Mercurial > repos > IBDev-IBBoard.WarFoundry.API.Tests
view API/Objects/UnitEquipmentLimitTests.cs @ 210:649759343da5
Re #379: Fix validation of requirements to check for unit
* Tidy up tests to reduce replication and fix copy-and-paste inconsistencies
author | IBBoard <dev@ibboard.co.uk> |
---|---|
date | Sat, 25 Feb 2012 16:36:20 +0000 |
parents | ba9af0ce916a |
children | e173c5512067 |
line wrap: on
line source
// This file (UnitEquipmentLimitTests.cs) is a part of the IBBoard.WarFoundry.API.Tests project and is copyright 2011 IBBoard // // The file and the library/program it is in are licensed and distributed, without warranty, under the GNU Affero GPL license, either version 3 of the License or (at your option) any later version. Please see COPYING for more information and the full license. using System; using NUnit.Framework; using IBBoard.WarFoundry.API.Factories; using IBBoard.Limits; using NUnit.Framework.SyntaxHelpers; using IBBoard.WarFoundry.API.Util; using IBBoard.CustomMath; namespace IBBoard.WarFoundry.API.Objects { [TestFixture()] public class UnitEquipmentLimitTests { [Test()] public void TestBug356StackOverflowWithRoundingIssues() { DummyWarFoundryFactory factory = new DummyWarFoundryFactory(); Race race = new Race("race", "Race", new GameSystem("gs", "System", factory), factory); Category cat = new Category("cat1", "Category"); race.AddCategory(cat); EquipmentItem equip1 = new EquipmentItem("equip1", "Equipment 1", race); equip1.Cost = 3; race.AddEquipmentItem(equip1); EquipmentItem equip2 = new EquipmentItem("equip2", "Equipment 2", race); equip2.Cost = 2; race.AddEquipmentItem(equip2); UnitType unitType = new UnitType("type1", "UnitType", race); unitType.CostPerTrooper = 10; unitType.AddEquipmentSlot("slot", new SimpleRoundedPercentageLimit(34, false)); UnitEquipmentItem unitEquip1 = new UnitEquipmentItem(equip1, unitType); unitEquip1.SlotName = "slot"; unitEquip1.RoundNumberUp = true; unitEquip1.MinLimit = new SimpleRoundedPercentageLimit(0); unitEquip1.MaxLimit = new SimpleRoundedPercentageLimit(33, true); UnitEquipmentItem unitEquip2 = new UnitEquipmentItem(equip2, unitType); unitEquip2.SlotName = "slot"; unitEquip2.RoundNumberUp = true; unitEquip2.MinLimit = new SimpleRoundedPercentageLimit(0); unitEquip2.MaxLimit = new SimpleRoundedPercentageLimit(33, true); race.AddUnitType(unitType); Army army = new Army(race, "army", 1000); Unit unit = new Unit(unitType, army.GetCategory(cat)); unit.Size = 3; unit.SetEquipmentRatio(unitEquip1, 33); Assert.That(unit.GetEquipmentAmountInSlot("slot"), Is.EqualTo(1)); Assert.That(UnitEquipmentUtil.GetMaxEquipmentCount(unit, unitEquip2), Is.EqualTo(0)); Assert.That(unit.Points, Is.EqualTo(33)); unit.SetEquipmentRatio(unitEquip2, 0.7); Assert.That(unit.GetEquipmentAmountInSlot("slot"), Is.EqualTo(2)); Assert.That(unit.Points, Is.EqualTo(35)); } [Test] public void TestBug366CheckExtraEquipmentAllowed() { DummyWarFoundryFactory factory = new DummyWarFoundryFactory(); Race race = new Race("race", "Race", new GameSystem("gs", "System", factory), factory); Category cat = new Category("cat1", "Category"); race.AddCategory(cat); EquipmentItem equip1 = new EquipmentItem("equip1", "Equipment 1", race); race.AddEquipmentItem(equip1); EquipmentItem equip2 = new EquipmentItem("equip2", "Equipment 2", race); race.AddEquipmentItem(equip2); UnitType unitType = new UnitType("type1", "UnitType", race); unitType.AddEquipmentSlot("slot", new SimpleRoundedPercentageLimit(34, false)); UnitEquipmentItem unitEquip1 = new UnitEquipmentItem(equip1, unitType); unitEquip1.SlotName = "slot"; unitEquip1.RoundNumberUp = true; unitEquip1.MinLimit = new SimpleRoundedPercentageLimit(0); unitEquip1.MaxLimit = new SimpleRoundedPercentageLimit(33, true); UnitEquipmentItem unitEquip2 = new UnitEquipmentItem(equip2, unitType); unitEquip2.SlotName = "slot"; unitEquip2.RoundNumberUp = true; unitEquip2.MinLimit = new SimpleRoundedPercentageLimit(0); unitEquip2.MaxLimit = new SimpleRoundedPercentageLimit(33, true); race.AddUnitType(unitType); Army army = new Army(race, "army", 1000); Unit unit = new Unit(unitType, army.GetCategory(cat)); unit.Size = 3; unit.SetEquipmentAmount(unitEquip1, 1); Assert.That(unit.GetEquipmentAmountInSlot("slot"), Is.EqualTo(1)); Assert.That(UnitEquipmentUtil.GetMaxEquipmentCount(unit, unitEquip2), Is.EqualTo(0)); Assert.That(UnitEquipmentUtil.GetMaxEquipmentPercentage(unit, unitEquip2), Is.EqualTo(34 - IBBMath.Percentage(1, 3))); } } }