Add basic movement phase update tests
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@ -39,6 +39,11 @@ public class Season
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/// </summary>
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public int Timeline { get; }
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/// <summary>
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/// The season's spatial location as a turn-timeline tuple.
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/// </summary>
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public (int Turn, int Timeline) Coord => (this.Turn, this.Timeline);
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/// <summary>
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/// The shared timeline number generator.
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/// </summary>
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@ -232,6 +232,19 @@ public class World
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? GetLocation(provinceName, l => l.Type == LocationType.Water)
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: GetLocation(provinceName, l => l.Name == coastName || l.Abbreviation == coastName);
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/// <summary>
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/// Get a season by coordinate. Throws if the season is not found.
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/// </summary>
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public Season GetSeason(int turn, int timeline)
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{
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Season? foundSeason = this.Seasons.SingleOrDefault(
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s => s != null && s.Turn == turn && s.Timeline == timeline,
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null);
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if (foundSeason == null) throw new KeyNotFoundException(
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$"Season {turn}:{timeline} not found");
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return foundSeason;
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}
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/// <summary>
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/// Get a power by name. Throws if there is not exactly one such power.
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/// </summary>
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@ -248,14 +261,18 @@ public class World
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}
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/// <summary>
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/// Returns a unit in a province. Throws if there is not exactly one such unit.
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/// Returns a unit in a province. Throws if there are duplicate units.
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/// </summary>
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public Unit? GetUnitAt(string provinceName)
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public Unit GetUnitAt(string provinceName, (int turn, int timeline)? seasonCoord = null)
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{
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Province province = GetProvince(provinceName);
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seasonCoord ??= (this.RootSeason.Turn, this.RootSeason.Timeline);
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Season season = GetSeason(seasonCoord.Value.turn, seasonCoord.Value.timeline);
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Unit? foundUnit = this.Units.SingleOrDefault(
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u => u != null && u.Location.Province == province,
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u => u != null && u.Location.Province == province && u.Season == season,
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null);
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if (foundUnit == null) throw new KeyNotFoundException(
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$"Unit at {province} at {season} not found");
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return foundUnit;
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}
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@ -152,4 +152,135 @@ public class MovementAdjudicatorTest
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Assert.That(attackMun.MinValue, Is.EqualTo(2));
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Assert.That(attackMun.MaxValue, Is.EqualTo(2));
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}
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[Test]
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public void Update_SingleHold()
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{
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TestCaseBuilder setup = new(World.WithStandardMap());
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setup["Germany"]
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.Army("Mun").Holds().GetReference(out var mun);
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setup.ValidateOrders(MovementPhaseAdjudicator.Instance);
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Assert.That(mun, Is.Valid);
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setup.AdjudicateOrders(MovementPhaseAdjudicator.Instance);
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Assert.That(mun, Is.NotDislodged);
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World updated = setup.UpdateWorld(MovementPhaseAdjudicator.Instance);
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// Confirm the future was created
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Assert.That(updated.Seasons.Count, Is.EqualTo(2));
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Season future = updated.Seasons.Single(s => s != updated.RootSeason);
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Assert.That(future.Past, Is.EqualTo(updated.RootSeason));
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Assert.That(future.Futures, Is.Empty);
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Assert.That(future.Timeline, Is.EqualTo(updated.RootSeason.Timeline));
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Assert.That(future.Turn, Is.EqualTo(Season.FIRST_TURN + 1));
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// Confirm the unit was created
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Assert.That(updated.Units.Count, Is.EqualTo(2));
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Unit second = updated.Units.Single(u => u.Past != null);
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Assert.That(second.Location, Is.EqualTo(mun.Order.Unit.Location));
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}
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[Test]
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public void Update_DoubleHold()
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{
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TestCaseBuilder setup = new(World.WithStandardMap());
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setup[(0, 0)]
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.GetReference(out Season s1)
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["Germany"]
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.Army("Mun").Holds().GetReference(out var mun1);
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Assert.That(mun1.Order.Unit.Season, Is.EqualTo(s1));
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setup.ValidateOrders(MovementPhaseAdjudicator.Instance);
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Assert.That(mun1, Is.Valid);
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setup.AdjudicateOrders(MovementPhaseAdjudicator.Instance);
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Assert.That(mun1, Is.NotDislodged);
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World updated = setup.UpdateWorld(MovementPhaseAdjudicator.Instance);
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// Confirm the future was created
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Season s2 = updated.GetSeason(1, 0);
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Assert.That(s2.Past, Is.EqualTo(s1));
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Assert.That(s2.Futures, Is.Empty);
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Assert.That(s2.Timeline, Is.EqualTo(s1.Timeline));
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Assert.That(s2.Turn, Is.EqualTo(s1.Turn + 1));
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// Confirm the unit was created in the future
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Unit u2 = updated.GetUnitAt("Mun", s2.Coord);
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Assert.That(updated.Units.Count, Is.EqualTo(2));
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Assert.That(u2, Is.Not.EqualTo(mun1.Order.Unit));
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Assert.That(u2.Past, Is.EqualTo(mun1.Order.Unit));
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Assert.That(u2.Season, Is.EqualTo(s2));
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setup = new(updated);
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setup[(1, 0)]
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["Germany"]
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.Army("Mun").Holds().GetReference(out var mun2);
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// Validate the second set of orders
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var validations = setup.ValidateOrders(MovementPhaseAdjudicator.Instance);
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Assert.That(validations.Count, Is.EqualTo(1));
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Assert.That(mun2, Is.Valid);
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// Adjudicate the second set of orders
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var adjudications = setup.AdjudicateOrders(MovementPhaseAdjudicator.Instance);
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Assert.That(mun2, Is.NotDislodged);
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// Update the world again
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updated = setup.UpdateWorld(MovementPhaseAdjudicator.Instance);
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Season s3 = updated.GetSeason(s2.Turn + 1, s2.Timeline);
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Unit u3 = updated.GetUnitAt("Mun", s3.Coord);
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Assert.That(u3.Past, Is.EqualTo(mun2.Order.Unit));
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}
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[Test]
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public void Update_DoubleMove()
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{
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TestCaseBuilder setup = new(World.WithStandardMap());
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setup[(0, 0)]
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.GetReference(out Season s1)
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["Germany"]
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.Army("Mun").MovesTo("Tyr").GetReference(out var mun1);
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Assert.That(mun1.Order.Unit.Season, Is.EqualTo(s1));
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setup.ValidateOrders(MovementPhaseAdjudicator.Instance);
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Assert.That(mun1, Is.Valid);
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setup.AdjudicateOrders(MovementPhaseAdjudicator.Instance);
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Assert.That(mun1, Is.Victorious);
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World updated = setup.UpdateWorld(MovementPhaseAdjudicator.Instance);
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// Confirm the future was created
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Season s2 = updated.GetSeason(s1.Turn + 1, s1.Timeline);
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Assert.That(s2.Past, Is.EqualTo(s1));
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Assert.That(s2.Futures, Is.Empty);
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Assert.That(s2.Timeline, Is.EqualTo(s1.Timeline));
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Assert.That(s2.Turn, Is.EqualTo(s1.Turn + 1));
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// Confirm the unit was created in the future
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Unit u2 = updated.GetUnitAt("Tyr", s2.Coord);
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Assert.That(updated.Units.Count, Is.EqualTo(2));
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Assert.That(u2, Is.Not.EqualTo(mun1.Order.Unit));
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Assert.That(u2.Past, Is.EqualTo(mun1.Order.Unit));
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Assert.That(u2.Season, Is.EqualTo(s2));
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setup = new(updated);
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setup[(1, 0)]
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["Germany"]
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.Army("Tyr").MovesTo("Mun").GetReference(out var tyr2);
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// Validate the second set of orders
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var validations = setup.ValidateOrders(MovementPhaseAdjudicator.Instance);
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Assert.That(validations.Count, Is.EqualTo(1));
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Assert.That(tyr2, Is.Valid);
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// Adjudicate the second set of orders
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var adjudications = setup.AdjudicateOrders(MovementPhaseAdjudicator.Instance);
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Assert.That(tyr2, Is.Victorious);
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// Update the world again
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updated = setup.UpdateWorld(MovementPhaseAdjudicator.Instance);
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Season s3 = updated.GetSeason(s2.Turn + 1, s2.Timeline);
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Unit u3 = updated.GetUnitAt("Mun", s3.Coord);
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Assert.That(u3.Past, Is.EqualTo(u2));
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}
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}
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@ -47,4 +47,19 @@ public class SeasonTests
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Assert.That(b2.InAdjacentTimeline(c1), Is.True, "Expected alts with common origin to be adjacent");
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Assert.That(b2.InAdjacentTimeline(d1), Is.False, "Expected alts from different origins not to be adjacent");
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}
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[Test]
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public void LookupTest()
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{
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World world = World.WithStandardMap();
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Season s2 = world.RootSeason.MakeNext();
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Season s3 = s2.MakeNext();
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Season s4 = s2.MakeFork();
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World updated = world.Update(seasons: world.Seasons.Append(s2).Append(s3).Append(s4));
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Assert.That(updated.GetSeason(Season.FIRST_TURN, 0), Is.EqualTo(updated.RootSeason));
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Assert.That(updated.GetSeason(Season.FIRST_TURN + 1, 0), Is.EqualTo(s2));
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Assert.That(updated.GetSeason(Season.FIRST_TURN + 2, 0), Is.EqualTo(s3));
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Assert.That(updated.GetSeason(Season.FIRST_TURN + 2, 1), Is.EqualTo(s4));
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}
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}
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@ -11,11 +11,37 @@ namespace MultiversalDiplomacyTests;
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/// </summary>
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public class TestCaseBuilder
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{
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/// <summary>
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/// Context for choosing a season to define orders for.
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/// </summary>
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public interface ISeasonContext
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{
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/// <summary>
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/// Choose a new season to define orders for.
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/// </summary>
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public ISeasonContext this[(int turn, int timeline) seasonCoord] { get; }
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/// <summary>
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/// Get the context for defining the orders for a power.
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/// </summary>
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public IPowerContext this[string powerName] { get; }
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/// <summary>
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/// Save a reference to this season.
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/// </summary>
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public ISeasonContext GetReference(out Season season);
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}
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/// <summary>
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/// Context for defining orders given by a power.
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/// </summary>
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public interface IPowerContext
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{
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/// <summary>
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/// Choose a new season to define orders for.
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/// </summary>
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public ISeasonContext this[(int turn, int timeline) seasonCoord] { get; }
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/// <summary>
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/// Get the context for defining the orders for another power.
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/// </summary>
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@ -135,6 +161,11 @@ public class TestCaseBuilder
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/// </summary>
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public interface IOrderDefinedContext<OrderType> where OrderType : Order
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{
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/// <summary>
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/// Choose a new season to define orders for.
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/// </summary>
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public ISeasonContext this[(int turn, int timeline) seasonCoord] { get; }
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/// <summary>
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/// Get the context for defining the orders for another power.
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/// </summary>
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@ -159,34 +190,31 @@ public class TestCaseBuilder
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public World World { get; private set; }
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public ReadOnlyCollection<Order> Orders { get; }
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private List<Order> OrderList;
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private Season Season;
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public List<OrderValidation>? ValidationResults { get; private set; }
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public List<AdjudicationDecision>? AdjudicationResults { get; private set; }
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/// <summary>
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/// Create a test case builder that will operate on a world.
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/// </summary>
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public TestCaseBuilder(World world, Season? season = null)
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public TestCaseBuilder(World world)
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{
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this.World = world;
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this.OrderList = new();
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this.Orders = new(this.OrderList);
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this.Season = season ?? this.World.Seasons.First();
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this.ValidationResults = null;
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this.AdjudicationResults = null;
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}
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/// <summary>
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/// Get the context for defining the orders for a power.
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/// Get the context for defining the orders for a power. Defaults to the root season.
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/// </summary>
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public IPowerContext this[string powerName]
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{
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get
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{
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Power power = this.World.GetPower(powerName);
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return new PowerContext(this, power);
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}
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}
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public IPowerContext this[string powerName] => this[(0, 0)][powerName];
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/// <summary>
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/// Get the context for defining the orders for a season.
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/// </summary>
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public ISeasonContext this[(int turn, int timeline) seasonCoord]
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=> new SeasonContext(this, this.World.GetSeason(seasonCoord.turn, seasonCoord.timeline));
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/// <summary>
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/// Get a unit matching a description. If no such unit exists, one is created and added to the
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@ -253,19 +281,48 @@ public class TestCaseBuilder
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return this.World;
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}
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private class SeasonContext : ISeasonContext
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{
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public TestCaseBuilder Builder;
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public Season Season;
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public SeasonContext(TestCaseBuilder Builder, Season season)
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{
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this.Builder = Builder;
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this.Season = season;
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}
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public ISeasonContext this[(int turn, int timeline) seasonCoord]
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=> this.Builder[(seasonCoord.turn, seasonCoord.timeline)];
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public IPowerContext this[string powerName]
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=> new PowerContext(this, this.Builder.World.GetPower(powerName));
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public ISeasonContext GetReference(out Season season)
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{
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season = this.Season;
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return this;
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}
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}
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private class PowerContext : IPowerContext
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{
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public TestCaseBuilder Builder;
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public SeasonContext SeasonContext;
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public Power Power;
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public PowerContext(TestCaseBuilder Builder, Power Power)
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public PowerContext(SeasonContext seasonContext, Power Power)
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{
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this.Builder = Builder;
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this.Builder = seasonContext.Builder;
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this.SeasonContext = seasonContext;
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this.Power = Power;
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}
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public ISeasonContext this[(int turn, int timeline) seasonCoord]
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=> this.SeasonContext[seasonCoord];
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public IPowerContext this[string powerName]
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=> this.Builder[powerName];
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=> this.SeasonContext[powerName];
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public IUnitContext Army(string provinceName, string? powerName = null)
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{
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@ -274,7 +331,7 @@ public class TestCaseBuilder
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: this.Builder.World.GetPower(powerName);
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Location location = this.Builder.World.GetLand(provinceName);
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Unit unit = this.Builder.GetOrBuildUnit(
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power, location, this.Builder.Season, UnitType.Army);
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power, location, this.SeasonContext.Season, UnitType.Army);
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return new UnitContext(this, unit);
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}
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@ -285,7 +342,7 @@ public class TestCaseBuilder
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: this.Builder.World.GetPower(powerName);
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Location location = this.Builder.World.GetWater(provinceName, coast);
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Unit unit = this.Builder.GetOrBuildUnit(
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power, location, this.Builder.Season, UnitType.Fleet);
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power, location, this.SeasonContext.Season, UnitType.Fleet);
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return new UnitContext(this, unit);
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}
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}
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@ -293,25 +350,21 @@ public class TestCaseBuilder
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private class UnitContext : IUnitContext
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{
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public TestCaseBuilder Builder;
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public SeasonContext SeasonContext;
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public PowerContext PowerContext;
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public Unit Unit;
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public UnitContext(PowerContext powerContext, Unit unit)
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{
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this.Builder = powerContext.Builder;
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this.SeasonContext = powerContext.SeasonContext;
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this.PowerContext = powerContext;
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this.Unit = unit;
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}
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/// <summary>
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/// Declare that a unit exists without giving it an order.
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/// </summary>
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public IPowerContext Exists()
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=> this.PowerContext;
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/// <summary>
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/// Order a unit to hold.
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/// </summary>
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public IOrderDefinedContext<HoldOrder> Holds()
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{
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HoldOrder order = new HoldOrder(this.PowerContext.Power, this.Unit);
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@ -319,9 +372,6 @@ public class TestCaseBuilder
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return new OrderDefinedContext<HoldOrder>(this, order);
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}
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/// <summary>
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/// Order a unit to move to a destination.
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/// </summary>
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public IOrderDefinedContext<MoveOrder> MovesTo(string provinceName, string? coast = null)
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{
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Location destination = this.Unit.Type == UnitType.Army
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@ -330,7 +380,7 @@ public class TestCaseBuilder
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MoveOrder moveOrder = new MoveOrder(
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this.PowerContext.Power,
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this.Unit,
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this.Builder.Season,
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this.SeasonContext.Season,
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destination);
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this.Builder.OrderList.Add(moveOrder);
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return new OrderDefinedContext<MoveOrder>(this, moveOrder);
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@ -346,12 +396,14 @@ public class TestCaseBuilder
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private class ConvoyContext : IConvoyContext
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{
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public TestCaseBuilder Builder;
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public SeasonContext SeasonContext;
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public PowerContext PowerContext;
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public UnitContext UnitContext;
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public ConvoyContext(UnitContext unitContext)
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{
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this.Builder = unitContext.Builder;
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this.SeasonContext = unitContext.SeasonContext;
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this.PowerContext = unitContext.PowerContext;
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this.UnitContext = unitContext;
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}
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@ -363,7 +415,7 @@ public class TestCaseBuilder
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: this.Builder.World.GetPower(powerName);
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Location location = this.Builder.World.GetLand(provinceName);
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Unit unit = this.Builder.GetOrBuildUnit(
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power, location, this.Builder.Season, UnitType.Army);
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power, location, this.SeasonContext.Season, UnitType.Army);
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return new ConvoyDestinationContext(this, unit);
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}
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@ -377,7 +429,7 @@ public class TestCaseBuilder
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: this.Builder.World.GetPower(powerName);
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Location location = this.Builder.World.GetWater(provinceName, coast);
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Unit unit = this.Builder.GetOrBuildUnit(
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power, location, this.Builder.Season, UnitType.Fleet);
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power, location, this.SeasonContext.Season, UnitType.Fleet);
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return new ConvoyDestinationContext(this, unit);
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}
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||||
}
|
||||
|
@ -385,6 +437,7 @@ public class TestCaseBuilder
|
|||
private class ConvoyDestinationContext : IConvoyDestinationContext
|
||||
{
|
||||
public TestCaseBuilder Builder;
|
||||
public SeasonContext SeasonContext;
|
||||
public PowerContext PowerContext;
|
||||
public UnitContext UnitContext;
|
||||
public Unit Target;
|
||||
|
@ -392,6 +445,7 @@ public class TestCaseBuilder
|
|||
public ConvoyDestinationContext(ConvoyContext convoyContext, Unit target)
|
||||
{
|
||||
this.Builder = convoyContext.Builder;
|
||||
this.SeasonContext = convoyContext.SeasonContext;
|
||||
this.PowerContext = convoyContext.PowerContext;
|
||||
this.UnitContext = convoyContext.UnitContext;
|
||||
this.Target = target;
|
||||
|
@ -404,7 +458,7 @@ public class TestCaseBuilder
|
|||
this.PowerContext.Power,
|
||||
this.UnitContext.Unit,
|
||||
this.Target,
|
||||
this.Builder.Season,
|
||||
this.SeasonContext.Season,
|
||||
location);
|
||||
this.Builder.OrderList.Add(order);
|
||||
return new OrderDefinedContext<ConvoyOrder>(this.UnitContext, order);
|
||||
|
@ -414,12 +468,14 @@ public class TestCaseBuilder
|
|||
private class SupportContext : ISupportContext
|
||||
{
|
||||
public TestCaseBuilder Builder;
|
||||
public SeasonContext SeasonContext;
|
||||
public PowerContext PowerContext;
|
||||
public UnitContext UnitContext;
|
||||
|
||||
public SupportContext(UnitContext unitContext)
|
||||
{
|
||||
this.Builder = unitContext.Builder;
|
||||
this.SeasonContext = unitContext.SeasonContext;
|
||||
this.PowerContext = unitContext.PowerContext;
|
||||
this.UnitContext = unitContext;
|
||||
}
|
||||
|
@ -431,7 +487,7 @@ public class TestCaseBuilder
|
|||
: this.Builder.World.GetPower(powerName);
|
||||
Location location = this.Builder.World.GetLand(provinceName);
|
||||
Unit unit = this.Builder.GetOrBuildUnit(
|
||||
power, location, this.Builder.Season, UnitType.Army);
|
||||
power, location, this.SeasonContext.Season, UnitType.Army);
|
||||
return new SupportTypeContext(this, unit);
|
||||
}
|
||||
|
||||
|
@ -445,7 +501,7 @@ public class TestCaseBuilder
|
|||
: this.Builder.World.GetPower(powerName);
|
||||
Location location = this.Builder.World.GetWater(provinceName, coast);
|
||||
Unit unit = this.Builder.GetOrBuildUnit(
|
||||
power, location, this.Builder.Season, UnitType.Fleet);
|
||||
power, location, this.SeasonContext.Season, UnitType.Fleet);
|
||||
return new SupportTypeContext(this, unit);
|
||||
}
|
||||
}
|
||||
|
@ -453,6 +509,7 @@ public class TestCaseBuilder
|
|||
private class SupportTypeContext : ISupportTypeContext
|
||||
{
|
||||
public TestCaseBuilder Builder;
|
||||
public SeasonContext SeasonContext;
|
||||
public PowerContext PowerContext;
|
||||
public UnitContext UnitContext;
|
||||
public Unit Target;
|
||||
|
@ -460,6 +517,7 @@ public class TestCaseBuilder
|
|||
public SupportTypeContext(SupportContext supportContext, Unit target)
|
||||
{
|
||||
this.Builder = supportContext.Builder;
|
||||
this.SeasonContext = supportContext.SeasonContext;
|
||||
this.PowerContext = supportContext.PowerContext;
|
||||
this.UnitContext = supportContext.UnitContext;
|
||||
this.Target = target;
|
||||
|
@ -484,7 +542,7 @@ public class TestCaseBuilder
|
|||
this.PowerContext.Power,
|
||||
this.UnitContext.Unit,
|
||||
this.Target,
|
||||
this.Builder.Season,
|
||||
this.SeasonContext.Season,
|
||||
destination);
|
||||
this.Builder.OrderList.Add(order);
|
||||
return new OrderDefinedContext<SupportMoveOrder>(this.UnitContext, order);
|
||||
|
@ -494,6 +552,7 @@ public class TestCaseBuilder
|
|||
private class OrderDefinedContext<OrderType> : IOrderDefinedContext<OrderType> where OrderType : Order
|
||||
{
|
||||
public TestCaseBuilder Builder;
|
||||
public SeasonContext SeasonContext;
|
||||
public PowerContext PowerContext;
|
||||
public UnitContext UnitContext;
|
||||
public OrderType Order;
|
||||
|
@ -501,12 +560,17 @@ public class TestCaseBuilder
|
|||
public OrderDefinedContext(UnitContext unitContext, OrderType order)
|
||||
{
|
||||
this.Builder = unitContext.Builder;
|
||||
this.SeasonContext = unitContext.SeasonContext;
|
||||
this.PowerContext = unitContext.PowerContext;
|
||||
this.UnitContext = unitContext;
|
||||
this.Order = order;
|
||||
}
|
||||
|
||||
public IPowerContext this[string powerName] => this.PowerContext[powerName];
|
||||
public ISeasonContext this[(int turn, int timeline) seasonCoord]
|
||||
=> this.SeasonContext[seasonCoord];
|
||||
|
||||
public IPowerContext this[string powerName]
|
||||
=> this.SeasonContext[powerName];
|
||||
|
||||
public IUnitContext Army(string provinceName, string? powerName = null)
|
||||
=> this.PowerContext.Army(provinceName, powerName);
|
||||
|
|
|
@ -27,18 +27,15 @@ class TestCaseBuilderTest
|
|||
Assert.That(setup.Orders, Is.Empty, "Expected no orders to be created yet");
|
||||
Assert.That(setup.World.Units, Is.Not.Empty, "Expected units to be created");
|
||||
|
||||
Unit armyLON = setup.World.GetUnitAt("London")
|
||||
?? throw new AssertionException("Expected a unit in London");
|
||||
Unit armyLON = setup.World.GetUnitAt("London");
|
||||
Assert.That(armyLON.Power.Name, Is.EqualTo("England"), "Unit created with wrong power");
|
||||
Assert.That(armyLON.Type, Is.EqualTo(UnitType.Army), "Unit created with wrong type");
|
||||
|
||||
Unit fleetIRI = setup.World.GetUnitAt("Irish Sea")
|
||||
?? throw new AssertionException("Expected a unit in Irish Sea");
|
||||
Unit fleetIRI = setup.World.GetUnitAt("Irish Sea");
|
||||
Assert.That(fleetIRI.Power.Name, Is.EqualTo("England"), "Unit created with wrong power");
|
||||
Assert.That(fleetIRI.Type, Is.EqualTo(UnitType.Fleet), "Unit created with wrong type");
|
||||
|
||||
Unit fleetSTP = setup.World.GetUnitAt("Saint Petersburg")
|
||||
?? throw new AssertionException("Expected a unit in Saint Petersburg");
|
||||
Unit fleetSTP = setup.World.GetUnitAt("Saint Petersburg");
|
||||
Assert.That(fleetSTP.Power.Name, Is.EqualTo("Russia"), "Unit created with wrong power");
|
||||
Assert.That(fleetSTP.Type, Is.EqualTo(UnitType.Fleet), "Unit created with wrong type");
|
||||
Assert.That(
|
||||
|
|
|
@ -14,7 +14,7 @@ public class UnitTests
|
|||
Boh = world.GetLand("Boh"),
|
||||
Tyr = world.GetLand("Tyr");
|
||||
Power pw1 = world.GetPower("Austria");
|
||||
Season s1 = world.Seasons.First();
|
||||
Season s1 = world.RootSeason;
|
||||
Unit u1 = Unit.Build(Mun, s1, pw1, UnitType.Army);
|
||||
|
||||
Season s2 = s1.MakeNext();
|
||||
|
|
Loading…
Reference in New Issue