mirror of
https://github.com/yairm210/Unciv.git
synced 2025-07-09 07:18:57 +07:00

* Improved redability * From the industrial era onwards, religion goes into 'second phase' * Fixed tests * Fixed formula for buying great prophets starting from the industrial era * Added `getMatchingUniques`, `hasUnique` to `IHasUniques`, cleaned up some code * Fix compilation errors
256 lines
8.6 KiB
Kotlin
256 lines
8.6 KiB
Kotlin
// Taken from https://github.com/TomGrill/gdx-testing
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package com.unciv.logic.map
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import com.unciv.Constants
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import com.unciv.logic.GameInfo
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import com.unciv.logic.city.CityInfo
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import com.unciv.logic.civilization.CivilizationInfo
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import com.unciv.logic.civilization.diplomacy.DiplomacyManager
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import com.unciv.logic.civilization.diplomacy.DiplomaticStatus
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import com.unciv.models.ruleset.Nation
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import com.unciv.models.ruleset.Ruleset
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import com.unciv.models.ruleset.RulesetCache
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import com.unciv.models.ruleset.unit.BaseUnit
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import com.unciv.testing.GdxTestRunner
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import org.junit.Assert
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import org.junit.Before
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import org.junit.Test
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import org.junit.runner.RunWith
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@RunWith(GdxTestRunner::class)
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class UnitMovementAlgorithmsTests {
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private var tile = TileInfo()
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private var civInfo = CivilizationInfo()
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private var ruleSet = Ruleset()
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private var unit = MapUnit()
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@Before
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fun initTheWorld() {
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RulesetCache.loadRulesets()
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ruleSet = RulesetCache.getBaseRuleset()
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tile.ruleset = ruleSet
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tile.baseTerrain = Constants.grassland
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civInfo.tech.techsResearched.addAll(ruleSet.technologies.keys)
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civInfo.tech.embarkedUnitsCanEnterOcean = true
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civInfo.tech.unitsCanEmbark = true
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civInfo.nation = Nation().apply {
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name = "My nation"
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cities = arrayListOf("The Capital")
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}
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civInfo.gameInfo = GameInfo()
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civInfo.gameInfo.ruleSet = ruleSet
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unit.civInfo = civInfo
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// Needed for convertHillToTerrainFeature to not crash
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val tileMap = TileMap()
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tileMap.tileMatrix.add(ArrayList<TileInfo?>().apply { add(tile) })
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tile.tileMap = tileMap
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tile.setTransients()
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}
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@Test
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fun canPassThroughPassableTerrains() {
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for (terrain in ruleSet.terrains.values) {
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tile.baseTerrain = terrain.name
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tile.terrainFeatures.clear()
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tile.setTransients()
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unit.baseUnit = BaseUnit().apply { unitType = "Sword"; ruleset = ruleSet }
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Assert.assertTrue(terrain.name, terrain.impassable != unit.movement.canPassThrough(tile))
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}
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}
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@Test
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fun unitCanEnterTheCity() {
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val map = TileMap()
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val cityTile = tile.clone() // reset, so that the isCoastalTile won't be carried over from previous tests
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cityTile.baseTerrain = Constants.grassland
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cityTile.tileMap = map
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cityTile.ruleset = ruleSet
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cityTile.setTransients()
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map.tileMatrix.add(arrayListOf(cityTile)) // needed for tile.setTransients()
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val otherTile = tile.clone()
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otherTile.baseTerrain = Constants.coast
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otherTile.position.y = 1f
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map.tileMatrix[0].add(otherTile)
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val city = CityInfo()
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city.location = cityTile.position
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city.civInfo = civInfo
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cityTile.owningCity = city
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for (type in ruleSet.unitTypes)
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{
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unit.owner = civInfo.civName
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unit.baseUnit = BaseUnit().apply { unitType = type.key; ruleset = ruleSet }
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if(!unit.movement.canPassThrough(cityTile))
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unit.movement.canPassThrough(cityTile)
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Assert.assertTrue(type.key, unit.movement.canPassThrough(cityTile))
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}
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}
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@Test
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fun waterUnitCanNOTEnterLand() {
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for (terrain in ruleSet.terrains.values) {
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if (terrain.impassable) continue
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tile.baseTerrain = terrain.name
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tile.setTransients()
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for (type in ruleSet.unitTypes) {
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unit.baseUnit = BaseUnit().apply { unitType = type.key; ruleset = ruleSet }
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Assert.assertTrue("%s cannot be at %s".format(type.key, terrain.name),
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(unit.baseUnit.isWaterUnit() && tile.isLand) != unit.movement.canPassThrough(tile))
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}
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}
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}
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@Test
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fun canNOTEnterIce() {
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tile.baseTerrain = Constants.ocean
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tile.terrainFeatures.clear()
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tile.terrainFeatures.add(Constants.ice)
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tile.setTransients()
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for (type in ruleSet.unitTypes) {
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unit.baseUnit = BaseUnit().apply { unitType = type.key; ruleset = ruleSet }
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unit.updateUniques()
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Assert.assertTrue(
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"$type cannot be in Ice",
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unit.movement.canPassThrough(tile) == (
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type.value.uniques.contains("Can enter ice tiles")
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|| type.value.uniques.contains("Can pass through impassable tiles")
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)
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)
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}
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}
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@Test
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fun canNOTEnterNaturalWonder() {
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tile.baseTerrain = Constants.plains
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tile.naturalWonder = "Mount Fuji"
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tile.setTransients()
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for (type in ruleSet.unitTypes) {
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unit.baseUnit = BaseUnit().apply { unitType = type.key; ruleset = ruleSet }
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Assert.assertFalse("$type must not enter Wonder tile", unit.movement.canPassThrough(tile))
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}
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}
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@Test
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fun canNOTEnterCoastUntilProperTechIsResearched() {
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civInfo.tech.unitsCanEmbark = false
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tile.baseTerrain = Constants.coast
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tile.setTransients()
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for (type in ruleSet.unitTypes) {
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unit.baseUnit = BaseUnit().apply { unitType = type.key; ruleset = ruleSet }
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Assert.assertTrue("$type cannot be in Coast",
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unit.baseUnit.isLandUnit() != unit.movement.canPassThrough(tile))
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}
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}
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@Test
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fun canNOTEnterOceanUntilProperTechIsResearched() {
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civInfo.tech.embarkedUnitsCanEnterOcean = false
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tile.baseTerrain = Constants.ocean
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tile.setTransients()
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for (type in ruleSet.unitTypes) {
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unit.baseUnit = BaseUnit().apply { unitType = type.key; ruleset = ruleSet }
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Assert.assertTrue("$type cannot be in Ocean",
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unit.baseUnit.isLandUnit() != unit.movement.canPassThrough(tile))
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}
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}
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@Test
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fun canNOTEnterOceanWithLimitations() {
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tile.baseTerrain = Constants.ocean
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tile.setTransients()
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for (type in ruleSet.unitTypes) {
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unit.baseUnit = BaseUnit().apply {
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unitType = type.key
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ruleset = ruleSet
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if (this.isMelee())
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uniques.add("Cannot enter ocean tiles")
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if (this.isRanged())
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uniques.add("Cannot enter ocean tiles until Astronomy")
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}
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unit.updateUniques()
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Assert.assertTrue("$type cannot be in Ocean",
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(unit.baseUnit.isMelee()) != unit.movement.canPassThrough(tile))
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civInfo.tech.techsResearched.remove("Astronomy")
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Assert.assertTrue("$type cannot be in Ocean until Astronomy",
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(unit.baseUnit.isMelee() || unit.baseUnit.isRanged())
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!= unit.movement.canPassThrough(tile))
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civInfo.tech.techsResearched.add("Astronomy")
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}
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}
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@Test
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fun canNOTPassThroughTileWithEnemyUnits() {
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tile.baseTerrain = Constants.grassland
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tile.setTransients()
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val otherCiv = CivilizationInfo()
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otherCiv.civName = Constants.barbarians // they are always enemies
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otherCiv.nation = Nation().apply { name = Constants.barbarians }
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val otherUnit = MapUnit()
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otherUnit.civInfo = otherCiv
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tile.militaryUnit = otherUnit
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for (type in ruleSet.unitTypes) {
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unit.baseUnit = BaseUnit().apply { unitType = type.key; ruleset = ruleSet }
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Assert.assertFalse("$type must not enter occupied tile", unit.movement.canPassThrough(tile))
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}
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}
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@Test
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fun canNOTPassForeignTiles() {
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tile.baseTerrain = Constants.desert
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tile.setTransients()
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val otherCiv = CivilizationInfo()
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otherCiv.civName = "Other civ"
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otherCiv.nation = Nation().apply { name = "Other nation" }
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val city = CityInfo()
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city.location = tile.position.cpy().add(1f,1f)
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city.civInfo = otherCiv
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tile.owningCity = city
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unit.baseUnit = BaseUnit().apply { unitType = ruleSet.unitTypes.keys.first(); ruleset = ruleSet }
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unit.owner = civInfo.civName
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Assert.assertFalse("Unit must not enter other civ tile", unit.movement.canPassThrough(tile))
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city.location = tile.position
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Assert.assertFalse("Unit must not enter other civ city", unit.movement.canPassThrough(tile))
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city.hasJustBeenConquered = true
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civInfo.diplomacy["Other civ"] = DiplomacyManager(otherCiv, "Other civ")
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civInfo.getDiplomacyManager(otherCiv).diplomaticStatus = DiplomaticStatus.War
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Assert.assertTrue("Unit can capture other civ city", unit.movement.canPassThrough(tile))
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}
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} |