Esempio n. 1
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        public void Tick_DoesNotAddIncomeIfItIsNotFinished()
        {
            // arrange
            var b = new IncomeBuilding
            {
                Incomes = new IResources[] { new DefaultResources(100) },

                Workers      = 1,
                BuildingTime = new TimeSpan(1),
                Owner        = new Player {
                    Resources = new DefaultResources()
                },
                Builders  = 1,
                Prototype = new IncomeBuilding {
                    Builders = 1
                },
                Constants = new GameConstants(),
            };

            // act
            b.Tick(new TimeSpan(0));

            // assert
            Assert.AreEqual(0, b.Owner.Resources[0]);
        }
Esempio n. 2
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        public void Tick_AddsLessResourcesWhenPeopleAreHungry()
        {
            // arrange
            var building = new IncomeBuilding
            {
                Incomes  = new IResources[] { new DefaultResources(100) },
                Workers  = 1,
                Finished = true,
                Owner    = new Player {
                    Resources = new DefaultResources()
                },
                Prototype = new IncomeBuilding {
                    Workers = 1
                },
                Constants = new GameConstants
                {
                    HungerK = 0.5f,
                },
                ArePeopleHungry = true,
            };

            // act
            building.Tick(new TimeSpan(0, 1, 0));

            // assert
            Assert.AreEqual(50, building.Owner.Resources[0]);
        }
Esempio n. 3
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        public void Tick_IncomeIsAcceleratingByTheMostEffectiveWay()
        {
            // arrange
            var building = new IncomeBuilding
            {
                World    = new World(),
                Incomes  = new IResources[] { new DefaultResources(100) },
                Workers  = 1,
                Finished = true,
                Owner    = new Player {
                    Resources = new DefaultResources(0, 50, 25)
                },
                Prototype = new IncomeBuilding {
                    Workers = 1
                },
                Acceleration = new IncomeBuilding.AccelerationCollection
                {
                    [new DefaultResources(0, 50)]    = 2,
                    [new DefaultResources(0, 0, 50)] = 3,
                },
                Constants = new GameConstants(),
            };

            // act
            building.Tick(new TimeSpan(0, 1, 0));

            // assert
            Assert.AreEqual(200, building.Owner.Resources[0]);
            Assert.AreEqual(0, building.Owner.Resources[1]);
        }
Esempio n. 4
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        public void Tick_IncomeDependsFromAcceleration()
        {
            // arrange
            var building = new IncomeBuilding
            {
                World    = new World(),
                Incomes  = new IResources[] { new DefaultResources(100) },
                Workers  = 1,
                Finished = true,
                Owner    = new Player {
                    Resources = new DefaultResources(0, 50)
                },
                Prototype = new IncomeBuilding {
                    Workers = 1
                },
                Acceleration = new IncomeBuilding.AccelerationCollection
                {
                    [new DefaultResources(0, 50)] = 2,
                },
                Constants = new GameConstants(),
            };

            // act
            building.Tick(building.IncomePeriod);

            // assert
            Assert.AreEqual(200, building.Owner.Resources[0]);
            Assert.AreEqual(0, building.Owner.Resources[1]);
        }
Esempio n. 5
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        public void Tick_AddsFirstPossibleIncomeToCurrentResources()
        {
            // arrange
            var building = new IncomeBuilding
            {
                Incomes = new IResources[]
                {
                    new DefaultResources(100, -100),
                    new DefaultResources(100, 100, -100),
                },
                Workers  = 1,
                Finished = true,
                Owner    = new Player {
                    Resources = new DefaultResources(0, 0, 50)
                },
                Prototype = new IncomeBuilding {
                    Workers = 1
                },
                Constants = new GameConstants
                {
                    PersonConsumption       = new DefaultResources(0),
                    PersonConsumptionPeriod = TimeSpan.FromMinutes(0),
                },
            };

            // act
            building.Tick(new TimeSpan(0, 1, 0));

            // assert
            Assert.AreEqual(50, building.Owner.Resources[0]);
        }
Esempio n. 6
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        public void Tick_AddedIncomeShouldDependFromWorkers()
        {
            // arrange
            var building = new IncomeBuilding
            {
                Incomes  = new IResources[] { new DefaultResources(100) },
                Workers  = 1,
                Finished = true,
                Owner    = new Player {
                    Resources = new DefaultResources()
                },
                Prototype = new IncomeBuilding {
                    Workers = 2
                },
                Constants = new GameConstants(),
            };

            // act
            building.Tick(new TimeSpan(0, 1, 0));

            // assert
            Assert.AreEqual(50, building.Owner.Resources[0]);
        }