDataBlob <ShipInfoDB>().Tonnage;
            int   expectedSpeed1 = ShipMovementProcessor.MaxSpeedCalc(propulsion.TotalEnginePower, tonnage1);

            Assert.AreEqual(expectedSpeed1, propulsion.MaximumSpeed_MS, "Incorrect Max Speed");

            EntityManipulation.AddComponentToEntity(_ship, _engineComponentDesign); //add second engine
            Assert.AreEqual(750000, propulsion.TotalEnginePower, "Incorrect TotalEnginePower 2nd engine added");
            float tonnage2       = _ship.GetDataBlob <ShipInfoDB>().Tonnage;
            int   expectedSpeed2 = ShipMovementProcessor.MaxSpeedCalc(propulsion.TotalEnginePower, tonnage2);

            Assert.AreEqual(expectedSpeed2, propulsion.MaximumSpeed_MS, "Incorrect Max Speed 2nd engine");
        }
        public void TestCargoComponentCreation()
        {
            ComponentTemplateSD cargo = GeneralCargo();

            ComponentDesign cargoDesign = GenericComponentFactory.StaticToDesign(cargo, _faction.GetDataBlob <FactionTechDB>(), _game.StaticData);

            cargoDesign.ComponentDesignAttributes[0].SetValue();
            Entity cargoEntity = GenericComponentFactory.DesignToDesignEntity(_game, _faction, cargoDesign);

            CargoStorageAtbDB attributeDB = cargoEntity.GetDataBlob <CargoStorageAtbDB>();


            CargoTypeSD cargotype = _game.StaticData.CargoTypes[attributeDB.CargoTypeGuid];

            Assert.AreEqual(100, attributeDB.StorageCapacity);

            Dictionary <Guid, ComponentTemplateSD> componentsDict = new Dictionary <Guid, ComponentTemplateSD>();

            componentsDict.Add(cargo.ID, cargo);
            StaticDataManager.ExportStaticData(componentsDict, "CargoComponentTest.json");
        }
        public void Init()
        {
            _game = new TestGame();
            StaticDataManager.LoadData("Pulsar4x", _game.Game);  // TODO: Figure out correct directory
            _entityManager = _game.Game.GlobalManager;



            // Initialize gas dictionary - haven't found a good way to look up gases without doing this
            _gasDictionary = new Dictionary <string, AtmosphericGasSD>();

            foreach (WeightedValue <AtmosphericGasSD> atmos in _game.Game.StaticData.AtmosphericGases)
            {
                _gasDictionary.Add(atmos.Value.ChemicalSymbol, atmos.Value);
            }


            _planetsList = new List <Entity>();
            _planetsList.Add(_game.Earth);

            _speciesList = new List <Entity>();
            _speciesList.Add(_game.HumanSpecies);
            //_speciesList.Add(_game.GreyAlienSpecies);

            // Set up colonies
            // @todo: add more colonies, especially ones with multiple species in one colony


            ComponentTemplateSD infrastructureSD     = _game.Game.StaticData.ComponentTemplates[new Guid("08b3e64c-912a-4cd0-90b0-6d0f1014e9bb")];
            ComponentDesign     infrastructureDesign = GenericComponentFactory.StaticToDesign(infrastructureSD, _game.HumanFaction.GetDataBlob <FactionTechDB>(), _game.Game.StaticData);
            Entity infrastructureEntity = GenericComponentFactory.DesignToDesignEntity(_game.Game, _game.HumanFaction, infrastructureDesign);

            EntityManipulation.AddComponentToEntity(_game.EarthColony, infrastructureEntity);

            ReCalcProcessor.ReCalcAbilities(_game.EarthColony);
        }
Exemple #8
0
 public void CreateComponent()
 {
     GenericComponentFactory.DesignToDesignEntity(_gameVM.Game, _factionEntity, Design);
 }
        private void testPlanetAndSpecies(Entity planet, Entity species)
        {
            long[] basePop = new long[] { 0, 5, 10, 100, 999, 1000, 10000, 100000, 10000000 };
            long[] infrastructureAmounts = new long[] { 0, 1, 5, 100 };
            Dictionary <Entity, long> newPop, returnedPop;

            int i, j, k;

            Guid infGUID = new Guid("08b3e64c-912a-4cd0-90b0-6d0f1014e9bb");
            ComponentTemplateSD infrastructureSD     = _game.Game.StaticData.ComponentTemplates[infGUID];
            ComponentDesign     infrastructureDesign = GenericComponentFactory.StaticToDesign(infrastructureSD, _game.HumanFaction.GetDataBlob <FactionTechDB>(), _game.Game.StaticData);
            Entity infrastructureEntity = GenericComponentFactory.DesignToDesignEntity(_game.Game, _game.HumanFaction, infrastructureDesign);

            Dictionary <Entity, long> pop = _game.EarthColony.GetDataBlob <ColonyInfoDB>().Population;


            // Single iteration growth test
            for (i = 0; i < infrastructureAmounts.Length; i++)
            {
                // Create a new colony with this planet and species, add infrastructure item to it
                _game.EarthColony = ColonyFactory.CreateColony(_game.HumanFaction, species, planet);

                // Add the correct number of infrastructure to the colony
                for (k = 0; k < infrastructureAmounts[i]; k++)
                {
                    EntityManipulation.AddComponentToEntity(_game.EarthColony, infrastructureEntity);
                }
                ReCalcProcessor.ReCalcAbilities(_game.EarthColony);


                for (j = 0; j < basePop.Length; j++)
                {
                    // set up population and infrastructure for each test
                    newPop = _game.EarthColony.GetDataBlob <ColonyInfoDB>().Population;

                    foreach (KeyValuePair <Entity, long> kvp in newPop.ToArray())
                    {
                        newPop[kvp.Key] = basePop[j];
                    }

                    //var infrastuctures = _game.EarthColony.GetDataBlob<ComponentInstancesDB>().SpecificInstances[infrastructureEntity].Where(inf => inf.DesignEntity.HasDataBlob<LifeSupportAbilityDB>());

                    returnedPop = calcGrowthIteration(_game.EarthColony, newPop);
                    PopulationProcessor.GrowPopulation(_game.EarthColony);

                    foreach (KeyValuePair <Entity, long> kvp in pop.ToArray())
                    {
                        Assert.AreEqual(returnedPop[kvp.Key], pop[kvp.Key]);
                    }
                }
            }


            // Multiple iteration growth test
            for (i = 0; i < infrastructureAmounts.Length; i++)
            {
                // Create a new colony with this planet and species, add infrastructure item to it
                _game.EarthColony = ColonyFactory.CreateColony(_game.HumanFaction, species, planet);

                // Add the correct number of infrastructure to the colony
                for (k = 0; k < infrastructureAmounts[i]; k++)
                {
                    EntityManipulation.AddComponentToEntity(_game.EarthColony, infrastructureEntity);
                }
                ReCalcProcessor.ReCalcAbilities(_game.EarthColony);

                for (j = 0; j < basePop.Length; j++)
                {
                    // set up population and infrastructure for each test
                    newPop = _game.EarthColony.GetDataBlob <ColonyInfoDB>().Population;

                    foreach (KeyValuePair <Entity, long> kvp in newPop.ToArray())
                    {
                        newPop[kvp.Key] = basePop[j];
                    }

                    for (k = 0; k < 10; k++)
                    {
                        newPop = calcGrowthIteration(_game.EarthColony, newPop);
                        PopulationProcessor.GrowPopulation(_game.EarthColony);
                    }

                    foreach (KeyValuePair <Entity, long> kvp in pop.ToArray())
                    {
                        Assert.AreEqual(newPop[kvp.Key], pop[kvp.Key]);
                    }
                }
            }
        }