5dplomacy/MultiversalDiplomacyTests/MDATC_A.cs

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using MultiversalDiplomacy.Adjudicate;
using MultiversalDiplomacy.Adjudicate.Decision;
using MultiversalDiplomacy.Model;
using NUnit.Framework;
namespace MultiversalDiplomacyTests;
public class TimeTravelTest
{
[Test]
public void MDATC_3_A_1_MoveIntoOwnPastForksTimeline()
{
TestCaseBuilder setup = new(World.WithStandardMap(), MovementPhaseAdjudicator.Instance);
// Hold to move into the future, then move back into the past.
setup[("a", 0)]
.GetReference(out Season s0)
["Germany"]
.Army("Mun").Holds().GetReference(out var mun0)
.Execute()
[("a", 1)]
.GetReference(out Season s1)
["Germany"]
.Army("Mun").MovesTo("Tyr", season: s0).GetReference(out var mun1);
setup.ValidateOrders();
Assert.That(mun1, Is.Valid);
setup.AdjudicateOrders();
Assert.That(mun1, Is.Victorious);
World world = setup.UpdateWorld();
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// Confirm that there are now four seasons: three in the main timeline and one in a fork.
Assert.That(
world.Timelines.Pasts.Keys.Select(key => new Season(key)).Where(s => s.Timeline == s0.Timeline).Count(),
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Is.EqualTo(3),
"Failed to advance main timeline after last unit left");
Assert.That(
world.Timelines.Pasts.Keys.Select(key => new Season(key)).Where(s => s.Timeline != s0.Timeline).Count(),
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Is.EqualTo(1),
"Failed to fork timeline when unit moved in");
// Confirm that there is a unit in Tyr b1 originating from Mun a1
Season fork = new("b1");
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Unit originalUnit = world.GetUnitAt("Mun", s0);
Unit aMun0 = world.GetUnitAt("Mun", s1);
Unit aTyr = world.GetUnitAt("Tyr", fork);
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Assert.That(aTyr.Past, Is.EqualTo(mun1.Order.Unit.Key));
Assert.That(world.GetUnitByKey(aTyr.Past!).Past, Is.EqualTo(mun0.Order.Unit.Key));
// Confirm that there is a unit in Mun b1 originating from Mun a0
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Unit aMun1 = world.GetUnitAt("Mun", fork);
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Assert.That(aMun1.Past, Is.EqualTo(originalUnit.Key));
}
[Test]
public void MDATC_3_A_2_SupportToRepelledPastMoveForksTimeline()
{
TestCaseBuilder setup = new(World.WithStandardMap(), MovementPhaseAdjudicator.Instance);
// Fail to dislodge on the first turn, then support the move so it succeeds.
setup[("a", 0)]
.GetReference(out Season s0)
["Germany"]
.Army("Mun").MovesTo("Tyr").GetReference(out var mun0)
["Austria"]
.Army("Tyr").Holds().GetReference(out var tyr0);
setup.ValidateOrders();
Assert.That(mun0, Is.Valid);
Assert.That(tyr0, Is.Valid);
setup.AdjudicateOrders();
Assert.That(mun0, Is.Repelled);
Assert.That(tyr0, Is.NotDislodged);
setup.UpdateWorld();
setup[("a", 1)]
["Germany"]
.Army("Mun").Supports.Army("Mun", season: s0).MoveTo("Tyr").GetReference(out var mun1)
["Austria"]
.Army("Tyr").Holds();
// Confirm that history is changed.
setup.ValidateOrders();
Assert.That(mun1, Is.Valid);
setup.AdjudicateOrders();
Assert.That(mun1, Is.NotCut);
Assert.That(mun0, Is.Victorious);
Assert.That(tyr0, Is.Dislodged);
// Confirm that an alternate future is created.
World world = setup.UpdateWorld();
Season fork = new("b1");
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Unit tyr1 = world.GetUnitAt("Tyr", fork);
Assert.That(
tyr1.Past,
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Is.EqualTo(mun0.Order.Unit.Key),
"Expected A Mun a0 to advance to Tyr b1");
Assert.That(
world.RetreatingUnits.Count,
Is.EqualTo(1),
"Expected A Tyr a0 to be in retreat");
Assert.That(world.RetreatingUnits.First().Unit, Is.EqualTo(tyr0.Order.Unit));
}
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[Test]
public void MDATC_3_A_3_FailedMoveDoesNotForkTimeline()
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{
TestCaseBuilder setup = new(World.WithStandardMap(), MovementPhaseAdjudicator.Instance);
// Hold to create a future, then attempt to attack in the past.
setup[("a", 0)]
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.GetReference(out Season s0)
["Germany"]
.Army("Mun").Holds()
["Austria"]
.Army("Tyr").Holds().GetReference(out var tyr0)
.Execute()
[("a", 1)]
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.GetReference(out Season s1)
["Germany"]
.Army("Mun").MovesTo("Tyr", season: s0).GetReference(out var mun1)
["Austria"]
.Army("Tyr").Holds();
setup.ValidateOrders();
Assert.That(mun1, Is.Valid);
setup.AdjudicateOrders();
Assert.That(mun1, Is.Repelled);
// The order to Tyr a0 should have been pulled into the adjudication set, so the reference
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// should not throw when accessing it.
Assert.That(tyr0, Is.NotDislodged);
// There should only be three seasons, all in the main timeline, since the move failed to
// change the past and therefore did not create a new timeline.
World world = setup.UpdateWorld();
Assert.That(
world.Timelines.GetFutures(s0).Count(),
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Is.EqualTo(1),
"A failed move incorrectly forked the timeline");
Assert.That(world.Timelines.GetFutures(s1).Count(), Is.EqualTo(1));
Season s2 = new(s1.Timeline, s1.Turn + 1);
Assert.That(world.Timelines.GetFutures(s2).Count(), Is.EqualTo(0));
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}
[Test]
public void MDATC_3_A_4_SuperfluousSupportDoesNotForkTimeline()
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{
TestCaseBuilder setup = new(World.WithStandardMap(), MovementPhaseAdjudicator.Instance);
// Move, then support the past move even though it succeeded already.
setup[("a", 0)]
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.GetReference(out Season s0)
["Germany"]
.Army("Mun").MovesTo("Tyr").GetReference(out var mun0)
.Army("Boh").Holds();
setup.ValidateOrders();
Assert.That(mun0, Is.Valid);
setup.AdjudicateOrders();
Assert.That(mun0, Is.Victorious);
setup.UpdateWorld();
setup[("a", 1)]
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.GetReference(out Season s1)
["Germany"]
.Army("Tyr").Holds()
.Army("Boh").Supports.Army("Mun", season: s0).MoveTo("Tyr").GetReference(out var boh1);
// The support does work and the move does succeed, but...
setup.ValidateOrders();
Assert.That(boh1, Is.Valid);
setup.AdjudicateOrders();
Assert.That(boh1, Is.NotCut);
Assert.That(mun0, Is.Victorious);
// ...since it succeeded anyway, no fork is created.
World world = setup.UpdateWorld();
Assert.That(
world.Timelines.GetFutures(s0).Count(),
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Is.EqualTo(1),
"A superfluous support incorrectly forked the timeline");
Assert.That(world.Timelines.GetFutures(s1).Count(), Is.EqualTo(1));
Season s2 = new(s1.Timeline, s1.Turn + 1);
Assert.That(world.Timelines.GetFutures(s2).Count(), Is.EqualTo(0));
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}
[Test]
public void MDATC_3_A_5_CrossTimelineSupportDoesNotForkHead()
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{
TestCaseBuilder setup = new(World.WithStandardMap(), MovementPhaseAdjudicator.Instance);
// London creates two timelines by moving into the past.
setup[("a", 0)]
.GetReference(out var a0)
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["England"].Army("Lon").Holds()
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["Austria"].Army("Tyr").Holds()
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["Germany"].Army("Mun").Holds()
.Execute()
[("a", 1)]
["England"].Army("Lon").MovesTo("Yor", a0)
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.Execute()
// Head seasons: a2 b1
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// Both contain copies of the armies in Mun and Tyr.
// Now Germany dislodges Austria in Tyr by supporting the move across timelines.
[("a", 2)]
.GetReference(out var a2)
["Germany"].Army("Mun").MovesTo("Tyr").GetReference(out var mun_a2)
["Austria"].Army("Tyr").Holds().GetReference(out var tyr_a2)
[("b", 1)]
.GetReference(out var b1)
["Germany"].Army("Mun").Supports.Army("Mun", a2).MoveTo("Tyr").GetReference(out var mun_b1)
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["Austria"].Army("Tyr").Holds();
// The attack against Tyr a2 succeeds.
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setup.ValidateOrders();
Assert.That(mun_a2, Is.Valid);
Assert.That(tyr_a2, Is.Valid);
Assert.That(mun_b1, Is.Valid);
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setup.AdjudicateOrders();
Assert.That(mun_a2, Is.Victorious);
Assert.That(tyr_a2, Is.Dislodged);
Assert.That(mun_b1, Is.NotCut);
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// Since both seasons were at the head of their timelines, there should be no forking.
World world = setup.UpdateWorld();
Assert.That(
world.Timelines.GetFutures(a2).Count(),
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Is.EqualTo(1),
"A cross-timeline support incorrectly forked the head of the timeline");
Assert.That(
world.Timelines.GetFutures(b1).Count(),
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Is.EqualTo(1),
"A cross-timeline support incorrectly forked the head of the timeline");
Season a3 = new(a2.Timeline, a2.Turn + 1);
Assert.That(world.Timelines.GetFutures(a3).Count(), Is.EqualTo(0));
Season b2 = new(b1.Timeline, b1.Turn + 1);
Assert.That(world.Timelines.GetFutures(b2).Count(), Is.EqualTo(0));
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}
[Test]
public void MDATC_3_A_6_CuttingCrossTimelineSupportDoesNotFork()
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{
TestCaseBuilder setup = new(World.WithStandardMap(), MovementPhaseAdjudicator.Instance);
// As above, only now London creates three timelines.
setup[("a", 0)]
.GetReference(out var a0)
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["England"].Army("Lon").Holds()
["Austria"].Army("Boh").Holds()
["Germany"].Army("Mun").Holds()
.Execute()
[("a", 1)]
["England"].Army("Lon").MovesTo("Yor", a0)
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.Execute()
// Head seasons: a2, b1
[("a", 2)]
[("b", 1)]
["England"].Army("Yor").MovesTo("Edi", a0)
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.Execute()
// Head seasons: a3, b2, c1
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// All three of these contain copies of the armies in Mun and Tyr.
// As above, Germany dislodges Austria in Tyr a3 by supporting the move from b2.
[("a", 3)]
.GetReference(out var a3)
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["Germany"].Army("Mun").MovesTo("Tyr")
["Austria"].Army("Tyr").Holds()
[("b", 2)]
.GetReference(out Season b2)
["Germany"].Army("Mun").Supports.Army("Mun", a3).MoveTo("Tyr").GetReference(out var mun_b2)
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["Austria"].Army("Tyr").Holds()
[("c", 1)]
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["Germany"].Army("Mun").Holds()
["Austria"].Army("Tyr").Holds()
.Execute()
// Head seasons: a4, b3, c2
// Now Austria cuts the support in b2 by attacking from c2.
[("a", 4)]
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["Germany"].Army("Tyr").Holds()
[("b", 3)]
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["Germany"].Army("Mun").Holds()
["Austria"].Army("Tyr").Holds()
[("c", 2)]
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["Germany"].Army("Mun").Holds()
["Austria"].Army("Tyr").MovesTo("Mun", b2).GetReference(out var tyr_c2);
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// The attack on Mun b2 is repelled, but the support is cut.
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setup.ValidateOrders();
Assert.That(tyr_c2, Is.Valid);
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setup.AdjudicateOrders();
Assert.That(tyr_c2, Is.Repelled);
Assert.That(mun_b2, Is.NotDislodged);
Assert.That(mun_b2, Is.Cut);
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// Though the support was cut, the timeline doesn't fork because the outcome of a battle
// wasn't changed in this timeline.
World world = setup.UpdateWorld();
Assert.That(
world.Timelines.GetFutures(a3).Count(),
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Is.EqualTo(1),
"A cross-timeline support cut incorrectly forked the timeline");
Assert.That(
world.Timelines.GetFutures(b2).Count(),
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Is.EqualTo(1),
"A cross-timeline support cut incorrectly forked the timeline");
}
}