// [Test] public void TestExtraWaterOnParcel() { TestHelpers.InMethod(); //log4net.Config.XmlConfigurator.Configure(); ParcelOrientedAllocator allocator = new ParcelOrientedAllocator(); Player p1 = new Player("Alfred", UUID.Parse("00000000-0000-0000-0000-000000000001")); BuyPoint bp1 = new BuyPoint(UUID.Parse("00000000-0000-0000-0000-000000000010")) { WaterAvailable = 13, WaterRightsOwner = p1 }; Field f1 = new Field(UUID.Parse("00000000-0000-0000-0001-000000000000"), "f1") { BuyPoint = bp1 }; Houses h1 = new Houses("Houses", UUID.Parse("00000000-0000-0000-0010-000000000000"), Vector3.Zero, 1) { WaterUsage = 10, Field = f1 }; bp1.AddGameAsset(h1); Assert.That(h1.WaterAllocated, Is.EqualTo(0)); Assert.That(bp1.WaterAllocated, Is.EqualTo(0)); Assert.That(bp1.WaterAvailable, Is.EqualTo(13)); Assert.That(p1.Water, Is.EqualTo(13)); allocator.ChangeAllocation(h1, p1, h1.WaterUsage); Assert.That(h1.WaterAllocated, Is.EqualTo(10)); Assert.That(bp1.WaterAllocated, Is.EqualTo(10)); Assert.That(bp1.WaterAvailable, Is.EqualTo(3)); Assert.That(p1.Water, Is.EqualTo(3)); }
/// <summary> /// Test a partial undo of allocated water /// </summary> // [Test] public void TestUndoPartial() { TestHelpers.InMethod(); //log4net.Config.XmlConfigurator.Configure(); ParcelOrientedAllocator allocator = new ParcelOrientedAllocator(); Player p1 = new Player("Alfred", UUID.Parse("00000000-0000-0000-0000-000000000001")); BuyPoint bp1 = new BuyPoint(UUID.Parse("00000000-0000-0000-0000-000000000010")) { WaterAvailable = 15, DevelopmentRightsOwner = p1, WaterRightsOwner = p1 }; BuyPoint bp2 = new BuyPoint(UUID.Parse("00000000-0000-0000-0000-000000000020")) { WaterAvailable = 8, WaterRightsOwner = p1 }; Field field1 = new Field(UUID.Parse("00000000-0000-0000-0001-000000000000"), "field1") { BuyPoint = bp1 }; Factory f1 = new Factory("Factory1", UUID.Parse("00000000-0000-0000-0010-000000000000"), Vector3.Zero, 1) { WaterUsage = 10, Field = field1 }; bp1.AddGameAsset(f1); allocator.ChangeAllocation(f1, p1, f1.WaterUsage); allocator.ChangeAllocation(f1, p1, 6); Assert.That(f1.WaterAllocated, Is.EqualTo(6)); Assert.That(bp1.WaterAvailable, Is.EqualTo(9)); Assert.That(bp2.WaterAvailable, Is.EqualTo(8)); }
public override AbstractGameAsset BuildGameAsset(Field f, AbstractGameAsset templateAsset, int level) { BuyPoint bp = f.BuyPoint; Player p = bp.DevelopmentRightsOwner; if (!p.Role.AllowedAssets.Contains(templateAsset)) { throw new WaterWarsGameLogicException( "[WATER WARS]: Player {0} tried to buy a {1} on {2} but this is not one of their allowed assets", p.Name, templateAsset.Type, bp.Name); } AbstractGameAsset ga = m_controller.ModelFactory.CreateGameAsset(f, templateAsset, Vector3.Zero, level); int price = ga.ConstructionCostPerBuildStep; if (p.Money < price) { // TODO: Signal this to the player in-world in some way throw new WaterWarsGameLogicException( "[WATER WARS]: Player {0} has {1}, not enough to starting building a {2} costing {3}", p, p.Money, templateAsset.Type, price); } m_log.InfoFormat( "[WATER WARS]: Player {0} building a {1} on {2} in {3} for {4} (approx {5} each turn)", p.Name, ga.Type, bp.Name, bp.Location.RegionName, ga.ConstructionCost, price); p.Money -= price; p.BuildCostsThisTurn += price; ga.StepsBuilt++; ga.StepBuiltThisTurn = true; // We have to remove the field from the buy point - it is now attached to the game asset if we want it back // later on. This is pretty nasty - fields and game assets should probably occupy specific slots on the // BuyPoint now. // NO! The buy point has to be kept here since this is actually the only way that the game asset can // retrieve the field. // f.BuyPoint = null; bp.AddGameAsset(ga); m_controller.EventManager.TriggerGameAssetBuildStarted(ga); if (ga.IsBuilt) { m_controller.EventManager.TriggerGameAssetBuildCompleted(ga); } p.TriggerChanged(); bp.TriggerChanged(); // Don't trigger this change since we are deleting the field view //f.TriggerChanged(); UpdateHudStatus(p); return(ga); }
// [Test] public void TestNotEnoughWaterWithAnotherParcel() { TestHelpers.InMethod(); //log4net.Config.XmlConfigurator.Configure(); ParcelOrientedAllocator allocator = new ParcelOrientedAllocator(); Player p1 = new Player("Alfred", UUID.Parse("00000000-0000-0000-0000-000000000001")); BuyPoint bp1 = new BuyPoint(UUID.Parse("00000000-0000-0000-0000-000000000010")) { WaterAvailable = 10, WaterRightsOwner = p1 }; BuyPoint bp2 = new BuyPoint(UUID.Parse("00000000-0000-0000-0000-000000000020")) { WaterAvailable = 8, WaterRightsOwner = p1 }; Field f1 = new Field(UUID.Parse("00000000-0000-0000-0001-000000000000"), "f1") { BuyPoint = bp1 }; Houses h1 = new Houses("Houses", UUID.Parse("00000000-0000-0000-0010-000000000000"), Vector3.Zero, 1) { WaterUsage = 25, Field = f1 }; bp1.AddGameAsset(h1); Assert.That(h1.WaterAllocated, Is.EqualTo(0)); Assert.That(bp1.WaterAllocated, Is.EqualTo(0)); Assert.That(bp1.WaterAvailable, Is.EqualTo(10)); Assert.That(bp2.WaterAvailable, Is.EqualTo(8)); Assert.That(p1.Water, Is.EqualTo(18)); bool exceptionThrown = false; try { allocator.ChangeAllocation(h1, p1, h1.WaterUsage); } catch (WaterWarsGameLogicException) { exceptionThrown = true; } Assert.That(exceptionThrown, Is.True); Assert.That(h1.WaterAllocated, Is.EqualTo(0)); Assert.That(bp1.WaterAllocated, Is.EqualTo(0)); Assert.That(bp1.WaterAvailable, Is.EqualTo(10)); Assert.That(bp2.WaterAvailable, Is.EqualTo(8)); Assert.That(p1.Water, Is.EqualTo(18)); }
// [Test] public void TestEnoughWaterWithMultipleOtherParcels() { TestHelpers.InMethod(); //log4net.Config.XmlConfigurator.Configure(); ParcelOrientedAllocator allocator = new ParcelOrientedAllocator(); Player p1 = new Player("Alfred", UUID.Parse("00000000-0000-0000-0000-000000000001")); BuyPoint bp1 = new BuyPoint(UUID.Parse("00000000-0000-0000-0000-000000000010")) { WaterAvailable = 10, WaterRightsOwner = p1 }; BuyPoint bp2 = new BuyPoint(UUID.Parse("00000000-0000-0000-0000-000000000020")) { WaterAvailable = 8, WaterRightsOwner = p1 }; BuyPoint bp3 = new BuyPoint(UUID.Parse("00000000-0000-0000-0000-000000000030")) { WaterAvailable = 4, WaterRightsOwner = p1 }; Field f1 = new Field(UUID.Parse("00000000-0000-0000-0001-000000000000"), "f1") { BuyPoint = bp1 }; Houses h1 = new Houses("Houses", UUID.Parse("00000000-0000-0000-0010-000000000000"), Vector3.Zero, 1) { WaterUsage = 20, Field = f1 }; bp1.AddGameAsset(h1); Assert.That(h1.WaterAllocated, Is.EqualTo(0)); Assert.That(bp1.WaterAllocated, Is.EqualTo(0)); Assert.That(bp1.WaterAvailable, Is.EqualTo(10)); Assert.That(bp2.WaterAvailable, Is.EqualTo(8)); Assert.That(bp3.WaterAvailable, Is.EqualTo(4)); Assert.That(p1.Water, Is.EqualTo(22)); allocator.ChangeAllocation(h1, p1, h1.WaterUsage); Assert.That(h1.WaterAllocated, Is.EqualTo(20)); Assert.That(bp1.WaterAllocated, Is.EqualTo(20)); Assert.That(bp1.WaterAvailable, Is.EqualTo(0)); Assert.That(bp2.WaterAvailable, Is.EqualTo(0)); Assert.That(bp3.WaterAvailable, Is.EqualTo(2)); Assert.That(p1.Water, Is.EqualTo(2)); }
// [Test] public void TestUndoOwnsOtherParcelWaterRights() { TestHelpers.InMethod(); //log4net.Config.XmlConfigurator.Configure(); ParcelOrientedAllocator allocator = new ParcelOrientedAllocator(); Player p1 = new Player("Alfred", UUID.Parse("00000000-0000-0000-0000-000000000001")); BuyPoint bp1 = new BuyPoint(UUID.Parse("00000000-0000-0000-0000-000000000010")) { WaterAvailable = 15, DevelopmentRightsOwner = p1 }; BuyPoint bp2 = new BuyPoint(UUID.Parse("00000000-0000-0000-0000-000000000020")) { WaterAvailable = 8, WaterRightsOwner = p1 }; BuyPoint bp3 = new BuyPoint(UUID.Parse("00000000-0000-0000-0000-000000000030")) { WaterAvailable = 5, WaterRightsOwner = p1 }; Field f1 = new Field(UUID.Parse("00000000-0000-0000-0001-000000000000"), "f1") { BuyPoint = bp1 }; Houses h1 = new Houses("Houses", UUID.Parse("00000000-0000-0000-0010-000000000000"), Vector3.Zero, 1) { WaterUsage = 10, Field = f1 }; bp1.AddGameAsset(h1); allocator.ChangeAllocation(h1, p1, h1.WaterUsage); allocator.ChangeAllocation(h1, p1, 0); Assert.That(h1.WaterAllocated, Is.EqualTo(0)); Assert.That(bp1.WaterAvailable, Is.EqualTo(15)); // We take water from the richest parcel first. But when we undo, water is distributed back evenly. Assert.That(bp2.WaterAvailable, Is.EqualTo(5)); Assert.That(bp3.WaterAvailable, Is.EqualTo(8)); }
public void TestChosenAssetType() { TestHelpers.InMethod(); BuyPoint bp1 = new BuyPoint(UUID.Zero); Assert.That(bp1.ChosenGameAssetTemplate, Is.EqualTo(AbstractGameAsset.None)); Assert.That(bp1.GameAssets.Count, Is.EqualTo(0)); Assert.That(bp1.Factories.Count, Is.EqualTo(0)); Factory f1 = new Factory("factory1", UUID.Parse("00000000-0000-0000-0000-000000000101"), Vector3.Zero); bp1.AddGameAsset(f1); Assert.That(bp1.ChosenGameAssetTemplate.Type, Is.EqualTo(AbstractGameAssetType.Factory)); Assert.That(bp1.GameAssets.Count, Is.EqualTo(1)); Assert.That(bp1.Factories.Count, Is.EqualTo(1)); Factory f2 = new Factory("factory2", UUID.Parse("00000000-0000-0000-0000-000000000201"), Vector3.Zero); bp1.AddGameAsset(f2); Assert.That(bp1.ChosenGameAssetTemplate.Type, Is.EqualTo(AbstractGameAssetType.Factory)); Assert.That(bp1.GameAssets.Count, Is.EqualTo(2)); Assert.That(bp1.Factories.Count, Is.EqualTo(2)); bool gotExpectedException = false; Houses h1 = new Houses("houses1", UUID.Parse("00000000-0000-0000-0000-000000001001"), Vector3.Zero); try { bp1.AddGameAsset(h1); } catch (Exception) { gotExpectedException = true; } Assert.That(gotExpectedException, Is.True); Assert.That(bp1.ChosenGameAssetTemplate.Type, Is.EqualTo(AbstractGameAssetType.Factory)); Assert.That(bp1.GameAssets.Count, Is.EqualTo(2)); Assert.That(bp1.Factories.Count, Is.EqualTo(2)); gotExpectedException = false; try { bp1.RemoveGameAsset(h1); } catch (Exception) { gotExpectedException = true; } Assert.That(gotExpectedException, Is.True); Assert.That(bp1.ChosenGameAssetTemplate.Type, Is.EqualTo(AbstractGameAssetType.Factory)); Assert.That(bp1.GameAssets.Count, Is.EqualTo(2)); Assert.That(bp1.Factories.Count, Is.EqualTo(2)); bp1.RemoveGameAsset(f1); Assert.That(bp1.ChosenGameAssetTemplate.Type, Is.EqualTo(AbstractGameAssetType.Factory)); Assert.That(bp1.GameAssets.Count, Is.EqualTo(1)); Assert.That(bp1.Factories.Count, Is.EqualTo(1)); bp1.RemoveGameAsset(f1); Assert.That(bp1.ChosenGameAssetTemplate.Type, Is.EqualTo(AbstractGameAssetType.Factory)); Assert.That(bp1.GameAssets.Count, Is.EqualTo(1)); Assert.That(bp1.Factories.Count, Is.EqualTo(1)); bp1.RemoveGameAsset(f2); Assert.That(bp1.ChosenGameAssetTemplate, Is.EqualTo(AbstractGameAsset.None)); Assert.That(bp1.GameAssets.Count, Is.EqualTo(0)); Assert.That(bp1.Factories.Count, Is.EqualTo(0)); }