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);
        }