public void Test_Build_CompleteConstruction() { Console.WriteLine(""); Console.WriteLine("Preparing test"); Console.WriteLine(""); var settings = EngineSettings.DefaultVerbose; settings.ConstructionRate = 10; var person = new Person(settings); person.Home = new Building(BuildingType.Shelter, settings); person.Home.Inventory.Items [ItemType.Timber] = settings.ShelterTimberCost; person.Home.PercentComplete = 99; var needEntry = new NeedEntry(ActivityVerb.Build, ItemType.Shelter, PersonVitalType.NotSet, 1, 100); person.AddNeed(needEntry); var activity = new BuildShelterActivity(person, needEntry, settings, new ConsoleHelper(settings)); activity.Shelter = person.Home; activity.Act(person); Assert.AreEqual(100, person.Home.PercentComplete); Assert.IsTrue(person.Home.IsCompleted); Assert.AreEqual(0, person.Needs.Count); }
public void Test_Build_StartConstruction() { Console.WriteLine(""); Console.WriteLine("Preparing test"); Console.WriteLine(""); var settings = EngineSettings.DefaultVerbose; var person = new Person(settings); person.Inventory.AddItem(ItemType.Timber, 50); // TODO: Get the 50 value from somewhere easier to configures var needEntry = new NeedEntry(ActivityVerb.Build, ItemType.Shelter, PersonVitalType.NotSet, 1, 100); var activity = new BuildShelterActivity(person, needEntry, settings, new ConsoleHelper(settings)); Console.WriteLine(""); Console.WriteLine("Executing test"); Console.WriteLine(""); activity.Act(person); Console.WriteLine(""); Console.WriteLine("Analysing test"); Console.WriteLine(""); Assert.IsNotNull(person.Home); Assert.AreEqual(50, person.Home.Inventory.Items[ItemType.Timber]); // TODO: Should all the timber necessarily be provided as soon as construction starts? }
public void Test_Build_ContinueConstruction() { var settings = EngineSettings.DefaultVerbose; settings.ConstructionRate = 1; var person = new Person(settings); person.Home = new Building(BuildingType.House, settings); person.Home.Inventory.Items[ItemType.Timber] = 50; // TODO: Get the 50 value from somewhere easier to configures var needEntry = new NeedEntry(ActivityVerb.Build, ItemType.Shelter, PersonVitalType.NotSet, 1, 100); var activity = new BuildShelterActivity(person, needEntry, settings, new ConsoleHelper(settings)); activity.Act(person); Assert.AreEqual(1, person.Home.PercentComplete); }
public void Test_Build_NotEnoughTimber() { var settings = EngineSettings.DefaultVerbose; var person = new Person(settings); var needEntry = new NeedEntry(ActivityVerb.Build, ItemType.Shelter, PersonVitalType.NotSet, 1, 100); var activity = new BuildShelterActivity(person, needEntry, settings, new ConsoleHelper(settings)); activity.Act(person); Assert.AreEqual(1, person.Needs.Count); var foundNeedEntry = person.Needs [0]; Assert.AreEqual(ItemType.Timber, foundNeedEntry.ItemType); Assert.AreEqual(50, foundNeedEntry.Quantity); Assert.AreEqual(101, foundNeedEntry.Priority); }