Files
Unciv/tests/src/com/unciv/uniques/UnitUniquesTests.kt
SomeTroglodyte e576b03fc6 Unit actions "paging" new architecture (#10988)
* Linting (and prioritize addGiftAction efficiency over the get used only by unit test)

* Move "paging" out of MapUnit, drop Normal/Additional getter split, "page" preference via UnitActionType

* Optimize UnitActions API a little - fallback does not enumerate actionTypeToFunctions again

* Cleaner access to GiftUnit action from unit test

* Allow freely switching from Sleep to Sleep-until-healed and back
2024-01-24 23:43:31 +02:00

186 lines
8.2 KiB
Kotlin

package com.unciv.uniques
import com.badlogic.gdx.math.Vector2
import com.unciv.logic.map.mapunit.UnitTurnManager
import com.unciv.models.UnitActionType
import com.unciv.models.ruleset.unique.UniqueType
import com.unciv.models.translations.fillPlaceholders
import com.unciv.testing.GdxTestRunner
import com.unciv.testing.TestGame
import com.unciv.ui.screens.pickerscreens.PromotionTree
import com.unciv.ui.screens.worldscreen.unit.actions.UnitActions
import com.unciv.ui.screens.worldscreen.unit.actions.UnitActionsFromUniques
import org.junit.Assert
import org.junit.Before
import org.junit.Test
import org.junit.runner.RunWith
import kotlin.math.roundToInt
@RunWith(GdxTestRunner::class)
class UnitUniquesTests {
private lateinit var game: TestGame
@Before
fun initTheWorld() {
game = TestGame()
}
@Test
fun `Sweden can gift Great Persons to City States`() {
// when
game.makeHexagonalMap(1)
val cityState = game.addCiv(cityStateType = "Cultured")
val cityStateCapitalTile = game.getTile(Vector2.Zero)
val cityStateCapital = game.addCity(cityState, cityStateCapitalTile)
val mainCiv = game.addCiv("Gain [90] Influence with a [Great Person] gift to a City-State",
isPlayer = true
)
val unitTile = game.getTile(Vector2(1f, 0f))
cityStateCapital.expansion.takeOwnership(unitTile)
val greatPerson = game.addUnit("Great Scientist", mainCiv, unitTile)
// then
val giftAction = UnitActions.getUnitActions(greatPerson, UnitActionType.GiftUnit)
.firstOrNull { it.action != null } // This tests that the action should be enabled, too
Assert.assertNotNull("Great Person should have a gift action", giftAction)
}
@Test
fun canConstructResourceRequiringImprovement() {
// Do this early so the uniqueObjects lazy is still un-triggered
val improvement = game.ruleset.tileImprovements["Manufactory"]!!
val requireUnique = UniqueType.ConsumesResources.text.fillPlaceholders("3", "Iron")
improvement.uniques.add(requireUnique)
Assert.assertFalse("Test preparation failed to add ConsumesResources to Manufactory",
improvement.uniqueObjects.none { it.type == UniqueType.ConsumesResources })
game.makeHexagonalMap(1)
val civ = game.addCiv(isPlayer = true)
val centerTile = game.getTile(Vector2.Zero)
val capital = game.addCity(civ, centerTile)
// Place an Engineer and see if he could create a Manufactory
val unitTile = game.getTile(Vector2(1f,0f))
val unit = game.addUnit("Great Engineer", civ, unitTile)
unit.currentMovement = unit.baseUnit.movement.toFloat() // Required!
val actionsWithoutIron = try {
UnitActionsFromUniques.getImprovementConstructionActionsFromGeneralUnique(unit, unitTile)
} catch (ex: Throwable) {
// Give that IndexOutOfBoundsException a nicer name
Assert.fail("getImprovementConstructionActions throws Exception ${ex.javaClass.simpleName}")
return
}.filter { it.action != null }
Assert.assertTrue("Great Engineer should NOT be able to create a Manufactory modded to require Iron with 0 Iron",
actionsWithoutIron.none())
// Supply Iron
val ironTile = game.getTile(Vector2(0f,1f))
ironTile.resource = "Iron"
ironTile.resourceAmount = 3
ironTile.improvement = "Mine"
civ.tech.addTechnology("Mining")
civ.tech.addTechnology("Iron Working")
// capital already owns tile, but this relinquishes first - shouldn't require manual setTerrainTransients, updateCivResources called automatically
capital.expansion.takeOwnership(ironTile)
val ironAvailable = civ.getResourceAmount("Iron")
Assert.assertTrue("Test preparation failed to add Iron to Civ resources", ironAvailable >= 3)
// See if that same Engineer could create a Manufactory NOW
val actionsWithIron = UnitActionsFromUniques.getImprovementConstructionActionsFromGeneralUnique(unit, unitTile)
.filter { it.action != null }
Assert.assertFalse("Great Engineer SHOULD be able to create a Manufactory modded to require Iron once Iron is available",
actionsWithIron.none())
}
@Test
fun `Check Hakkapeliitta TransferMovement ability`() {
val civ = game.addCiv(isPlayer = true)
val centerTile = game.getTile(Vector2.Zero)
// Hardcoded names mean test *must* run under G&K ruleset, not Vanilla, which the TestGame class ensures
val general = game.addUnit("Great General", civ, centerTile)
val boostingUnit = game.addUnit("Hakkapeliitta", civ, centerTile)
boostingUnit.baseUnit.promotions.forEach { boostingUnit.promotions.addPromotion(it, true) }
boostingUnit.updateUniques()
val baseMovement = general.baseUnit.movement
UnitTurnManager(general).startTurn()
val actualMovement = general.currentMovement.roundToInt()
val boosterMovement = boostingUnit.baseUnit.movement
Assert.assertEquals("Great General stacked with a Hakkapeliitta should have increased movement points.", boosterMovement, actualMovement)
// This effectively tests whether the G&K rules have not been tampered with, but won't hurt
Assert.assertNotEquals("Great General stacked with a Hakkapeliitta should NOT have its normal movement points.", baseMovement, actualMovement)
}
@Test
fun testCanGetPromotionsWithXP() {
val civ = game.addCiv(isPlayer = true)
val centerTile = game.getTile(Vector2.Zero)
val unit = game.addUnit("Scout", civ, centerTile)
val tree = PromotionTree(unit)
Assert.assertFalse(tree.allNodes().any { !it.unreachable && tree.canBuyUpTo(it.promotion) })
unit.promotions.XP += 10
Assert.assertTrue(tree.allNodes().any { !it.unreachable && tree.canBuyUpTo(it.promotion) })
}
@Test
fun testPromotionTreeSetUp() {
val civ = game.addCiv(isPlayer = true)
//Creating the promotions
val promotionBranch1 = game.createUnitPromotion()
promotionBranch1.unitTypes = listOf("Scout")
val promotionBranch2 = game.createUnitPromotion()
promotionBranch2.unitTypes = listOf("Scout")
val promotionTestBranchA = game.createUnitPromotion()
promotionTestBranchA.unitTypes = listOf("Scout")
// intentional lists a promotion twice
promotionTestBranchA.prerequisites = listOf(promotionBranch1.name, promotionBranch2.name, promotionBranch1.name)
val promotionTestBranchB = game.createUnitPromotion()
promotionTestBranchB.unitTypes = listOf("Scout")
// intentional lists a promotion twice
promotionTestBranchB.prerequisites = listOf(promotionBranch1.name, promotionTestBranchA.name, promotionBranch2.name, promotionBranch1.name)
// add unit
val centerTile = game.tileMap[0,0]
val unit = game.addUnit("Scout", civ, centerTile)
val tree = PromotionTree(unit)
Assert.assertFalse("We shouldn't be able to get the promotion without XP",
tree.canBuyUpTo(promotionTestBranchB))
unit.promotions.XP += 30
unit.promotions.addPromotion(promotionBranch1.name)
// The Promotion tree needs to be refreshed to check it after gaining a promotion
tree.update()
Assert.assertTrue("Check if we can buy the Promotion now",
tree.canBuyUpTo(promotionTestBranchB))
// Make sure we only have the prerequisite promotions and that it's only listed once each
val promotionNode1 = tree.getNode(promotionTestBranchA)!!
Assert.assertEquals(promotionNode1.parents.size, 2)
Assert.assertTrue(
promotionNode1.parents.any { it.promotion == promotionBranch1 } &&
promotionNode1.parents.any { it.promotion == promotionBranch2 }
)
val promotionNode2 = tree.getNode(promotionTestBranchB)!!
Assert.assertEquals(promotionNode2.parents.size, 3)
Assert.assertTrue(
promotionNode2.parents.any { it.promotion == promotionBranch1 } &&
promotionNode2.parents.any { it.promotion == promotionTestBranchA } &&
promotionNode2.parents.any { it.promotion == promotionBranch2 }
)
}
}