private void CreateTestUniverse() { _game = new Game(new NewGameSettings { GameName = "Pathfinding Test Game", StartDateTime = DateTime.Now, MaxSystems = 10 }); _pathfindingManager = new PathfindingManager(_game); _testPlayer = _game.AddPlayer("TestPlayer"); _authToken = new AuthenticationToken(_testPlayer.ID); _humanFaction = DefaultStartFactory.DefaultHumans(_game, _testPlayer, "TestHumanFaction"); List <StarSystem> systems = _game.GetSystems(new AuthenticationToken(_game.SpaceMaster.ID)); var factionInfoDB = _humanFaction.GetDataBlob <FactionInfoDB>(); List <StarSystem> testPlayerSystems = _game.GetSystems(_authToken); StarSystem starSystem; StarSystem sol = testPlayerSystems[0]; Random RNG = new Random(); do { starSystem = systems[RNG.Next(systems.Count - 1)]; } while (starSystem == sol); factionInfoDB.KnownSystems.Add(starSystem.Guid); }
public void Init() { NewGameSettings settings = new NewGameSettings(); settings.MaxSystems = 5; _game = new Game(settings); StaticDataManager.LoadData("Pulsar4x", _game); _player = _game.AddPlayer("Test Player"); _faction = DefaultStartFactory.DefaultHumans(_game, _player, "Test Faction"); _starSystem = _game.Systems.First <KeyValuePair <Guid, StarSystem> >().Value; _planets = _starSystem.SystemManager.GetAllEntitiesWithDataBlob <SystemBodyInfoDB>(); _earth = _planets.Where <Entity>(planet => planet.GetDataBlob <NameDB>().GetName(_faction) == "Earth").First <Entity>(); _ship = _starSystem.SystemManager.GetAllEntitiesWithDataBlob <ShipInfoDB>().First <Entity>(); _shipPropulsionDB = _ship.GetDataBlob <PropulsionDB>(); _target = _ship.Clone(_starSystem.SystemManager); _systems = new List <StarSystem>(); foreach (KeyValuePair <Guid, StarSystem> kvp in _game.Systems) { _systems.Add(kvp.Value); } }
public void StarSystemImportExport() { _game = TestingUtilities.CreateTestUniverse(10); _smAuthToken = new AuthenticationToken(_game.SpaceMaster); Assert.NotNull(_game); // Choose a procedural system. List <StarSystem> systems = _game.GetSystems(_smAuthToken); var rand = new Random(); int systemIndex = rand.Next(systems.Count - 1); StarSystem system = systems[systemIndex]; ImportExportSystem(system); //Now do the same thing, but with Sol. DefaultStartFactory.DefaultHumans(_game, "Humans"); systems = _game.GetSystems(_smAuthToken); system = systems[systems.Count - 1]; ImportExportSystem(system); }
internal static Game CreateTestUniverse(int numSystems, DateTime testTime, bool generateDefaultHumans = false) { var gamesettings = new NewGameSettings { GameName = "Unit Test Game", StartDateTime = testTime, MaxSystems = numSystems, DefaultSolStart = generateDefaultHumans, CreatePlayerFaction = false }; var game = new Game(gamesettings); var smAuthToken = new AuthenticationToken(game.SpaceMaster); // Systems are currently generated in the Game Constructor. // Later, Systems will be initialized in the game constructor, but not actually generated until player discovery. //game.GenerateSystems(smAuthToken, numSystems); // add a faction: Entity humanFaction = FactionFactory.CreateFaction(game, "New Terran Utopian Empire"); // add a species: Entity humanSpecies = SpeciesFactory.CreateSpeciesHuman(humanFaction, game.GlobalManager); // add another faction: Entity greyAlienFaction = FactionFactory.CreateFaction(game, "The Grey Empire"); // Add another species: Entity greyAlienSpecies = SpeciesFactory.CreateSpeciesHuman(greyAlienFaction, game.GlobalManager); // Greys Name the Humans. humanSpecies.GetDataBlob <NameDB>().SetName(greyAlienFaction.Guid, "Stupid Terrans"); // Humans name the Greys. greyAlienSpecies.GetDataBlob <NameDB>().SetName(humanFaction.Guid, "Space bugs"); //TODO Expand the "Test Universe" to cover more datablobs and entities. And ships. Etc. if (generateDefaultHumans) { DefaultStartFactory.DefaultHumans(game, "Humans"); } return(game); }