public void Tick_AddsResearchPointsSlowerWhenPeopleAreHungry() { // arrange var building = new ScienceBuilding { Workers = 1, ResearchIncome = 2, Prototype = new ScienceBuilding { Workers = 1 }, Owner = new Player { CurrentResearch = new Research() }, Constants = new GameConstants { HungerK = 0.5f }, ArePeopleHungry = true, }; // act building.Tick(building.IncomePeriod); // assert Assert.AreEqual(1, building.Owner.CurrentResearchPoints); }
public void Tick_DoNotAddResearchPointsWhenCurrentResearchIsNull() { // arrange var building = new ScienceBuilding { Workers = 1, ResearchIncome = 2, Prototype = new ScienceBuilding { Workers = 2 }, Owner = new Player(), Constants = new GameConstants(), }; // act building.Tick(building.IncomePeriod); // assert Assert.AreEqual(0, building.Owner.CurrentResearchPoints); }
public void Tick_AddsResearchPointsForPlayer() { // arrange var building = new ScienceBuilding { Workers = 1, ResearchIncome = 1, Prototype = new ScienceBuilding { Workers = 1 }, Owner = new Player { CurrentResearch = new Research() }, Constants = new GameConstants(), }; // act building.Tick(building.IncomePeriod); // assert Assert.AreEqual(1, building.Owner.CurrentResearchPoints); }
public void Tick_AddedResearchPointsIncomeShouldDependFromDeltaTime() { // arrange var building = new ScienceBuilding { Workers = 1, ResearchIncome = 1, Prototype = new ScienceBuilding { Workers = 1 }, Owner = new Player { CurrentResearch = new Research() }, Constants = new GameConstants(), }; // act building.Tick(building.IncomePeriod + building.IncomePeriod); // assert Assert.AreEqual(2, building.Owner.CurrentResearchPoints); }