5dplomacy/MultiversalDiplomacyTests/TimeTravelTest.cs

310 lines
12 KiB
C#

using MultiversalDiplomacy.Adjudicate;
using MultiversalDiplomacy.Adjudicate.Decision;
using MultiversalDiplomacy.Model;
using NUnit.Framework;
namespace MultiversalDiplomacyTests;
public class TimeTravelTest
{
[Test]
public void MoveIntoOwnPastForksTimeline()
{
TestCaseBuilder setup = new(World.WithStandardMap(), MovementPhaseAdjudicator.Instance);
// Hold to move into the future, then move back into the past.
setup[(0, 0)]
.GetReference(out Season s0)
["Germany"]
.Army("Mun").Holds().GetReference(out var mun0)
.Execute()
[(1, 0)]
.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();
// Confirm that there are now four seasons: three in the main timeline and one in a fork.
Assert.That(
world.Seasons.Where(s => s.Timeline == s0.Timeline).Count(),
Is.EqualTo(3),
"Failed to advance main timeline after last unit left");
Assert.That(
world.Seasons.Where(s => s.Timeline != s0.Timeline).Count(),
Is.EqualTo(1),
"Failed to fork timeline when unit moved in");
// Confirm that there is a unit in Tyr 1:1 originating from Mun 1:0
Season fork = world.GetSeason(1, 1);
Unit originalUnit = world.GetUnitAt("Mun", s0.Coord);
Unit aMun0 = world.GetUnitAt("Mun", s1.Coord);
Unit aTyr = world.GetUnitAt("Tyr", fork.Coord);
Assert.That(aTyr.Past, Is.EqualTo(mun1.Order.Unit));
Assert.That(aTyr.Past?.Past, Is.EqualTo(mun0.Order.Unit));
// Confirm that there is a unit in Mun 1:1 originating from Mun 0:0
Unit aMun1 = world.GetUnitAt("Mun", fork.Coord);
Assert.That(aMun1.Past, Is.EqualTo(originalUnit));
}
[Test]
public void SupportToRepelledPastMoveForksTimeline()
{
TestCaseBuilder setup = new(World.WithStandardMap(), MovementPhaseAdjudicator.Instance);
// Fail to dislodge on the first turn, then support the move so it succeeds.
setup[(0, 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[(1, 0)]
["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 = world.GetSeason(1, 1);
Unit tyr1 = world.GetUnitAt("Tyr", fork.Coord);
Assert.That(
tyr1.Past,
Is.EqualTo(mun0.Order.Unit),
"Expected A Mun 0:0 to advance to Tyr 1:1");
Assert.That(
world.RetreatingUnits.Count,
Is.EqualTo(1),
"Expected A Tyr 0:0 to be in retreat");
Assert.That(world.RetreatingUnits.First().Unit, Is.EqualTo(tyr0.Order.Unit));
}
[Test]
public void FailedMoveDoesNotForkTimeline()
{
TestCaseBuilder setup = new(World.WithStandardMap(), MovementPhaseAdjudicator.Instance);
// Hold to create a future, then attempt to attack in the past.
setup[(0, 0)]
.GetReference(out Season s0)
["Germany"]
.Army("Mun").Holds()
["Austria"]
.Army("Tyr").Holds().GetReference(out var tyr0)
.Execute()
[(1, 0)]
.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 0:0 should have been pulled into the adjudication set, so the reference
// 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(
s0.Futures.Count(),
Is.EqualTo(1),
"A failed move incorrectly forked the timeline");
Assert.That(s1.Futures.Count(), Is.EqualTo(1));
Season s2 = world.GetSeason(s1.Turn + 1, s1.Timeline);
Assert.That(s2.Futures.Count(), Is.EqualTo(0));
}
[Test]
public void SuperfluousSupportDoesNotForkTimeline()
{
TestCaseBuilder setup = new(World.WithStandardMap(), MovementPhaseAdjudicator.Instance);
// Move, then support the past move even though it succeeded already.
setup[(0, 0)]
.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[(1, 0)]
.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(
s0.Futures.Count(),
Is.EqualTo(1),
"A superfluous support incorrectly forked the timeline");
Assert.That(s1.Futures.Count(), Is.EqualTo(1));
Season s2 = world.GetSeason(s1.Turn + 1, s1.Timeline);
Assert.That(s2.Futures.Count(), Is.EqualTo(0));
}
[Test]
public void CrossTimelineSupportDoesNotForkHead()
{
TestCaseBuilder setup = new(World.WithStandardMap(), MovementPhaseAdjudicator.Instance);
// London creates two timelines by moving into the past.
setup[(0, 0)]
.GetReference(out var s0_0)
["England"].Army("Lon").Holds()
["Austria"].Army("Boh").Holds()
["Germany"].Army("Mun").Holds()
.Execute()
[(1, 0)]
["England"].Army("Lon").MovesTo("Yor", s0_0)
.Execute()
// Head seasons: 2:0 1:1
// Both contain copies of the armies in Mun and Tyr.
// Now Germany dislodges Austria in Tyr by supporting the move across timelines.
[(2, 0)]
.GetReference(out var s2_0)
["Germany"].Army("Mun").MovesTo("Tyr").GetReference(out var mun2_0)
["Austria"].Army("Tyr").Holds().GetReference(out var tyr2_0)
[(1, 1)]
.GetReference(out var s1_1)
["Germany"].Army("Mun").Supports.Army("Mun", s2_0).MoveTo("Tyr").GetReference(out var mun1_1)
["Austria"].Army("Tyr").Holds();
// The attack against Tyr 2:0 succeeds.
setup.ValidateOrders();
Assert.That(mun2_0, Is.Valid);
Assert.That(tyr2_0, Is.Valid);
Assert.That(mun1_1, Is.Valid);
setup.AdjudicateOrders();
Assert.That(mun2_0, Is.Victorious);
Assert.That(tyr2_0, Is.Dislodged);
Assert.That(mun1_1, Is.NotCut);
// Since both seasons were at the head of their timelines, there should be no forking.
World world = setup.UpdateWorld();
Assert.That(
s2_0.Futures.Count(),
Is.EqualTo(1),
"A cross-timeline support incorrectly forked the head of the timeline");
Assert.That(
s1_1.Futures.Count(),
Is.EqualTo(1),
"A cross-timeline support incorrectly forked the head of the timeline");
Season s3_0 = world.GetSeason(s2_0.Turn + 1, s2_0.Timeline);
Assert.That(s3_0.Futures.Count(), Is.EqualTo(0));
Season s2_1 = world.GetSeason(s1_1.Turn + 1, s1_1.Timeline);
Assert.That(s2_1.Futures.Count(), Is.EqualTo(0));
}
[Test]
public void CuttingCrossTimelineSupportDoesNotFork()
{
TestCaseBuilder setup = new(World.WithStandardMap(), MovementPhaseAdjudicator.Instance);
// As above, only now London creates three timelines.
setup[(0, 0)]
.GetReference(out var s0_0)
["England"].Army("Lon").Holds()
["Austria"].Army("Boh").Holds()
["Germany"].Army("Mun").Holds()
.Execute()
[(1, 0)]
["England"].Army("Lon").MovesTo("Yor", s0_0)
.Execute()
// Head seasons: 2:0 1:1
[(2, 0)]
[(1, 1)]
["England"].Army("Yor").MovesTo("Edi", s0_0)
.Execute()
// Head seasons: 3:0 2:1 1:2
// All three of these contain copies of the armies in Mun and Tyr.
// As above, Germany dislodges Austria in Tyr 3:0 by supporting the move from 2:1.
[(3, 0)]
.GetReference(out var s3_0)
["Germany"].Army("Mun").MovesTo("Tyr")
["Austria"].Army("Tyr").Holds()
[(2, 1)]
.GetReference(out Season s2_1)
["Germany"].Army("Mun").Supports.Army("Mun", s3_0).MoveTo("Tyr").GetReference(out var mun2_1)
["Austria"].Army("Tyr").Holds()
[(1, 2)]
["Germany"].Army("Mun").Holds()
["Austria"].Army("Tyr").Holds()
.Execute()
// Head seasons: 4:0 3:1 2:2
// Now Austria cuts the support in 2:1 by attacking from 2:2.
[(4, 0)]
["Germany"].Army("Tyr").Holds()
[(3, 1)]
["Germany"].Army("Mun").Holds()
["Austria"].Army("Tyr").Holds()
[(2, 2)]
["Germany"].Army("Mun").Holds()
["Austria"].Army("Tyr").MovesTo("Mun", s2_1).GetReference(out var tyr2_2);
// The attack on Mun 2:1 is repelled, but the support is cut.
setup.ValidateOrders();
Assert.That(tyr2_2, Is.Valid);
Assert.That(mun2_1, Is.Valid);
setup.AdjudicateOrders();
Assert.That(tyr2_2, Is.Repelled);
Assert.That(mun2_1, Is.NotDislodged);
Assert.That(mun2_1, Is.Cut);
// 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(
s3_0.Futures.Count(),
Is.EqualTo(1),
"A cross-timeline support cut incorrectly forked the timeline");
Assert.That(
s2_1.Futures.Count(),
Is.EqualTo(1),
"A cross-timeline support cut incorrectly forked the timeline");
}
}