import json import random import sys import unittest from pathlib import Path sys.path.insert(0, str(Path(__file__).resolve().parent.parent)) import game # noqa: E402 T0 = 1_800_000_000.0 # A test-only class with no bonuses, so tests of the rules aren't skewed by a trade. game.CLASSES.setdefault("commoner", {"name": "Commoner", "icon": "", "fast": [], "craft": [], "bonus": "", "masterwork": "", "signature": "", "glyph": "farmer", "tint": ""}) def world_with(*players): world = game.new_world(T0) for uid, cls in players: world["players"][uid] = game.new_player(uid, uid.title(), cls, T0) return world class XpTest(unittest.TestCase): def test_curve_matches_runescape(self): self.assertEqual(game.XP_TABLE[2], 83) self.assertEqual(game.XP_TABLE[99], 13034431) self.assertEqual(game.level_for(0), 1) self.assertEqual(game.level_for(83), 2) self.assertEqual(game.level_for(10**9), 99) class ActionTest(unittest.TestCase): def test_gathering_runs_while_away(self): world = world_with(("fred", "commoner")) p = world["players"]["fred"] self.assertIsNone(game.start_action(world, p, "mine_stone", T0)) summary = game.process_player(world, p, T0 + 200, random.Random(1)) self.assertEqual(summary["done"], 10) self.assertEqual(p["bank"]["stone"], 10) self.assertEqual(p["xp"]["mining"], 50) self.assertEqual(p["action"]["start"], T0 + 200) def test_make_one_then_back_to_work(self): world = world_with(("fred", "commoner")) p = world["players"]["fred"] p["bank"] = {"copper_bar": 10, "logs": 10} game.start_action(world, p, "mine_stone", T0) game.process_player(world, p, T0 + 100, random.Random(1)) p["xp"]["smithing"] = game.XP_TABLE[5] self.assertIsNone(game.start_action(world, p, "smith_copper_pickaxe", T0 + 100, once=True)) summary = game.process_player(world, p, T0 + 100 + 30 + 40, random.Random(1)) self.assertEqual(p["bank"]["copper_pickaxe"], 1) self.assertEqual(summary["resumed"], "mine_stone") self.assertEqual(p["action"]["id"], "mine_stone") self.assertEqual(p["bank"]["stone"], 5 + 2) # mining carried on from when the pickaxe was done def test_make_x_then_back_to_work(self): world = world_with(("fred", "commoner")) p = world["players"]["fred"] game.start_action(world, p, "mine_stone", T0) self.assertIsNone(game.start_action(world, p, "cut_logs", T0, once=3)) self.assertEqual(p["action"]["left"], 3) summary = game.process_player(world, p, T0 + 500, random.Random(1)) self.assertEqual(p["bank"]["logs"], 3) self.assertEqual(summary["resumed"], "mine_stone") self.assertEqual(p["action"]["id"], "mine_stone") def test_make_one_while_idle_just_stops(self): world = world_with(("fred", "commoner")) p = world["players"]["fred"] game.start_action(world, p, "cut_logs", T0, once=True) game.process_player(world, p, T0 + 500, random.Random(1)) self.assertEqual(p["bank"], {"logs": 1}) self.assertIsNone(p["action"]) self.assertIsNone(p["stopped"]) def test_class_speed_and_lucky_yield(self): world = world_with(("pia", "miner")) p = world["players"]["pia"] game.start_action(world, p, "mine_stone", T0) summary = game.process_player(world, p, T0 + 1600, random.Random(3)) self.assertEqual(summary["done"], 100) # 16s instead of 20s self.assertGreater(p["bank"]["stone"], 100) self.assertEqual(p["bank"]["stone"], 100 + summary["lucky"]) def _smith(self, bars): world = world_with(("fred", "commoner")) p = world["players"]["fred"] p["xp"]["smithing"] = game.XP_TABLE[10] p["bank"] = {"copper_bar": bars} game.start_action(world, p, "mine_stone", T0) return world, p def test_queue_runs_in_order_then_back_to_work(self): world, p = self._smith(6) self.assertIsNone(game.start_action(world, p, "smith_copper_helmet", T0, once=1)) self.assertIsNone(game.queue_add(world, p, "smith_copper_legs", 1, T0)) self.assertEqual(p["queue"], [{"id": "smith_copper_legs", "n": 1}]) summary = game.process_player(world, p, T0 + 500, random.Random(1)) self.assertEqual((p["bank"].get("copper_helmet"), p["bank"].get("copper_legs")), (1, 1)) self.assertEqual(p["action"]["id"], "mine_stone") self.assertEqual(summary["resumed"], "mine_stone") self.assertEqual(p["queue"], []) def test_queue_gathering(self): world, p = self._smith(4) self.assertIsNone(game.queue_add(world, p, "cut_logs", 3, T0)) # starts it, mining is what comes after self.assertIsNone(game.queue_add(world, p, "smith_copper_legs", 1, T0)) self.assertIsNone(game.queue_add(world, p, "cut_logs", 2, T0)) game.process_player(world, p, T0 + 3600, random.Random(1)) self.assertEqual((p["bank"].get("logs"), p["bank"].get("copper_legs")), (5, 1)) self.assertEqual((p["action"]["id"], p["queue"]), ("mine_stone", [])) def test_queue_skips_what_you_cant_make(self): world, p = self._smith(4) game.start_action(world, p, "smith_copper_helmet", T0, once=1) game.queue_add(world, p, "smith_copper_legs", 1, T0) # 4 bars, only 2 left by then game.queue_add(world, p, "smith_copper_sword", 1, T0) summary = game.process_player(world, p, T0 + 500, random.Random(1)) self.assertEqual((p["bank"].get("copper_helmet"), p["bank"].get("copper_sword")), (1, 1)) self.assertNotIn("copper_legs", p["bank"]) self.assertEqual(summary["skipped"], ["smith_copper_legs"]) self.assertEqual(summary["resumed"], "mine_stone") # not the queued makes on the way self.assertEqual(p["action"]["id"], "mine_stone") def test_running_out_mid_make_moves_on_to_the_next(self): world, p = self._smith(5) game.start_action(world, p, "smith_copper_helmet", T0, once=3) # bars for 2 game.queue_add(world, p, "smith_copper_rivets", 1, T0) summary = game.process_player(world, p, T0 + 500, random.Random(1)) self.assertEqual((p["bank"].get("copper_helmet"), p["bank"].get("copper_rivets")), (2, 5)) self.assertEqual(summary["skipped"], ["smith_copper_helmet"]) self.assertEqual(p["action"]["id"], "mine_stone") def test_out_of_materials_with_nothing_queued_still_stops(self): world, p = self._smith(4) game.start_action(world, p, "smith_copper_helmet", T0, once=3) summary = game.process_player(world, p, T0 + 500, random.Random(1)) self.assertIsNone(p["action"]) self.assertTrue(summary["stopped"].startswith("Out of")) def test_queue_rules(self): world, p = self._smith(4) self.assertEqual(game.queue_add(world, p, "bury_bones", 1, T0), "Only crafting, gathering and tending can be queued") self.assertIsNone(game.queue_add(world, p, "smith_copper_helmet", 1, T0)) self.assertEqual(p["action"]["id"], "smith_copper_helmet") # nothing being made: it just starts self.assertEqual(p["action"]["resume"], "mine_stone") p["bank"] = {} for _ in range(20): self.assertIsNone(game.queue_add(world, p, "smith_copper_helmet", 1, T0)) # no cap; bars aren't checked yet high = next(a["id"] for a in game.ACTIONS if game.queueable(a) and a["skill"] == "smithing" and a["level"] > 10) self.assertTrue(game.queue_add(world, p, high, 1, T0).startswith("Needs level")) self.assertIsNone(game.queue_remove(p, 0)) self.assertEqual(len(p["queue"]), 19) game.drop_out(world, p, T0) self.assertEqual(p["queue"], []) game.start_action(world, p, "cut_logs", T0) game.queue_add(world, p, "smith_copper_legs", 1, T0) game.start_action(world, p, "mine_stone", T0) # no make running: starts now self.assertEqual((p["action"]["id"], p["queue"]), ("mine_stone", [])) def test_start_during_a_make_sets_what_comes_after(self): world, p = self._smith(20) p["bank"]["logs"] = 5 game.start_action(world, p, "cut_logs", T0) self.assertIsNone(game.queue_add(world, p, "smith_copper_helmet", 1, T0)) # on an endless action: starts it self.assertEqual((p["action"]["id"], p["action"]["resume"]), ("smith_copper_helmet", "cut_logs")) game.queue_add(world, p, "smith_copper_legs", 1, T0) self.assertIsNone(game.start_action(world, p, "mine_stone", T0)) self.assertEqual((p["action"]["id"], p["action"]["resume"]), ("smith_copper_helmet", "mine_stone")) self.assertEqual(len(p["queue"]), 1) # the queue stays summary = game.process_player(world, p, T0 + 500, random.Random(1)) self.assertEqual((p["bank"].get("copper_helmet"), p["bank"].get("copper_legs")), (1, 1)) self.assertEqual((p["action"]["id"], summary["resumed"]), ("mine_stone", "mine_stone")) def test_skip_queue_starts_now(self): world, p = self._smith(20) game.start_action(world, p, "smith_copper_helmet", T0, once=2) game.queue_add(world, p, "smith_copper_legs", 1, T0) game.start_action(world, p, "cut_logs", T0) self.assertIsNone(game.start_action(world, p, "cut_logs", T0 + 5, skip=True)) self.assertEqual((p["action"], p["queue"]), ({"id": "cut_logs", "start": T0 + 5}, [])) def test_then_idle(self): world, p = self._smith(20) game.start_action(world, p, "smith_copper_helmet", T0, once=1) self.assertEqual(p["action"]["resume"], "mine_stone") self.assertIsNone(game.set_then(p, "cut_logs")) self.assertEqual(p["action"]["resume"], "cut_logs") self.assertIsNone(game.set_then(p, None)) game.process_player(world, p, T0 + 500, random.Random(1)) self.assertIsNone(p["action"]) self.assertEqual(game.set_then(p, None), "Not making anything") def test_managing_the_queue(self): world, p = self._smith(20) game.start_action(world, p, "smith_copper_helmet", T0, once=2) for item in ("smith_copper_legs", "smith_copper_sword", "smith_copper_rivets"): game.queue_add(world, p, item, 1, T0) self.assertIsNone(game.queue_move(p, 2, 0)) self.assertEqual([q["id"] for q in p["queue"]], ["smith_copper_rivets", "smith_copper_legs", "smith_copper_sword"]) self.assertEqual(game.queue_move(p, 0, 3), "Not in the queue") self.assertIsNone(game.queue_set(p, 1, 3)) self.assertEqual(p["queue"][1]["n"], 3) self.assertEqual(game.queue_set(p, 1, 0), f"1 to {game.MAKE_MAX:,}") self.assertIsNone(game.skip_make(world, p, T0 + 5)) # the helmets: on to the rivets self.assertEqual((p["action"]["id"], p["action"]["left"], p["action"]["resume"]), ("smith_copper_rivets", 1, "mine_stone")) self.assertEqual(len(p["queue"]), 2) p["queue"] = [] game.skip_make(world, p, T0 + 6) # nothing left: back to work self.assertEqual(p["action"]["id"], "mine_stone") self.assertEqual(game.skip_make(world, p, T0 + 7), "Not making anything") def test_queue_swap_with_current(self): world, p = self._smith(20) game.start_action(world, p, "smith_copper_helmet", T0, once=3) game.queue_add(world, p, "smith_copper_legs", 1, T0) game.queue_add(world, p, "smith_copper_sword", 2, T0) p["action"]["left"] = 2 self.assertIsNone(game.queue_now(world, p, 1, T0 + 5)) self.assertEqual((p["action"]["id"], p["action"]["left"], p["action"]["resume"], p["action"]["start"]), ("smith_copper_sword", 2, "mine_stone", T0 + 5)) self.assertEqual([(q["id"], q["n"]) for q in p["queue"]], [("smith_copper_helmet", 2), ("smith_copper_legs", 1)]) self.assertEqual(game.queue_now(world, p, 2, T0 + 6), "Not in the queue") p["action"] = {"id": "mine_stone", "start": T0} self.assertEqual(game.queue_now(world, p, 0, T0 + 6), "Not making anything") def test_offline_cap(self): world = world_with(("fred", "commoner")) p = world["players"]["fred"] game.start_action(world, p, "cut_logs", T0) summary = game.process_player(world, p, T0 + 3 * game.DAY, random.Random(1)) self.assertEqual(summary["done"], game.OFFLINE_CAP // 20) self.assertEqual(p["action"]["start"], T0 + 3 * game.DAY) def test_crafting_stops_when_inputs_run_out(self): world = world_with(("ann", "commoner")) p = world["players"]["ann"] p["bank"] = {"copper_ore": 3, "logs": 10} game.start_action(world, p, "smith_copper_bar", T0) summary = game.process_player(world, p, T0 + 1000, random.Random(1)) self.assertEqual(p["bank"]["copper_bar"], 3) self.assertNotIn("copper_ore", p["bank"]) self.assertIsNone(p["action"]) self.assertEqual(summary["stopped"], "Out of: copper ore") def test_crafting_stops_as_the_last_one_finishes(self): world = world_with(("ann", "commoner")) p = world["players"]["ann"] p["bank"] = {"copper_ore": 1, "logs": 10} game.start_action(world, p, "smith_copper_bar", T0) duration = game.action_time(world, p, game.ACTION_BY_ID["smith_copper_bar"]) summary = game.process_player(world, p, T0 + duration + 0.1, random.Random(1)) self.assertIsNone(p["action"]) self.assertEqual(summary["stopped"], "Out of: copper ore") def test_level_and_city_requirements(self): world = world_with(("ann", "commoner")) p = world["players"]["ann"] self.assertEqual(game.start_action(world, p, "mine_iron", T0), "Needs level 15") p["xp"]["smithing"] = game.XP_TABLE[30] p["bank"] = {"iron_bar": 10} self.assertEqual(game.start_action(world, p, "smith_iron_sword", T0), "Needs Smithy level 1") self.assertIsNone(game.can_start(world, p, game.ACTION_BY_ID["recon_roads"])) # anyone can scout def test_full_bank_overflows_to_city(self): world = world_with(("fred", "commoner")) p = world["players"]["fred"] p["bank"] = {"stone": game.BASE_STACK * game.BASE_SLOTS - 2} game.start_action(world, p, "mine_stone", T0) summary = game.process_player(world, p, T0 + 100, random.Random(1)) self.assertEqual(p["bank"]["stone"], game.BASE_STACK * game.BASE_SLOTS) self.assertEqual(summary["overflow"], {"stone": 3}) self.assertEqual(world["city"]["stockpile"]["stone"], 3) self.assertEqual(p["favour"], 1.5) # half favour for overflow self.assertEqual(p["donated"], 3) self.assertEqual(p["gave"], {"stone": {"qty": 3, "worth": 3, "favour": 1.5}}) def test_every_gift_is_tallied_by_item(self): world = world_with(("fred", "commoner")) p = world["players"]["fred"] p["bank"], p["gold"] = {"bricks": 20}, 100 brick = game.ITEMS["bricks"]["value"] self.assertIsNone(game.donate(world, p, "bricks", 5, T0)) self.assertIsNone(game.donate(world, p, "gold", 40, T0)) self.assertIsNone(game.fund(world, p, "walls", "bricks", 3, "bank", T0)) self.assertEqual(p["gave"]["bricks"], {"qty": 8, "worth": 8 * brick, "favour": 8 * brick}) self.assertEqual(p["gave"]["gold"], {"qty": 40, "worth": 40, "favour": 40}) self.assertEqual(sum(t["favour"] for t in p["gave"].values()), p["favour"]) def test_migrate_starts_an_empty_donation_tally(self): world = world_with(("fred", "commoner")) del world["players"]["fred"]["gave"] world["version"] = 33 game.migrate(world, T0) self.assertEqual(world["players"]["fred"]["gave"], {}) def test_full_bank_sells_what_the_city_cannot_use(self): world = world_with(("fred", "commoner")) p = world["players"]["fred"] p["bank"] = {"copper_ore": game.BASE_STACK * game.BASE_SLOTS - 1} game.start_action(world, p, "mine_copper", T0) summary = game.process_player(world, p, T0 + 100, random.Random(1)) self.assertEqual(summary["sold"], {"copper_ore": 3}) self.assertEqual(p["gold"], 3 * game.ITEMS["copper_ore"]["value"]) self.assertNotIn("copper_ore", world["city"]["stockpile"]) self.assertEqual(p["favour"], 0) def test_only_useful_things_can_be_donated(self): world = world_with(("fred", "commoner")) p = world["players"]["fred"] p["bank"] = {"copper_ore": 10, "bricks": 10, "bread": 5, "iron_helmet": 1, "steel_sword": 1} self.assertEqual(game.donate(world, p, "copper_ore", 10, T0), "The city has no use for that") self.assertEqual(game.donate(world, p, "iron_helmet", 1, T0), "The city has no use for that") for item, qty in (("bricks", 10), ("bread", 5), ("steel_sword", 1)): self.assertIsNone(game.donate(world, p, item, qty, T0)) self.assertIn("Walls", game.city_uses("bricks")) self.assertEqual(game.city_uses("bread"), ["the granary"]) def test_a_full_stack_spills_into_another_slot(self): world = world_with(("fred", "commoner")) p = world["players"]["fred"] p["bank"] = {"coal": game.BASE_STACK, "logs": 10} self.assertEqual(game.slots_used(world, p), 2) self.assertEqual(game.bank_room(world, p, "coal"), (game.BASE_SLOTS - 2) * game.BASE_STACK) self.assertEqual(game.bank_room(world, p, "logs"), game.BASE_STACK - 10 + (game.BASE_SLOTS - 2) * game.BASE_STACK) p["bank"]["coal"] = 2500 self.assertEqual(game.slots_used(world, p), 4) # 1000 + 1000 + 500, plus the logs self.assertEqual(game.bank_room(world, p, "coal"), 500 + (game.BASE_SLOTS - 4) * game.BASE_STACK) def test_full_bank_can_stop_instead(self): world = world_with(("fred", "commoner")) p = world["players"]["fred"] p["overflow"] = "stop" p["bank"] = {f"x{i}": 1 for i in range(game.BASE_SLOTS)} game.start_action(world, p, "mine_stone", T0) summary = game.process_player(world, p, T0 + 100, random.Random(1)) self.assertEqual(summary["stopped"], "Bank full") self.assertNotIn("stone", p["bank"]) def test_combat_pays_and_loses(self): world = world_with(("wil", "commoner")) p = world["players"]["wil"] p["bank"] = {"bread": 500} p["equip"].update(weapon="copper_sword", helmet="copper_helmet", body="copper_body", legs="copper_legs") game.start_action(world, p, "fight_wolves", T0) summary = game.process_player(world, p, T0 + 3600, random.Random(5)) self.assertGreater(summary["done"], 30) # a fight lasts as long as it takes self.assertEqual(summary["wins"] + summary["losses"], summary["done"]) low, high = game.ACTION_BY_ID["fight_wolves"]["gold"] self.assertTrue(summary["wins"] * low <= p["gold"] <= summary["wins"] * high) class GiftTest(unittest.TestCase): def test_give_moves_items_within_bank_room(self): world = world_with(("fred", "miner"), ("kay", "miner")) fred, kay = world["players"]["fred"], world["players"]["kay"] fred["bank"] = {"copper_ore": 300} self.assertIsNone(game.give(world, fred, kay, "copper_ore", 200, T0)) self.assertEqual(fred["bank"], {"copper_ore": 100}) self.assertEqual(kay["bank"], {"copper_ore": 200}) self.assertEqual(world["ledger"][-1]["text"], "Fred gave 200 copper ore to Kay") kay["bank"] = {f"x{i}": 1 for i in range(game.BASE_SLOTS)} self.assertEqual(game.give(world, fred, kay, "copper_ore", 1, T0), "Kay only has room for 0") self.assertEqual(game.give(world, fred, fred, "copper_ore", 1, T0), "You can't give to yourself") def test_amount_pluralises(self): self.assertEqual(game.amount("copper_sword", 179), "179 copper swords") self.assertEqual(game.amount("copper_sword", 1), "1 copper sword") self.assertEqual(game.amount("stone", 1200), "1,200 stone") class CityTest(unittest.TestCase): def test_fund_from_bank_and_stores_then_builds(self): world = world_with(("fred", "commoner")) p = world["players"]["fred"] city = world["city"] p["bank"] = {"stone": 1500} city["stockpile"] = {"bricks": 600, "provisions": 90} city["treasury"] = 300 self.assertIsNone(game.fund(world, p, "walls", "stone", "all", "bank", T0)) self.assertEqual(p["bank"], {"stone": 500}) # only what the fund needed self.assertEqual(p["favour"], 1000) self.assertIsNone(game.fund(world, p, "walls", "bricks", 500, "city", T0)) self.assertEqual(city["stockpile"], {"bricks": 350, "provisions": 90}) self.assertIsNone(game.fund(world, p, "walls", "provisions", "all", "city", T0)) self.assertEqual(city["stockpile"], {"bricks": 350}) self.assertIsNone(city["construction"]) self.assertEqual(game.fund(world, p, "walls", "stone", 1, "bank", T0), "The fund doesn't need that") self.assertIsNone(game.fund(world, p, "walls", "gold", "all", "city", T0)) self.assertEqual(city["construction"]["building"], "walls") self.assertEqual(city["buildings"]["walls"]["fund"], {}) self.assertEqual(city["construction"]["needed"], game.LABOUR_PER_LEVEL) city["construction"]["labour"] = game.LABOUR_PER_LEVEL game.tick(world, T0 + 1, random.Random(1)) self.assertEqual(city["buildings"]["walls"]["level"], 1) self.assertEqual(game.defence(world)["parts"]["walls"], 20) def test_funded_buildings_queue_behind_the_builders(self): world = world_with(("fred", "commoner")) p = world["players"]["fred"] city = world["city"] for key in ("walls", "houses"): city["buildings"][key]["fund"] = {k: v for k, v in game.build_cost(key, 1).items() if k != "gold"} city["treasury"] += game.build_cost(key, 1)["gold"] self.assertIsNone(game.fund(world, p, key, "gold", "all", "city", T0)) self.assertEqual(city["construction"]["building"], "walls") self.assertEqual(city["queue"], ["houses"]) city["construction"]["labour"] = city["construction"]["needed"] game.tick(world, T0 + 1, random.Random(1)) self.assertEqual(city["construction"]["building"], "houses") self.assertEqual(city["queue"], []) def test_raids_never_touch_funds(self): world = world_with(("fred", "commoner")) city = world["city"] city["buildings"]["walls"]["fund"] = {"stone": 1000} city["stockpile"] = {"stone": 1000} world["next_event_at"] = T0 game.tick(world, T0, random.Random(2)) raid = game.upcoming_raid(world) raid["strength"] = 500 game.tick(world, raid["fire_at"], random.Random(1)) self.assertLess(city["stockpile"]["stone"], 1000) self.assertEqual(city["buildings"]["walls"]["fund"], {"stone": 1000}) def test_tier_caps_levels_and_promotes_for_good(self): world = world_with(("fred", "commoner")) city = world["city"] city["buildings"]["walls"]["level"] = 1 self.assertIsNone(game.fund_target(world, "walls")) # hamlet: level 1 only self.assertIsNotNone(game.fund_target(world, "houses")) # houses go to 2 slots = game.bank_slots(world, world["players"]["fred"]) city["population"] = 41 world["next_event_at"] = None game.tick(world, T0 + 1, random.Random(1)) self.assertEqual(city["tier"], 1) self.assertIsNotNone(game.fund_target(world, "walls")) self.assertEqual(game.bank_slots(world, world["players"]["fred"]), slots + game.TIER_SLOTS) city["population"] = 10 game.tick(world, T0 + 2, random.Random(1)) self.assertEqual(city["tier"], 1) def test_damage_turns_the_fund_towards_repairs_and_keeps_the_rest(self): world = world_with(("fred", "commoner")) p = world["players"]["fred"] city = world["city"] city["buildings"]["walls"].update(level=1, damaged=True, fund={"stone": 2000}) repair = game.repair_cost("walls", 1) self.assertEqual(game.fund_target(world, "walls"), repair) for item, qty in repair.items(): if item == "gold": city["treasury"] = qty game.fund(world, p, "walls", "gold", "all", "city", T0) elif item != "stone": city["stockpile"][item] = qty game.fund(world, p, "walls", item, "all", "city", T0) self.assertTrue(city["construction"]["repair"]) self.assertEqual(city["buildings"]["walls"]["fund"], {"stone": 2000 - repair["stone"]}) def test_old_worlds_migrate(self): world = game.new_world(T0) world["version"] = 1 for building in world["city"]["buildings"].values(): del building["fund"] del world["city"]["queue"], world["city"]["tier"] game.migrate(world) self.assertEqual(world["version"], game.WORLD_VERSION) self.assertEqual(world["city"]["queue"], []) self.assertEqual(world["city"]["buildings"]["walls"]["fund"], {}) def test_v3_worlds_sell_useless_stock_into_the_treasury(self): world = world_with() world["version"] = 3 world["city"]["stockpile"] = {"copper_ore": 8, "raw_meat": 1, "bricks": 500, "bread": 30} world["city"]["treasury"] = 10 game.migrate(world) self.assertEqual(world["city"]["stockpile"], {"bricks": 500, "bread": 30}) self.assertEqual(world["city"]["treasury"], 10 + 8 * 2 + 1 * 2) self.assertEqual(world["ledger"][-1]["text"], "The council sold 8 copper ore and 1 raw meat from the stockpile for 18 gold") def test_population_view_explains_growth(self): world = world_with() view = game.population_view(world) self.assertEqual(view["tier_name"], "Hamlet") self.assertEqual(view["next_tier"], {"name": "Village", "pop": 40}) self.assertGreater(view["growth"], 0) self.assertEqual(view["food_days"], 4.0) # 40 bread for 20 people eating 0.5 a day def test_people_eat_and_go_hungry(self): world = world_with() city = world["city"] city["stockpile"] = {"bread": 5} city["population"] = 25.0 # a full town, so nobody new arrives world["next_fortune_at"] = None # no lucky wagon of bread game.tick(world, T0 + 4 * game.DAY, random.Random(1)) self.assertTrue(city["starving"]) self.assertNotIn("bread", city["stockpile"]) self.assertLess(city["population"], 25) def test_empty_homes_draw_settlers(self): world = world_with() city = world["city"] city["population"] = 22.0 city["buildings"]["houses"]["level"] = 2 city["stockpile"] = {"bread": 10_000} self.assertAlmostEqual(game.growth_per_day(world), 0.5 * 43 + 0.05 * 22) for _hour in range(24): game._city_hour(world, T0) self.assertGreater(city["population"], 38) # Slower as the homes fill, but never down to nothing. self.assertLess(game.growth_per_day(world), 0.5 * 43) city["population"] = 64.0 self.assertAlmostEqual(game.growth_per_day(world), 0.5 + 3.2) def test_fed_city_grows_to_housing_and_pays_tax(self): world = world_with() city = world["city"] city["stockpile"] = {"bread": 1000} world["next_event_at"] = None game.tick(world, T0 + 10 * game.DAY, random.Random(1)) self.assertFalse(city["starving"]) self.assertEqual(city["population"], 25) self.assertGreater(city["treasury"], 100) def test_speed_scales_time(self): world = game.new_world(T0, speed=60) world["players"]["fred"] = game.new_player("fred", "Fred", "commoner", T0) p = world["players"]["fred"] game.start_action(world, p, "mine_stone", T0) game.process_player(world, p, T0 + 10, random.Random(1)) self.assertEqual(p["bank"]["stone"], 30) class EventTest(unittest.TestCase): def announce(self, world): world["next_event_at"] = T0 game.tick(world, T0, random.Random(2)) return game.upcoming_raid(world) def test_first_event_is_a_raid_with_vague_intel(self): world = world_with() raid = self.announce(world) self.assertIsNotNone(raid) view = game.event_view(world, raid, T0) self.assertEqual(view["intel"], 0) self.assertNotIn("strength", view) self.assertNotIn("group", view) self.assertLessEqual(view["earliest"], raid["fire_at"]) self.assertGreaterEqual(view["latest"], raid["fire_at"]) def test_recon_sharpens_intel_as_the_raid_draws_near(self): world = world_with(("sam", "ranger")) raid = self.announce(world) p = world["players"]["sam"] p["xp"]["reconnaissance"] = game.XP_TABLE[20] game.start_action(world, p, "recon_camps", T0) game.process_player(world, p, T0 + 4 * game.HOUR, random.Random(1)) self.assertGreaterEqual(raid["recon"], game.intel_costs(raid)[-1]) # Plenty of scouting, but a day or more out only the first level is knowable. view = game.event_view(world, raid, T0 + 4 * game.HOUR) self.assertEqual(view["intel"], 1) self.assertIn("size", view) self.assertNotIn("strength", view) self.assertEqual(view["recon_next"], 0) late = raid["fire_at"] - 25 * game.HOUR self.assertEqual(game.intel_level(world, raid, late), 2) view = game.event_view(world, raid, raid["fire_at"] - game.HOUR) self.assertEqual(view["intel"], 3) self.assertEqual(view["exact"], raid["fire_at"]) self.assertTrue(view["camp"]) def test_scouting_stops_counting_once_the_threat_is_fully_scouted(self): world = world_with(("sam", "commoner")) raid = self.announce(world) full = game.intel_costs(raid)[-1] raid["recon"] = full - 1 world["city"]["recon_boost"] = 30 p = world["players"]["sam"] game.start_action(world, p, "recon_roads", T0) game.process_player(world, p, T0 + 60 * 3 + 1, random.Random(1)) self.assertEqual(raid["recon"], full) self.assertEqual(world["city"]["recon_boost"], 29) # leads only spent while there's something to learn self.assertIsNotNone(p["action"]) # still trains the skill self.assertEqual(game.event_view(world, raid, T0)["recon"], full) def test_threats_land_every_two_days_and_the_camp_opens_a_day_out(self): world = world_with(("sam", "ranger")) raid = self.announce(world) self.assertLessEqual(abs(raid["fire_at"] - (T0 + 48 * game.HOUR)), 2 * game.HOUR) raid["recon"] = game.intel_costs(raid)[-1] self.assertEqual(game.intel_level(world, raid, raid["fire_at"] - 24 * game.HOUR - 1), 2) self.assertEqual(game.intel_level(world, raid, raid["fire_at"] - 24 * game.HOUR), 3) raid["strength"] = 0 game.tick(world, raid["fire_at"], random.Random(3)) following = game.upcoming_raid(world) self.assertIsNotNone(following) # rumoured the moment the last one lands self.assertEqual(following["slot"], raid["slot"] + 48 * game.HOUR) def test_v26_worlds_get_livelier_tracks(self): world = world_with() world["version"] = 26 world["next_fortune_at"] = T0 + 70 * game.HOUR world["next_event_at"] = T0 + 20 * game.HOUR game.migrate(world, T0) self.assertEqual(world["next_fortune_at"], T0 + 20 * game.HOUR) self.assertEqual(world["next_event_at"], T0) def test_only_paid_guards_stand_and_hold_kit(self): world = world_with(("sam", "commoner")) city = world["city"] city["population"] = 100 city["buildings"]["barracks"]["level"] = 2 city["stockpile"] = {"copper_sword": 100} self.assertEqual(game.guard_posts(world), 50) self.assertEqual(game.defence(world)["parts"]["weapons"], 0) p = world["players"]["sam"] p["gold"] = 1000 self.assertIsNone(game.pay_wages(world, p, 600, "bank", T0)) self.assertEqual(game.guards_on_duty(world), 10) self.assertEqual(p["favour"], 600) parts = game.defence(world)["parts"] self.assertEqual(parts["weapons"], round(0.35 * 10 * 4, 1)) self.assertEqual(parts["militia"], round(0.3 * 2 * 100 * 10 / 50, 1)) city["treasury"] = 10_000 self.assertIsNone(game.pay_wages(world, p, "all", "city", T0)) self.assertEqual(city["wages"], 50 * game.GUARD_WAGE) # never more than every post self.assertEqual(game.pay_wages(world, p, 1, "bank", T0), "Every post is paid for") event = {"strength": 1, "sabotage": 0, "group": "the Red Hand"} game._resolve_raid(world, event, T0, random.Random(1)) self.assertEqual(event["report"]["guards"], 50) self.assertEqual(city["wages"], 0) def test_threat_size_is_against_standing_defence(self): self.assertEqual(game.threat_size({"standing": 100}, 110), 0) self.assertEqual(game.threat_size({"standing": 100}, 260), 3) self.assertEqual(game.threat_size({"strength": 20}, 20), 0) # rumoured before v29 def test_v28_worlds_pay_the_coming_threats_guards(self): world = world_with() world["version"] = 28 game.migrate(world, T0) self.assertEqual(game.guards_on_duty(world), game.guard_posts(world)) def test_bigger_bands_take_more_scouting(self): small = {"kind": "raid", "strength": 20} huge = {"kind": "raid", "strength": 150} dragon = {"kind": "dragon", "strength": 20} self.assertEqual(game.intel_costs(small), [15, 45, 90]) self.assertEqual(game.intel_costs(huge), [30, 90, 180]) self.assertEqual(game.intel_costs(dragon), [8, 22, 45]) def test_the_spymasters_guild_boosts_and_gathers_recon(self): world = world_with(("sam", "commoner")) raid = self.announce(world) action, p = game.ACTION_BY_ID["recon_roads"], world["players"]["sam"] self.assertEqual(game.recon_gain(world, p, action), 1) world["city"]["buildings"]["spymaster"]["level"] = 2 self.assertEqual(game.recon_gain(world, p, action), 1.5) game.tick(world, T0 + 2 * game.HOUR, random.Random(2)) self.assertAlmostEqual(raid["recon"], 2.0) def test_victory_rewards_garrison(self): world = world_with(("wil", "commoner")) raid = self.announce(world) p = world["players"]["wil"] p["xp"]["combat"] = game.XP_TABLE[60] p["garrison"] = True game.tick(world, raid["fire_at"], random.Random(1)) self.assertEqual(raid["status"], "done") self.assertTrue(raid["report"]["title"].startswith("Victory")) self.assertEqual(world["city"]["repelled"], 1) self.assertEqual(p["favour"], 25) self.assertFalse(p["garrison"]) def test_defeat_culls_and_loots_but_spares_banks(self): world = world_with(("fred", "commoner")) p = world["players"]["fred"] p["bank"] = {"stone": 500} city = world["city"] city["stockpile"] = {"bread": 200, "stone": 1000} city["treasury"] = 500 city["buildings"]["walls"]["level"] = 1 raid = self.announce(world) raid["strength"] = 500 game.tick(world, raid["fire_at"], random.Random(1)) self.assertTrue(raid["report"]["title"].startswith("Defeat")) self.assertLess(city["population"], 20) self.assertLess(city["stockpile"]["stone"], 1000) self.assertLess(city["treasury"], 500) self.assertTrue(city["buildings"]["walls"]["damaged"]) self.assertEqual(city["buildings"]["walls"]["level"], 1) self.assertEqual(p["bank"], {"stone": 500}) self.assertEqual(game.defence(world)["parts"]["walls"], 0) def test_repair_is_cheaper_than_building(self): cost = game.repair_cost("walls", 2) full = game.build_cost("walls", 2) for item, qty in cost.items(): self.assertLess(qty, full[item]) def test_sabotage_needs_a_located_camp(self): world = world_with(("wil", "commoner")) p = world["players"]["wil"] p["xp"]["combat"] = game.XP_TABLE[40] p["hp"] = game.max_hp(p) raid = self.announce(world) self.assertEqual(game.start_action(world, p, "sabotage", T0), "No bandit camp has been located") raid["recon"] = game.intel_costs(raid)[-1] now = raid["fire_at"] - game.HOUR world["city"]["last_tick"] = p["last_active"] = now self.assertIsNone(game.start_action(world, p, "sabotage", now)) game.process_player(world, p, now + 96 * 20, random.Random(1)) self.assertGreater(raid["sabotage"], 0) self.assertLessEqual(raid["sabotage"], 0.3) class CombatTest(unittest.TestCase): def fighter(self, level=10, **equip): world = world_with(("wil", "commoner")) p = world["players"]["wil"] p["xp"]["combat"] = game.XP_TABLE[level] p["hp"] = game.max_hp(p) p["equip"].update(equip) return world, p def test_fights_hurt_and_food_heals(self): world, p = self.fighter() p["bank"] = {"bread": 100} game.start_action(world, p, "fight_scouts", T0) summary = game.process_player(world, p, T0 + 60 * 60, random.Random(4)) self.assertGreater(summary["damage"], 0) self.assertGreater(summary["eaten"].get("bread", 0), 0) self.assertEqual(p["bank"].get("bread", 0), 100 - summary["eaten"]["bread"]) self.assertGreaterEqual(p["hp"], 1) def test_three_knockouts_in_a_row_stop_you_and_nothing_is_lost(self): world, p = self.fighter(level=10, weapon="copper_sword") p["bank"] = {"stone": 10} game.start_action(world, p, "fight_scouts", T0) summary = game.process_player(world, p, T0 + 6 * 3600, random.Random(1)) self.assertIsNone(p["action"]) self.assertEqual(summary["stopped"], "Knocked out 3 times in a row") self.assertEqual(summary["losses"], 3) self.assertEqual(p["equip"]["weapon"], "copper_sword") self.assertEqual(p["bank"]["stone"], 10) self.assertAlmostEqual(p["hp"], game.max_hp(p) * game.KNOCKED_OUT_HP) self.assertIsNone(game.start_action(world, p, "fight_scouts", T0 + 6 * 3600)) # you can always go again def test_a_win_resets_the_knockouts(self): world, p = self.fighter(level=1, weapon="copper_sword") game.start_action(world, p, "fight_wolves", T0) summary = game.process_player(world, p, T0 + 3600, random.Random(1)) self.assertGreater(summary["losses"], 2) # knocked out now and then, never three in a row self.assertEqual(p["action"]["id"], "fight_wolves") self.assertGreater(summary["wins"], 20) def test_food_shortens_the_rest_between_fights(self): world, p = self.fighter(level=30) p["eat_below"] = 1.0 # eat whenever a bite is quicker top = game.max_hp(p) p["bank"] = {} resting, eaten = game.rest_plan(world, p, top / 2) self.assertEqual(eaten, {}) self.assertAlmostEqual(resting, top / 2 / (top * game.REST_RATE)) p["bank"] = {"bread": 100} bread, eaten = game.rest_plan(world, p, top / 2) self.assertLess(bread, resting) self.assertEqual(eaten, {"bread": 10}) # 80 HP back in 8 HP bites p["bank"] = {"cooked_salmon": 100} salmon, eaten = game.rest_plan(world, p, top / 2) self.assertLess(salmon, bread) # better food, shorter rest self.assertEqual(eaten, {"cooked_salmon": 3}) self.assertEqual(game.rest_plan(world, p, top)[0], game.RESPAWN) # at full: a breather p["xp"]["combat"] = game.XP_TABLE[99] p["bank"] = {"bread": 100} self.assertEqual(game.rest_plan(world, p, 100)[1], {}) # a bite of bread is no faster than resting def test_you_choose_how_hurt_you_eat_at(self): world, p = self.fighter(level=30) top = game.max_hp(p) p["bank"] = {"cooked_salmon": 100} self.assertEqual(p["eat_below"], 0.5) self.assertEqual(game.rest_plan(world, p, top * 0.95)[1], {}) # a scratch: just rest _seconds, eaten = game.rest_plan(world, p, top * 0.2) self.assertEqual(eaten, {"cooked_salmon": 2}) # back over half, then rest self.assertIsNone(game.set_eat_below(p, 0)) self.assertEqual(game.rest_plan(world, p, top * 0.2)[1], {}) # never self.assertIsNone(game.set_eat_below(p, 1.0)) self.assertEqual(game.rest_plan(world, p, top * 0.2)[1], {"cooked_salmon": 5}) # all the way self.assertEqual(game.set_eat_below(p, 0.3), "Pick one of the choices") def test_food_is_eaten_resting_not_fighting(self): world, p = self.fighter(level=15, weapon="iron_sword", helmet="iron_helmet", body="iron_body", legs="iron_legs") p["bank"] = {"cooked_trout": 100} p["hp"] = 10 fight = game.simulate_fight(world, p, game.ACTION_BY_ID["fight_clay_golems"], random.Random(3)) mine = game.member_of(fight, p["id"]) self.assertGreater(sum(mine["eaten"].values()), 0) self.assertGreater(fight["rest"], game.RESPAWN) self.assertEqual(mine["hp_in"], game.max_hp(p)) # every fight starts rested self.assertTrue(all(e[0] >= fight["rest"] for e in fight["events"])) self.assertFalse(any(e[3] == "eat" for e in fight["events"])) def test_rest_heals(self): world, p = self.fighter() p["hp"] = 1 game.regen(world, p, T0 + 4 * 3600) self.assertEqual(p["hp"], game.max_hp(p)) def test_armour_and_levels_cut_damage(self): world, bare = self.fighter(level=10) _, armoured = self.fighter(level=10, helmet="iron_helmet", body="iron_body", legs="iron_legs") _, veteran = self.fighter(level=60) scouts = game.ACTION_BY_ID["fight_scouts"] hurt = lambda p: game.fight_odds(p, scouts)["damage"] self.assertLess(hurt(armoured), hurt(bare) * 0.7) self.assertLess(hurt(veteran), hurt(bare)) self.assertGreater(game.fight_odds(veteran, scouts)["hit"], game.fight_odds(bare, scouts)["hit"]) def test_a_fight_is_played_out_slice_by_slice(self): world, p = self.fighter(level=20, weapon="iron_sword", helmet="iron_helmet", body="iron_body", legs="iron_legs") p["bank"] = {"bread": 50} game.start_action(world, p, "fight_scouts", T0) game.process_player(world, p, T0 + 1, random.Random(2)) fight = p["action"]["fight"] # simulated, waiting to finish, for the page to replay self.assertEqual(fight["result"], "won") kinds = {"hit", "crit", "tick", "miss", "block", "absorb", "heal", "mend", "cast", "use", "stop", "cc", "free", "die", "enrage", "wind", "down", "left"} self.assertTrue(all(e[3] in kinds for e in fight["events"])) self.assertTrue(all(e[1] in (p["id"], None) or e[1].startswith("e") for e in fight["events"])) dead = [e[2] for e in fight["events"] if e[3] == "die"] self.assertEqual(sorted(dead), sorted(f"e{i}" for i in range(len(fight["pack"])))) # the last of them finished it self.assertAlmostEqual(fight["duration"], fight["end"], places=1) # rewards land on the kill summary = game.process_player(world, p, T0 + fight["duration"] + 0.01, random.Random(2)) self.assertEqual(summary["wins"], 1) self.assertAlmostEqual(p["hp"], game.member_of(fight, p["id"])["hp"], delta=0.1) self.assertAlmostEqual(p["action"]["start"], T0 + fight["duration"]) # straight on to the next rest def test_outclassing_an_enemy_kills_faster(self): kills = {} for level in (20, 90): world, p = self.fighter(level=level, weapon="rune_sword") game.start_action(world, p, "fight_wolves", T0) kills[level] = game.process_player(world, p, T0 + 600, random.Random(1))["wins"] self.assertGreater(kills[90], kills[20] * 1.3) def test_each_fight_starts_with_every_swing_timer_empty(self): world, p = self.fighter(level=60, weapon="rune_sword") game.start_action(world, p, "fight_wolves", T0) game.process_player(world, p, T0 + 0.1, random.Random(1)) first = p["action"]["fight"] game.process_player(world, p, T0 + first["duration"] + 0.01, random.Random(1)) self.assertAlmostEqual(p["action"]["start"], T0 + first["duration"]) # the rest starts at the kill second = p["action"]["fight"] swing = next(e[0] for e in second["events"] if e[1] == p["id"] and e[6] in game.DAMAGE_TYPES) self.assertAlmostEqual(swing, second["rest"] + 2.5) # a full swing from scratch, to the slice def test_preferred_food_is_eaten_first(self): world, p = self.fighter() p["bank"] = {"bread": 5, "cooked_salmon": 5} self.assertEqual(game.edible(p), ["bread", "cooked_salmon"]) p["food"] = "cooked_salmon" self.assertEqual(game.edible(p), ["cooked_salmon", "bread"]) class AbilityTest(unittest.TestCase): def fighter(self, cls, level, tier=1, **equip): world = world_with(("ash", cls)) p = world["players"]["ash"] p["xp"]["combat"] = game.XP_TABLE[level] p["equip"].update(equip) p["hp"] = game.max_hp(p) return world, p def test_the_weapon_gives_four_abilities_and_the_trade_one(self): known = lambda style, cls, level, shield=False: game.combat.known_abilities(style, cls, level, shield) self.assertEqual(set(known("hammer", "miner", 1)), {"crushing_blow", "find_the_seam"}) self.assertEqual(set(known("hammer", "miner", 45)), {"crushing_blow", "concuss", "earthshaker", "unstoppable", "find_the_seam"}) self.assertEqual(set(known("bow", "miner", 15)), {"aimed_shot", "pinning_shot", "find_the_seam"}) # any weapon self.assertEqual(set(known("sword", "builder", 45)), {"challenge", "sweeping_cut", "barricade"}) # no shield self.assertEqual(set(known("sword", "builder", 45, True)), {"shield_bash", "challenge", "sweeping_cut", "shield_wall", "barricade"}) self.assertEqual(known("staff", "homesteader", 30), ["mend", "ward", "hearty_meal", "bolt"]) # auto's order self.assertEqual(game.combat.role("sword", True), "tank") self.assertEqual(game.combat.role("sword", False), "damage") self.assertEqual(game.combat.role("staff", False), "healer") def test_abilities_are_used_in_the_fight(self): world, p = self.fighter("ranger", 30, weapon="willow_bow") fight = game.simulate_fight(world, p, game.ACTION_BY_ID["fight_clay_golems"], random.Random(1)) used = {e[6] for e in fight["events"] if e[1] == p["id"] and e[6] in game.combat.ABILITIES} self.assertIn("aimed_shot", used) casts = [e for e in fight["events"] if e[1] == p["id"] and e[3] == "cast"] self.assertTrue(casts) def test_casters_get_stopped(self): world, p = self.fighter("ranger", 30, weapon="willow_bow") harpies = game.ACTION_BY_ID["fight_harpies"] stops = 0 for seed in range(20): fight = game.simulate_fight(world, p, harpies, random.Random(seed)) stops += sum(1 for e in fight["events"] if e[3] == "stop" and e[6] == "hex_bolt") self.assertGreater(stops, 0) # Pinning Shot stops a windcaster's hex def test_a_health_potion_once_a_fight_when_low(self): world, p = self.fighter("miner", 10, weapon="copper_warhammer") p["bank"] = {"health_potion_1": 5, "health_potion_2": 5} self.assertEqual(game.health_potion(p), "health_potion_2") game.start_action(world, p, "fight_scouts", T0) summary = game.process_player(world, p, T0 + 3600, random.Random(1)) drunk = summary["used"].get("health_potion_2", 0) self.assertGreater(drunk, 0) self.assertLessEqual(drunk, summary["done"]) self.assertEqual(p["bank"].get("health_potion_2", 0), 5 - drunk) fight = game.simulate_fight(world, p, game.ACTION_BY_ID["fight_scouts"], random.Random(3)) self.assertLessEqual(sum(1 for e in fight["events"] if e[3] == "heal" and e[6] == "potion"), 1) def test_health_potions_are_brewed(self): brew = game.ACTION_BY_ID["brew_health_potion_3"] self.assertEqual((brew["skill"], brew["level"]), ("herblore", 30)) self.assertEqual(brew["outputs"], {"health_potion_3": 1}) self.assertIn("tarromin", brew["inputs"]) self.assertIn("cooked_salmon", brew["inputs"]) self.assertEqual(game.ITEMS["health_potion_3"]["drink"], game.HEALTH_HEAL[2]) self.assertNotIn("health_potion_3", game.edible({"bank": {"health_potion_3": 1}, "food": None})) def test_volley_needs_no_arrows(self): world, p = self.fighter("ranger", 45, weapon="maple_bow") p["bank"] = {} fight = game.simulate_fight(world, p, game.ACTION_BY_ID["fight_goblins"], random.Random(2)) self.assertTrue(any(e[1] == p["id"] and e[6] == "volley" for e in fight["events"])) def test_a_party_rests_as_long_as_its_slowest(self): world = world_with(("wil", "builder"), ("kay", "builder")) wil, kay = world["players"]["wil"], world["players"]["kay"] for p in (wil, kay): p["xp"]["combat"] = game.XP_TABLE[20] wil["hp"], kay["hp"] = game.max_hp(wil), 10 fight = game.draw_fight(world, [wil, kay], game.ACTION_BY_ID["fight_scouts"], random.Random(1)) self.assertAlmostEqual(fight["rest"], game.rest_plan(world, kay)[0]) def test_fights_in_progress_are_drawn_again_after_the_update(self): world = world_with(("wil", "builder")) wil = world["players"]["wil"] game.start_action(world, wil, "fight_wolves", T0) wil["action"]["fight"] = {"old": True} world["parties"]["1"] = {"id": "1", "action": "fight_wolves", "members": [], "start": T0, "fight": {"old": True}} world["version"] = 25 game.migrate(world, T0) self.assertNotIn("fight", wil["action"]) self.assertIsNone(world["parties"]["1"]["fight"]) class ActivePlayTest(unittest.TestCase): def setUp(self): self.world = world_with(("ash", "miner")) self.p = self.world["players"]["ash"] self.p["xp"]["combat"] = game.XP_TABLE[30] self.p["equip"].update(weapon="steel_warhammer", helmet="steel_helmet", body="steel_body", legs="steel_legs") self.p["hp"] = game.max_hp(self.p) self.p["last_active"] = T0 game.start_action(self.world, self.p, "fight_stone_guardians", T0) game.process_player(self.world, self.p, T0, random.Random(3)) # two stone guardians self.fight = self.p["action"]["fight"] def at(self, t): """The real moment `t` seconds into the fight.""" return T0 + (self.fight["rest"] + t) / self.fight["pace"] def mine(self, label, kinds=("cast", "use", "hit", "crit")): return [e for e in self.fight["events"] if e[1] == "ash" and e[6] == label and e[3] in kinds] def test_switching_and_pressing(self): self.assertEqual(game.press(self.world, self.p, "crushing_blow", self.at(5)), "That one's on auto") self.assertIsNone(game.set_manual(self.world, self.p, "crushing_blow", True, T0)) # yours from the start self.assertEqual(self.p["manual"], ["crushing_blow"]) watch = (self.fight["rest"] + game.member_of(self.fight, "ash")["watch"]) / self.fight["pace"] self.assertTrue(all(e[0] >= watch for e in self.mine("crushing_blow", ("cast",)))) # back on auto once you look away before = [e for e in self.fight["events"] if e[0] < self.at(5) - T0] self.assertIsNone(game.press(self.world, self.p, "crushing_blow", self.at(5))) self.assertEqual([e for e in self.fight["events"] if e[0] < self.at(5) - T0], before) # the past stands casts = [e[0] for e in self.mine("crushing_blow", ("cast",)) if e[0] >= self.at(5) - T0] self.assertTrue(casts) self.assertLessEqual(casts[0], self.at(5 + combat_queue()) - T0) # as soon as it's ready def test_while_watching_auto_leaves_your_abilities_alone(self): game.set_manual(self.world, self.p, "crushing_blow", True, self.at(1)) watch = game.member_of(self.fight, "ash")["watch"] uses = [e[0] for e in self.mine("crushing_blow", ("cast",))] self.assertTrue(all(u >= (self.fight["rest"] + watch) / self.fight["pace"] for u in uses if u > self.at(1) - T0)) # Look again and again: still nothing on auto until you look away. for t in (5, 10, 15): game.watch_fight(self.world, self.p, self.at(t)) self.assertGreater(game.member_of(self.fight, "ash")["watch"], 25) def test_tapping_an_enemy_turns_you_on_it(self): self.assertIsNone(game.set_fight_target(self.world, self.p, "e1", self.at(2))) swings = [e for e in self.fight["events"] if e[1] == "ash" and e[3] in ("hit", "crit", "miss") and e[6] in game.DAMAGE_TYPES and e[0] > self.at(2.5) - T0] dead = {e[2]: e[0] for e in self.fight["events"] if e[3] == "die"} self.assertTrue(all(e[2] == "e1" for e in swings if e[0] < dead.get("e1", 1e9))) def test_a_press_lands_on_the_enemy_it_names(self): game.set_manual(self.world, self.p, "concuss", True, T0) self.p["xp"]["combat"] = game.XP_TABLE[30] self.assertIsNone(game.press(self.world, self.p, "concuss", self.at(3), "e1")) # not the one you're hitting used = [e for e in self.fight["events"] if e[1] == "ash" and e[6] == "concuss" and e[0] >= self.at(3) - T0] self.assertEqual(used[0][2], "e1") def test_no_presses_while_resting_or_out_of_a_fight(self): game.set_manual(self.world, self.p, "crushing_blow", True, T0) self.assertEqual(game.press(self.world, self.p, "crushing_blow", T0), "Still resting") later = T0 + self.fight["duration"] + 100 self.p["action"] = None self.assertEqual(game.press(self.world, self.p, "crushing_blow", later), "You're not fighting") def test_a_forecast_loss_can_still_be_turned(self): world = world_with(("ash", "miner")) p = world["players"]["ash"] p["xp"]["combat"] = game.XP_TABLE[20] p["equip"].update(weapon="steel_warhammer") p["hp"], p["last_active"] = game.max_hp(p), T0 game.start_action(world, p, "fight_clay_golems", T0) game.process_player(world, p, T0, random.Random(2)) fight = p["action"]["fight"] at = lambda t: T0 + (fight["rest"] + t) / fight["pace"] game.set_manual(world, p, "find_the_seam", True, T0) mine = game.member_of(fight, "ash") self.assertEqual(mine["result"], "down") # on auto from here, ash goes down... self.assertIsNone(game.press(world, p, "find_the_seam", at(38))) # ...but hasn't yet self.assertEqual(game.member_of(fight, "ash")["result"], "won") game.member_of(fight, "ash")["out_at"] = 30 # down for real (a party fights on) self.assertEqual(game.press(world, p, "find_the_seam", at(31)), "You're out of this fight") def test_old_worlds_get_manual(self): del self.p["manual"] self.world["version"] = 27 game.migrate(self.world, T0) self.assertEqual(self.p["manual"], []) def combat_queue(): return game.combat.QUEUE + game.combat.GCD class DungeonTest(unittest.TestCase): def setUp(self): self.world = world_with(("wil", "builder"), ("kay", "homesteader"), ("ann", "miner")) gear = {"builder": dict(weapon="rune_sword", shield="rune_shield", helmet="rune_helmet", body="rune_body", legs="rune_legs"), "homesteader": dict(weapon="magic_staff", helmet="rune_helmet", body="rune_body", legs="rune_legs"), "miner": dict(weapon="rune_warhammer", helmet="rune_helmet", body="rune_body", legs="rune_legs")} for p in self.world["players"].values(): p["xp"]["combat"] = game.XP_TABLE[60] # well past it: these are about the run, not the fights p["equip"].update(gear[p["cls"]]) p["hp"] = game.max_hp(p) p["last_active"] = T0 self.wil, self.kay, self.ann = (self.world["players"][uid] for uid in ("wil", "kay", "ann")) def online(self, now, players=None): for p in players or self.world["players"].values(): p["last_active"] = now game.catch_up(self.world, now, random.Random(1)) def party(self): return game.party_of(self.world, self.wil) def test_a_run_goes_pull_by_pull_and_pays_on_the_way_out(self): self.assertIsNone(game.start_action(self.world, self.wil, "dungeon_watchtower", T0)) self.online(T0 + 600) self.assertNotIn("fight", self.wil["action"]) # alone, it waits self.assertIsNone(game.join_fight(self.world, self.kay, "wil", T0 + 600)) self.assertIsNone(game.start_run(self.world, self.wil, T0 + 600)) names = [] now = T0 + 600 while "run" in self.party(): fight = self.party()["fight"] or {} if fight.get("stage"): names.append(fight["enemy"]) now += 2 self.online(now) self.assertLess(now, T0 + 6 * 3600) pulls = game.ACTION_BY_ID["dungeon_watchtower"]["pulls"] self.assertEqual(list(dict.fromkeys(names)), pulls) for p in (self.wil, self.kay): self.assertEqual(p["away"]["run_over"], "Cleared Watchtower Depths") self.assertGreaterEqual(p["gold"], game.DUNGEONS["dungeon_watchtower"]["bonus_gold"]) self.assertIn("cleared Watchtower Depths", self.world["ledger"][-1]["text"]) # Back in the lobby together: waiting on the leader, open to join, ready to go again. self.online(now + 600) self.assertIs(game.party_of(self.world, self.kay), self.party()) self.assertIsNone(self.party()["fight"]) self.assertFalse(game.run_of(self.world, self.wil)["started"]) self.assertTrue(game.joinable(self.world, self.wil)) self.assertIsNone(game.start_run(self.world, self.wil, now + 600)) def test_a_group_waits_for_its_leader_and_holds_four(self): game.start_action(self.world, self.wil, "dungeon_watchtower", T0) self.assertIsNone(game.join_fight(self.world, self.kay, "wil", T0)) self.online(T0 + 600) self.assertIsNone(self.party()["fight"]) # two in: still waiting for more self.assertFalse(game.run_of(self.world, self.kay)["started"]) self.assertIsNone(game.join_fight(self.world, self.ann, "wil", T0 + 600)) extra = game.new_player("bo", "Bo", "ranger", T0) extra["xp"]["combat"] = game.XP_TABLE[60] self.world["players"]["bo"] = extra self.assertIsNone(game.join_fight(self.world, extra, "wil", T0 + 600)) self.assertEqual(len(self.party()["members"]), 4) self.assertFalse(game.joinable(self.world, self.wil)) self.assertEqual(game.start_run(self.world, self.kay, T0 + 601), "Only the leader starts") self.assertIsNone(game.start_run(self.world, self.wil, T0 + 601)) self.online(T0 + 602) self.assertEqual(len(self.party()["fight"]["members"]), 4) game.leave_party(self.world, extra, self.party()["id"], T0 + 603) extra["action"] = None self.assertFalse(game.joinable(self.world, self.wil)) self.assertEqual(game.join_fight(self.world, extra, "wil", T0 + 604), "The run has started") def test_no_run_alone(self): game.start_action(self.world, self.wil, "dungeon_watchtower", T0) self.assertEqual(game.start_run(self.world, self.wil, T0), "Not in a dungeon") def test_a_run_goes_on_while_someone_watches(self): game.start_action(self.world, self.wil, "dungeon_watchtower", T0) game.join_fight(self.world, self.kay, "wil", T0) game.start_run(self.world, self.wil, T0) now = T0 while self.party()["run"]["pull"] < 2: # kay went to make tea: on auto, wil plays on now += 2 self.online(now, [self.wil]) self.assertLess(now, T0 + 3600) self.assertEqual(game.run_of(self.world, self.wil)["away"], []) self.assertIn("kay", [m["id"] for m in self.party()["fight"]["members"]]) def test_a_run_waits_when_no_one_watches(self): game.start_action(self.world, self.wil, "dungeon_watchtower", T0) game.join_fight(self.world, self.kay, "wil", T0) game.start_run(self.world, self.wil, T0) game.catch_up(self.world, T0 + 1200, random.Random(1)) # both went to make tea self.assertIsNone(self.party()["fight"]) self.assertEqual(game.run_of(self.world, self.wil)["away"], ["Wil", "Kay"]) self.online(T0 + 1210, [self.kay]) self.assertIsNotNone(self.party()["fight"]) def test_three_wipes_on_a_pull_end_the_run(self): game.start_action(self.world, self.wil, "dungeon_watchtower", T0) game.join_fight(self.world, self.kay, "wil", T0) for p in (self.wil, self.kay): p["equip"] = {slot: None for slot in p["equip"]} p["xp"]["combat"] = game.XP_TABLE[20] self.party()["run"] = {"pull": 7, "wipes": 0} # the ogre, naked now = T0 while "run" in self.party(): now += 30 self.online(now) self.assertLess(now, T0 + 3 * 3600) self.assertEqual(self.wil["away"]["run_over"], "Wiped 3 times at Watchtower ogre") self.assertEqual(self.party()["members"], ["wil", "kay"]) def test_the_leader_can_pull_early(self): game.start_action(self.world, self.wil, "dungeon_watchtower", T0) game.join_fight(self.world, self.kay, "wil", T0) game.start_run(self.world, self.wil, T0) self.kay["hp"] = 1 self.online(T0 + 0.5) fight = self.party()["fight"] self.assertGreater(fight["rest"], 10) self.assertEqual(game.pull_now(self.world, self.kay, T0 + 3), "Only the leader pulls") self.assertIsNone(game.pull_now(self.world, self.wil, T0 + 3)) self.assertLessEqual(fight["rest"], 3) self.assertLess(game.member_of(fight, "kay")["hp_in"], game.max_hp(self.kay) / 2) def test_a_pull_early_heals_each_at_their_own_pace(self): game.start_action(self.world, self.wil, "dungeon_watchtower", T0) game.join_fight(self.world, self.kay, "wil", T0) game.start_run(self.world, self.wil, T0) self.wil["hp"], self.kay["hp"] = game.max_hp(self.wil) - 5, 1 self.online(T0 + 0.5) fight = self.party()["fight"] wil = game.member_of(fight, "wil") self.assertLess(wil["rest"], fight["rest"]) # done resting first, waiting on Kay self.assertIsNone(game.pull_now(self.world, self.wil, T0 + wil["rest"] / fight["pace"] + 1)) self.assertEqual(wil["hp_in"], game.max_hp(self.wil)) self.assertLess(game.member_of(fight, "kay")["hp_in"], game.max_hp(self.kay)) def test_adds_join_halfway_and_never_count_if_they_dont(self): foes = game.DUNGEONS["dungeon_watchtower"]["pulls"][7][1] self.assertTrue(foes[1]["dormant"] and foes[2]["dormant"]) players = [self.wil, self.kay] fight = game.draw_pull(self.world, players, game.ACTION_BY_ID["dungeon_watchtower"], {"pull": 7, "wipes": 0}, random.Random(2), T0) joined = [e for e in fight["events"] if e[3] == "join"] yell = next(e for e in fight["events"] if e[3] == "yell") self.assertEqual(yell[6], "Crush them!") self.assertEqual({e[1] for e in joined}, {"e1", "e2"}) self.assertGreaterEqual(joined[0][0], yell[0]) class LootTest(unittest.TestCase): def smith(self, level=30): world = world_with(("sam", "miner")) p = world["players"]["sam"] p["xp"]["smithing"] = game.XP_TABLE[level] return world, p def test_every_dungeon_has_relic_patterns_and_a_unique(self): for key in game.DUNGEONS: loot = game.ACTION_BY_ID[key]["loot"] self.assertEqual(len(loot["patterns"]), 7) self.assertTrue(game.ITEMS[loot["unique"]]["mods"]) for pattern in loot["patterns"]: made = game.ITEMS[game.ITEMS[pattern]["pattern"]] self.assertEqual(made["req"], ["combat", game.DUNGEONS[key]["level"]]) base = game.ITEMS[made["base"]] for stat in ("power", "armour"): if base.get(stat): self.assertGreater(made[stat], base[stat]) def test_bosses_drop_relics_and_patterns(self): ogre = game.DUNGEONS["dungeon_watchtower"]["pulls"][7][1] fight = {"pack": [dict(ogre[0])], "kills": ["e0"]} found = {} for seed in range(200): for item, qty in game.pack_loot(game.ACTION_BY_ID["dungeon_watchtower"], fight, random.Random(seed))[1].items(): found[item] = found.get(item, 0) + qty self.assertEqual(found["watchtower_relic"], 400) # two, every time patterns = sum(qty for item, qty in found.items() if item.startswith("pattern_")) self.assertTrue(40 < patterns < 100) # about 35% self.assertGreater(found.get("ogres_knuckle", 0), 0) def test_learn_a_pattern_and_reforge(self): world, p = self.smith() reforge = game.ACTION_BY_ID["reforge_ogre_forged_warhammer"] p["bank"] = {"iron_warhammer": 1, "watchtower_relic": 3} self.assertEqual(game.can_start(world, p, reforge), "Learn its pattern first") self.assertEqual(game.learn_pattern(p, "pattern_ogre_forged_warhammer"), "You don't have it") p["bank"]["pattern_ogre_forged_warhammer"] = 1 p["xp"]["smithing"] = game.XP_TABLE[20] self.assertEqual(game.learn_pattern(p, "pattern_ogre_forged_warhammer"), "Needs smithing level 29") p["xp"]["smithing"] = game.XP_TABLE[30] self.assertIsNone(game.learn_pattern(p, "pattern_ogre_forged_warhammer")) self.assertNotIn("pattern_ogre_forged_warhammer", p["bank"]) self.assertEqual(game.learn_pattern(p, "pattern_ogre_forged_warhammer"), "You don't have it") world["city"]["buildings"]["smithy"]["level"] = 5 self.assertIsNone(game.start_action(world, p, "reforge_ogre_forged_warhammer", T0, once=True)) game.process_player(world, p, T0 + 3600, random.Random(1)) self.assertEqual(p["bank"].get("ogre_forged_warhammer"), 1) self.assertNotIn("watchtower_relic", p["bank"]) def ranger(self, *uniques): world = world_with(("ash", "ranger")) p = world["players"]["ash"] p["xp"]["combat"] = game.XP_TABLE[85] p["equip"].update(weapon="magic_bow", helmet="mammoth_leather_cap", body="mammoth_leather_body", legs="mammoth_leather_legs") for unique in uniques: p["equip"][game.ITEMS[unique]["slot"]] = unique p["hp"] = game.max_hp(p) p["bank"] = {"arrows": 1000} return world, p def test_a_unique_changes_an_ability(self): world, p = self.ranger() self.assertEqual(game.fighter(p, game.NO_BLESSING, {})["mods"], {}) plain = game.simulate_fight(world, p, game.ACTION_BY_ID["fight_scouts"], random.Random(4)) world, p = self.ranger("wyrmscale_quiver") mods = game.fighter(p, game.NO_BLESSING, {})["mods"] self.assertEqual(mods["volley"], {"c": 1.4}) quivered = game.simulate_fight(world, p, game.ACTION_BY_ID["fight_scouts"], random.Random(4)) aims = lambda f: [e[0] for e in f["events"] if e[1] == "ash" and e[6] == "aimed_shot" and e[3] in ("cast", "hit", "crit")] cast, landed = aims(quivered)[:2] self.assertAlmostEqual(landed - cast, 1.5, places=1) # 2s of aiming, a quarter shorter def test_a_pendant_mends_a_second_ally(self): world = world_with(("kay", "homesteader"), ("wil", "builder"), ("bo", "miner")) players = list(world["players"].values()) for p in players: p["xp"]["combat"] = game.XP_TABLE[40] p["hp"] = game.max_hp(p) kay = world["players"]["kay"] kay["equip"].update(weapon="willow_staff", amulet="barrow_kings_pendant") ogre = game.ACTION_BY_ID["fight_ruins"] heals = 0 for seed in range(5): fight = game.draw_fight(world, players, ogre, random.Random(seed)) mends = [e for e in fight["events"] if e[1] == "kay" and e[3] == "heal" and e[6] == "mend"] heals += sum(1 for a, b in zip(mends, mends[1:]) if a[0] == b[0] and a[2] != b[2]) self.assertGreater(heals, 0) # one cast, two people healed def test_old_worlds_get_patterns(self): world, p = self.smith() del p["patterns"] world["version"] = 29 game.migrate(world, T0) self.assertEqual(p["patterns"], []) def test_achievements_read_what_you_have(self): world, p = self.smith() card = lambda name: next(c for s in game.achievements(p) for c in s["cards"] if c["name"] == name) done = lambda name: [e["name"] for e in card(name)["entries"] if e["done"]] self.assertEqual(len(card("Watchtower Depths")["entries"]), 7) self.assertEqual(done("Watchtower Depths"), []) p["patterns"].append("pattern_ogre_forged_warhammer") self.assertEqual(done("Watchtower Depths"), ["Ogre-forged warhammer"]) # A unique stays found after it's gone. game.bank_add(world, p, "ogres_knuckle", 1, T0, game.empty_summary()) game.bank_take(p, "ogres_knuckle", 1) self.assertEqual(done("Uniques"), ["Ogre's knuckle"]) self.assertEqual(done("Masters"), []) p["xp"]["mining"] = game.XP_TABLE[50] self.assertEqual(done("Masters"), ["Master miner"]) def test_old_worlds_find_the_uniques_they_hold(self): world, p = self.smith() del p["found"] p["equip"]["ring"] = "ogres_knuckle" world["version"] = 30 game.migrate(world, T0) self.assertEqual(p["found"], ["ogres_knuckle"]) class NewSkillsTest(unittest.TestCase): def test_tools_speed_up_gathering(self): world = world_with(("pia", "commoner")) p = world["players"]["pia"] plain = game.action_time(world, p, game.ACTION_BY_ID["mine_stone"]) p["equip"]["tool_mining"] = "iron_pickaxe" self.assertAlmostEqual(game.action_time(world, p, game.ACTION_BY_ID["mine_stone"]), plain * 0.7) self.assertEqual(game.action_time(world, p, game.ACTION_BY_ID["cut_logs"]), plain) def test_fish_to_plate(self): world = world_with(("sam", "ranger")) p = world["players"]["sam"] game.start_action(world, p, "fish_shrimp", T0) game.process_player(world, p, T0 + 200, random.Random(1)) self.assertEqual(p["bank"]["raw_shrimp"], 10) # 20s with the scout bonus p["bank"]["logs"] = 10 game.start_action(world, p, "cook_shrimp", T0 + 200) summary = game.process_player(world, p, T0 + 1000, random.Random(1)) self.assertEqual(p["bank"]["cooked_shrimp"], 10 + summary["lucky"]) # rangers cook their catch, sometimes double self.assertIn("cooked_shrimp", game.FOOD_ORDER) def test_hides_to_armour(self): world = world_with(("kay", "miner")) p = world["players"]["kay"] p["bank"] = {"hide": 4} game.start_action(world, p, "tan_leather", T0) game.process_player(world, p, T0 + 1000, random.Random(1)) self.assertGreaterEqual(p["bank"]["leather"], 4) p["xp"]["leatherworking"] = game.XP_TABLE[12] self.assertIsNone(game.start_action(world, p, "lw_body", T0 + 1000)) def test_v2_worlds_gain_hp_and_slots(self): world = world_with(("fred", "miner")) p = world["players"]["fred"] world["version"] = 2 for key in ("hp", "hp_at", "food"): del p[key] p["equip"] = {"weapon": "copper_sword", "shield": None} del p["xp"]["fishing"], p["xp"]["leatherworking"] game.migrate(world) self.assertEqual(world["version"], game.WORLD_VERSION) self.assertEqual(p["hp"], game.max_hp(p)) self.assertEqual(p["equip"]["weapon"], "copper_sword") self.assertIsNone(p["equip"]["tool_fishing"]) self.assertEqual(p["xp"]["fishing"], 0) class FavourTest(unittest.TestCase): def setUp(self): self.world = world_with(("fred", "miner")) self.p = self.world["players"]["fred"] self.p["favour"] = 5000 def test_master_builder_doubles_labour_and_xp_for_a_while(self): world, p = self.world, self.p self.assertEqual(game.spend_favour(world, p, "builders", T0), "Nothing is being built") world["city"]["construction"] = {"building": "walls", "repair": False, "start": T0, "labour": 0.0, "needed": 360} self.assertEqual(game.favours(world, T0)["builders"]["cost"], 150) self.assertIsNone(game.spend_favour(world, p, "builders", T0)) self.assertEqual(game.favours(world, T0)["builders"]["cost"], 225) self.assertEqual(world["city"]["construction"]["labour"], 0) # nothing is built for you game.start_action(world, p, "labour", T0) summary = game.process_player(world, p, T0 + 30 * 60, random.Random(1)) # 30s an action self.assertEqual(summary["done"], 60) self.assertEqual(summary["labour"], 60 + 50) # the first 50 labour counted double self.assertEqual(world["city"]["site_boost"], 0) self.assertEqual(summary["xp"]["construction"], 10 * 60 + 10 * 50) def test_master_builder_price_resets_on_a_new_site(self): world, p = self.world, self.p city = world["city"] city["construction"] = {"building": "walls", "repair": False, "start": T0, "labour": 359.0, "needed": 360} game.spend_favour(world, p, "builders", T0) city["buildings"]["houses"]["fund"] = {k: v for k, v in game.build_cost("houses", 1).items()} city["queue"] = ["houses"] city["construction"]["labour"] = 360 game.tick(world, T0 + 1, random.Random(1)) self.assertEqual(city["construction"]["building"], "houses") self.assertEqual(game.favours(world, T0)["builders"]["cost"], 150) self.assertEqual(city["site_boost"], 50) # unused boost carries over def test_informant_doubles_a_scouts_recon_for_a_while(self): world, p = self.world, self.p self.assertEqual(game.spend_favour(world, p, "informant", T0), "No news to dig into") world["next_event_at"] = T0 game.tick(world, T0, random.Random(2)) event = game.upcoming_raid(world) world["players"]["sam"] = scout = game.new_player("sam", "Sam", "commoner", T0) self.assertIsNone(game.spend_favour(world, p, "informant", T0)) self.assertEqual(event["recon"], 0) # leads, not intel self.assertEqual(game.favours(world, T0)["informant"]["cost"], 375) game.start_action(world, scout, "recon_roads", T0) game.process_player(world, scout, T0 + 60 * 10 + 1, random.Random(1)) # ten scouting runs self.assertEqual(event["recon"], 20) self.assertEqual(scout["xp"]["reconnaissance"], 240) self.assertEqual(world["city"]["recon_boost"], 20) event["recon"] = game.intel_costs(event)[-1] self.assertEqual(game.spend_favour(world, p, "informant", T0), "Nothing more to learn") def test_drilling_takes_as_long_as_the_scouting(self): world, p = self.world, self.p self.assertEqual(game.start_action(world, p, "drill_militia", T0), "No raid to prepare for") world["next_event_at"] = T0 game.tick(world, T0, random.Random(2)) raid = game.upcoming_raid(world) world["city"]["population"] = 20.0 needed = game.drill_needed(raid) self.assertEqual(needed, game.intel_costs(raid)[-1]) before = game.defence(world)["total"] self.assertIsNone(game.start_action(world, p, "drill_militia", T0)) game.process_player(world, p, T0 + 60 * 10 + 1, random.Random(1)) self.assertEqual(raid["drilled"], 10) self.assertAlmostEqual(game.defence(world)["parts"]["drilled"], round(20 * 10 / needed, 1)) self.assertAlmostEqual(game.defence(world)["total"], before + 20 * 10 / needed, places=0) self.assertEqual(p["xp"]["combat"], 120) self.assertEqual(p["hp"], 44) # drilling is not a fight game.process_player(world, p, T0 + 60 * (needed + 5), random.Random(1)) self.assertEqual(game.defence(world)["parts"]["drilled"], 20.0) self.assertIsNone(p["action"]) # stops once the militia is fully drilled game.tick(world, raid["fire_at"], random.Random(1)) self.assertEqual(game.defence(world)["parts"]["drilled"], 0) def test_seasoned_fighters_drill_a_little_faster(self): self.assertEqual(game.drill_per_action(self.p), 1.0) self.p["xp"]["combat"] = game.XP_TABLE[40] self.assertEqual(game.drill_per_action(self.p), 1.5) def test_drill_sergeant_doubles_drilling_for_a_while(self): world, p = self.world, self.p self.assertEqual(game.spend_favour(world, p, "sergeant", T0), "No raid to prepare for") world["next_event_at"] = T0 game.tick(world, T0, random.Random(2)) self.assertIsNone(game.spend_favour(world, p, "sergeant", T0)) self.assertEqual(game.defence(world)["parts"]["drilled"], 0) # a sergeant drills nobody by himself self.assertEqual(game.favours(world, T0)["sergeant"]["cost"], 225) game.start_action(world, p, "drill_militia", T0) game.process_player(world, p, T0 + 60 * 4 + 1, random.Random(1)) self.assertEqual(game.upcoming_raid(world)["drilled"], 8) self.assertEqual(p["xp"]["combat"], 96) self.assertEqual(world["city"]["drill_boost"], 26) self.assertEqual(p["favour"], 5000 - 150) def test_not_enough_favour(self): self.p["favour"] = 10 self.world["city"]["construction"] = {"building": "walls", "repair": False, "start": T0, "labour": 0.0, "needed": 360} self.assertEqual(game.spend_favour(self.world, self.p, "builders", T0), "Needs 150 favour") class TierTest(unittest.TestCase): def test_steel_needs_coal_and_the_smithy(self): world = world_with(("kay", "miner")) p = world["players"]["kay"] p["xp"]["smithing"] = game.XP_TABLE[30] p["bank"] = {"iron_ore": 5, "coal": 10, "willow_logs": 5} self.assertEqual(game.start_action(world, p, "smith_steel_bar", T0), "Needs Smithy level 2") world["city"]["buildings"]["smithy"]["level"] = 2 self.assertIsNone(game.start_action(world, p, "smith_steel_bar", T0)) game.process_player(world, p, T0 + 1000, random.Random(1)) self.assertGreaterEqual(p["bank"]["steel_bar"], 5) self.assertNotIn("iron_ore", p["bank"]) def test_every_tier_has_full_kit(self): for key, *_ in game.METALS: for piece in ("sword", "warhammer", "helmet", "legs", "body", "pickaxe", "axe", "hoe", "fishing_rod", "hunting_knife"): self.assertIn(f"{key}_{piece}", game.ITEMS) self.assertIn(f"smith_{key}_{piece}", game.ACTION_BY_ID) self.assertIn(f"make_{key}_shield", game.ACTION_BY_ID) # builders make shields for *_, prefix, _label in game.LEATHERS: for piece in ("cap", "legs", "body"): self.assertIn(f"{prefix}_{piece}", game.ITEMS) for *_, prefix, _label in game.CLOTHS: for piece in ("hood", "legs", "body"): self.assertIn(f"{prefix}_{piece}", game.ITEMS) self.assertIn(f"sew_{prefix}_{piece}", game.ACTION_BY_ID) self.assertEqual(game.ITEMS["rune_body"]["plural"], "Rune cuirasses") def test_gear_needs_levels_to_wear(self): world = world_with(("wil", "commoner")) p = world["players"]["wil"] self.assertEqual(game.equip_problem(p, "rune_sword"), "Needs combat level 75") self.assertEqual(game.equip_problem(p, "steel_pickaxe"), "Needs mining level 30") self.assertIsNone(game.equip_problem(p, "copper_sword")) p["xp"]["combat"] = game.XP_TABLE[75] self.assertIsNone(game.equip_problem(p, "rune_sword")) def test_militia_takes_the_best_weapons_first(self): world = world_with() world["city"]["stockpile"] = {"copper_sword": 50, "rune_sword": 2, "iron_shield": 3} world["city"]["wages"] = 10_000 parts = game.defence(world)["parts"] armed = int(world["city"]["population"] // 2) # 10 self.assertEqual(parts["weapons"], round(0.35 * (2 * 35 + (armed - 2) * 4), 1)) self.assertEqual(parts["shields"], 0.5 * 3 * 4) def test_guards_wear_the_best_jerkins(self): world = world_with() world["city"]["stockpile"] = {"leather_guard_jerkin": 50, "elk_leather_guard_jerkin": 3} world["city"]["wages"] = 10_000 parts = game.defence(world)["parts"] armed = int(world["city"]["population"] // 2) # 10 self.assertEqual(parts["jerkins"], round(game.JERKIN_DEFENCE * (3 * 10 + (armed - 3) * 2), 1)) self.assertEqual(game.city_uses("elk_leather_guard_jerkin"), ["the armoury"]) self.assertNotIn("slot", game.ITEMS["elk_leather_guard_jerkin"]) # city kit, not player gear recipe = game.ACTION_BY_ID["lw_elk_leather_guard_jerkin"] self.assertEqual(recipe["inputs"], {"elk_leather": 12}) def test_guard_kit_shares_slots_below_trophy_gear(self): world = world_with() world["city"]["stockpile"] = {"rune_sword": 2, "mithril_halberd": 50, "maple_pavise": 4, "moonweave_gambeson": 5, "tarromin_salve": 50} world["city"]["wages"] = 10_000 parts = game.defence(world)["parts"] armed = int(world["city"]["population"] // 2) # 10 self.assertEqual(parts["weapons"], round(0.35 * (2 * 35 + (armed - 2) * 15), 1)) self.assertEqual(parts["shields"], 0.5 * 4 * 7) self.assertEqual(parts["jerkins"], round(game.JERKIN_DEFENCE * 5 * 8, 1)) self.assertEqual(parts["salves"], round(game.SALVE_DEFENCE * armed * 3, 1)) self.assertLess(game.ITEMS["mithril_halberd"]["power"], game.ITEMS["mithril_sword"]["power"]) for item in ("mithril_halberd", "maple_pavise", "moonweave_gambeson", "tarromin_salve"): self.assertNotIn("slot", game.ITEMS[item]) # city kit, not player gear self.assertEqual(game.ACTION_BY_ID["smith_mithril_halberd"]["inputs"], {"mithril_bar": 6}) self.assertEqual(game.ACTION_BY_ID["make_maple_pavise"]["inputs"], {"maple_plank": 9}) self.assertEqual(game.ACTION_BY_ID["brew_tarromin_salve"]["inputs"], {"tarromin": 6}) def test_salves_are_capped(self): world = world_with() world["city"]["stockpile"] = {"snapdragon_salve": 500} world["city"]["buildings"]["barracks"]["level"] = 5 world["city"]["population"] = 400.0 world["city"]["wages"] = 1_000_000 self.assertEqual(game.defence(world)["parts"]["salves"], game.SALVE_CAP) def test_readiness_counts_guard_kit(self): world = world_with() world["city"]["stockpile"] = {"steel_halberd": 3, "oak_pavise": 2, "linen_gambeson": 4, "guam_leaf_salve": 1} world["city"]["buildings"]["smithy"]["level"] = 1 have = {r["label"]: r["have"] for r in game.raid_readiness(world, {"strength": 200})} self.assertEqual(have["Weapons (any)"], 3) self.assertEqual(have["Shields (any)"], 2) self.assertEqual(have["Body armour (any)"], 4) self.assertEqual(have["Salves (any)"], 1) def test_higher_building_levels_need_higher_tiers(self): self.assertNotIn("steel_bar", game.build_cost("walls", 2)) self.assertEqual(game.build_cost("walls", 3)["steel_bar"], 60) self.assertEqual(game.build_cost("walls", 5)["mithril_brackets"], 60) self.assertEqual(game.build_cost("walls", 5)["steel_bar"], 180) def test_dragons_drop_their_areas_reagents(self): world = world_with(("wil", "commoner"), ("kay", "commoner")) for p in world["players"].values(): p["xp"]["combat"] = game.XP_TABLE[80] p["equip"].update(weapon="rune_sword", shield="rune_shield", helmet="rune_helmet", body="rune_body", legs="rune_legs") p["hp"] = game.max_hp(p) p["bank"] = {"cooked_swordfish": 200} p["last_active"] = T0 + 3600 * 2 p = world["players"]["wil"] game.start_action(world, p, "fight_green_dragon", T0) # a group fight game.join_fight(world, world["players"]["kay"], "wil", T0) game.catch_up(world, T0 + 3600 * 2, random.Random(3)) self.assertGreater(sum(p["bank"].get(game.reagent(weight, 3), 0) for weight in game.WEIGHTS), 30) class PrayerTest(unittest.TestCase): def priest(self, level=1, combat=10): world = world_with(("pat", "commoner")) p = world["players"]["pat"] p["xp"]["prayer"] = game.XP_TABLE[level] p["xp"]["combat"] = game.XP_TABLE[combat] p["hp"] = game.max_hp(p) return world, p def test_burying_bones_gives_points_and_xp(self): world, p = self.priest() p["bank"] = {"bones": 5} game.start_action(world, p, "bury_bones", T0) game.process_player(world, p, T0 + 100, random.Random(1)) self.assertEqual(p["pp"], 10) self.assertEqual(p["xp"]["prayer"], game.XP_TABLE[1] + 20) world["city"]["buildings"]["temple"]["level"] = 2 self.assertEqual(game.bone_points(world, game.ACTION_BY_ID["bury_bones"]), 3) def test_fight_bones_bury_on_the_spot(self): world, p = self.priest(level=10) world["city"]["buildings"]["temple"]["level"] = 2 p["potions"]["prayer"] = {"item": "prayer_potion_2", "charges": 50} summary = game.empty_summary() kept = game.bury_on_the_spot(world, p, {"bones": 2, "big_bones": 1, "hide": 1}, T0, summary) self.assertEqual(kept, {"big_bones": 1, "hide": 1}) # big bones need prayer 15 self.assertEqual(p["pp"], 2 * 3 * 1.5) self.assertEqual(p["potions"]["prayer"]["charges"], 48) self.assertEqual(summary["xp"]["prayer"], 2 * game.ACTION_BY_ID["bury_bones"]["xp"] * game.SPOT_BURY_XP) p["bury"] = False self.assertEqual(game.bury_on_the_spot(world, p, {"bones": 2}, T0, summary), {"bones": 2}) def test_won_fights_bury_their_bones(self): world, p = self.priest(level=10) p["bank"] = {"bread": 200} game.start_action(world, p, "fight_wolves", T0) summary = game.process_player(world, p, T0 + 3600, random.Random(1)) self.assertGreater(summary["wins"], 0) self.assertNotIn("bones", p["bank"]) self.assertGreaterEqual(summary["pp_gained"], 2 * summary["wins"]) def test_choosing_prayers(self): world, p = self.priest(level=10) self.assertEqual(game.set_prayers(p, ["steel_skin"]), "Steel Skin needs prayer level 20") self.assertEqual(game.set_prayers(p, ["thick_skin", "burst_of_strength", "rapid_heal"]), "At most 2 prayers at once") self.assertIsNone(game.set_prayers(p, ["thick_skin", "burst_of_strength"])) def test_prayers_cost_points_cut_damage_and_train_prayer(self): world, p = self.priest(level=10) scouts = game.ACTION_BY_ID["fight_scouts"] plain = game.fight_odds(p, scouts)["damage"] game.set_prayers(p, ["thick_skin", "burst_of_strength"]) p["pp"], p["bury"] = 8, False blessed = game.blessing(p) self.assertEqual(blessed["cost"], 4) self.assertLess(game.fight_odds(p, scouts)["damage"], plain * 0.9) p["bank"] = {"bread": 200} game.start_action(world, p, "fight_scouts", T0) summary = game.process_player(world, p, T0 + 600, random.Random(1)) self.assertEqual(p["pp"], 0) self.assertEqual(summary["pp_spent"], 8) self.assertTrue(summary["prayer_out"]) self.assertEqual(p["xp"]["prayer"], game.XP_TABLE[10] + 8 * game.PRAYER_XP_PER_POINT) def test_second_wind_saves_one_knockout(self): world, p = self.priest(level=40, combat=10) game.set_prayers(p, ["second_wind"]) p["pp"] = 1000 game.start_action(world, p, "fight_scouts", T0) summary = game.process_player(world, p, T0 + 6 * 3600, random.Random(1)) self.assertEqual(summary["second_wind"], 1) self.assertEqual(summary["stopped"], "Knocked out 3 times in a row") def test_rapid_heal_mends_during_fights(self): world, p = self.priest(level=10, combat=10) scouts = game.ACTION_BY_ID["fight_scouts"] p["pp"] = 1000 p["equip"].update(weapon="copper_sword", helmet="copper_helmet", body="copper_body", legs="copper_legs") plain = game.simulate_fight(world, p, scouts, random.Random(2)) game.set_prayers(p, ["rapid_heal"]) mended = game.simulate_fight(world, p, scouts, random.Random(2)) self.assertEqual([e[:4] for e in plain["events"] if e[1] == p["id"]][:5], [e[:4] for e in mended["events"] if e[1] == p["id"]][:5]) # the same fight self.assertGreater(game.member_of(mended, p["id"])["hp"], game.member_of(plain, p["id"])["hp"]) self.assertLess(game.fight_odds(p, scouts)["damage"], game.fight_odds({**p, "prayers": []}, scouts)["damage"]) def test_offerings_ward_the_city_until_the_raid(self): world, p = self.priest(level=15) world["city"]["buildings"]["temple"]["level"] = 1 p["bank"] = {"big_bones": 10} game.start_action(world, p, "offer_big_bones", T0) game.process_player(world, p, T0 + 1000, random.Random(1)) self.assertEqual(world["city"]["devotion"], 10 * 6 * 1.25) self.assertEqual(game.defence(world)["parts"]["ward"], min(75 / 4, 15)) world["next_event_at"] = T0 game.tick(world, T0 + 1000, random.Random(2)) game.tick(world, game.upcoming_raid(world)["fire_at"], random.Random(1)) self.assertEqual(world["city"]["devotion"], 0) def test_offering_needs_a_temple(self): world, p = self.priest() p["bank"] = {"bones": 1} self.assertEqual(game.start_action(world, p, "offer_bones", T0), "Needs Temple level 1") def test_v4_worlds_get_prayer(self): world = world_with(("fred", "miner")) world["version"] = 4 p = world["players"]["fred"] del p["pp"], p["prayers"], p["xp"]["prayer"] del world["city"]["buildings"]["temple"] game.migrate(world, T0) self.assertEqual((p["pp"], p["prayers"], p["xp"]["prayer"]), (0, [], 0)) self.assertEqual(world["city"]["buildings"]["temple"]["level"], 0) class HerbloreTest(unittest.TestCase): def setUp(self): self.world = world_with(("hal", "commoner")) self.p = self.world["players"]["hal"] def test_herbs_to_potion(self): world, p = self.world, self.p game.start_action(world, p, "grow_guam_leaf", T0) game.process_player(world, p, T0 + 450, random.Random(1)) self.assertEqual(p["bank"]["guam_leaf"], 10) p["bank"]["logs"] = 6 # one a potion, one to burn under the still self.assertIsNone(game.start_action(world, p, "brew_woodcutting_potion_1", T0 + 450)) # tier I needs no Herblore game.process_player(world, p, T0 + 1000, random.Random(1)) self.assertEqual(p["bank"]["woodcutting_potion_1"], 3) self.assertEqual(game.start_action(world, p, "brew_woodcutting_potion_2", T0 + 1000), "Needs level 15") def test_potion_tiers_climb_the_ladders(self): mining = [potion for potion in game.POTIONS if potion[0].startswith("mining_potion")] self.assertEqual([(herb, second) for _id, _name, _level, herb, second, *_rest in mining[:2]], [("guam_leaf", "copper_ore"), ("marrentill", "iron_ore")]) self.assertEqual([p[2] for p in mining], game.TIER_LEVELS) self.assertEqual([p[6]["speed"] for p in mining], game.SPEEDS) self.assertEqual(game.ITEMS["mining_potion_6"]["name"], "Mining potion VI") self.assertFalse(any("heal" in p[6] or "double" in p[6] for p in game.POTIONS)) def test_drink_all_potions_stacks_charges(self): p = self.p p["bank"] = {"mining_potion_1": 3, "mining_potion_2": 1} game.use_potion(p, "mining_potion_2") self.assertIsNone(game.use_potion(p, "mining_potion_1", "all")) self.assertEqual(p["potions"]["mining"], {"item": "mining_potion_1", "charges": 3 * game.POTION_CHARGES}) self.assertNotIn("mining_potion_1", p["bank"]) self.assertEqual(game.use_potion(p, "mining_potion_1", "all"), "You don't have one") p["bank"]["mining_potion_1"] = 2 self.assertEqual(game.use_potion(p, "mining_potion_1", 0), "Bad amount") self.assertEqual(game.use_potion(p, "mining_potion_1", 3), "You don't have that many") def test_skill_potion_speeds_up_and_uses_charges(self): world, p = self.world, self.p plain = game.action_time(world, p, game.ACTION_BY_ID["cut_logs"]) p["bank"] = {"woodcutting_potion_3": 1} self.assertIsNone(game.use_potion(p, "woodcutting_potion_3")) self.assertEqual(p["potions"]["woodcutting"], {"item": "woodcutting_potion_3", "charges": game.POTION_CHARGES}) self.assertAlmostEqual(game.action_time(world, p, game.ACTION_BY_ID["cut_logs"]), plain * 0.8) self.assertEqual(game.action_time(world, p, game.ACTION_BY_ID["mine_stone"]), plain) game.start_action(world, p, "cut_logs", T0) summary = game.process_player(world, p, T0 + 16 * 60, random.Random(1)) self.assertEqual(summary["potion_out"], ["woodcutting_potion_3"]) self.assertNotIn("woodcutting", p["potions"]) def test_empty_potion_is_replaced_from_the_bank(self): world, p = self.world, self.p p["bank"] = {"hunting_potion_1": 2} game.use_potion(p, "hunting_potion_1") p["potions"]["hunting"]["charges"] = 1 game.start_action(world, p, "hunt_birds", T0) summary = game.process_player(world, p, T0 + 25, random.Random(1)) self.assertEqual(summary["potions_drunk"], {"hunting_potion_1": 1}) self.assertEqual(p["potions"]["hunting"]["charges"], game.POTION_CHARGES) self.assertNotIn("hunting_potion_1", p["bank"]) def test_keep_chance_saves_materials(self): world, p = self.world, self.p p["bank"] = {"copper_ore": 100, "logs": 100, "smithing_potion_2": 1} game.use_potion(p, "smithing_potion_2") p["potions"]["smithing"]["charges"] = 1000 game.start_action(world, p, "smith_copper_bar", T0) summary = game.process_player(world, p, T0 + 20 * 100, random.Random(2)) self.assertGreater(summary["kept"], 5) self.assertEqual(p["bank"]["copper_ore"], 100 - (100 - summary["kept"])) def test_combat_potions_add_power_and_cut_damage(self): world, p = self.world, self.p p["xp"]["combat"] = game.XP_TABLE[20] p["hp"] = game.max_hp(p) p["bank"] = {"defence_potion_6": 1, "bread": 500} game.use_potion(p, "defence_potion_6") game.start_action(world, p, "fight_scouts", T0) scouts = game.ACTION_BY_ID["fight_scouts"] per_second = lambda odds: odds["damage"] / odds["kill_time"] # less eating also shortens the fight brewed = per_second(game.fight_odds(p, scouts)) active = p["potions"].pop("combat") self.assertAlmostEqual(brewed, per_second(game.fight_odds(p, scouts)) * 0.70, delta=0.02) p["potions"]["combat"] = active summary = game.process_player(world, p, T0 + 75 * 10, random.Random(1)) self.assertEqual(p["potions"]["combat"]["charges"], game.POTION_CHARGES - summary["done"]) def test_old_potions_become_their_tiers(self): world, p = self.world, self.p world["version"] = 10 p["bank"] = {"lumberjacks_tonic": 4, "woodcutting_potion_3": 1, "regeneration_potion": 2} p["potions"] = {"mining": {"item": "prospectors_draught", "charges": 12}} p["action"] = {"id": "brew_anglers_brew", "start": T0, "resume": "brew_smiths_focus"} world["city"]["stockpile"]["super_strength"] = 1 game.migrate(world, T0) self.assertEqual(p["bank"], {"woodcutting_potion_3": 5, "defence_potion_3": 2}) self.assertEqual(p["potions"]["mining"], {"item": "mining_potion_2", "charges": 12}) self.assertEqual((p["action"]["id"], p["action"]["resume"]), ("brew_fishing_potion_3", "brew_smithing_potion_2")) self.assertEqual(world["city"]["stockpile"]["strength_potion_4"], 1) for action in (p["action"]["id"], p["action"]["resume"]): self.assertIn(action, game.ACTION_BY_ID) def test_v5_worlds_get_herblore(self): world = world_with(("fred", "miner")) world["version"] = 5 p = world["players"]["fred"] del p["potions"], p["xp"]["herblore"] game.migrate(world, T0) self.assertEqual((p["potions"], p["xp"]["herblore"]), ({}, 0)) class ConstructionTest(unittest.TestCase): def site(self): world = world_with(("bob", "miner"), ("ann", "commoner")) world["city"]["construction"] = {"building": "walls", "repair": False, "start": T0, "labour": 0.0, "needed": 360} world["next_event_at"] = None return world def test_players_build_with_their_hands(self): world = self.site() p = world["players"]["ann"] game.start_action(world, p, "labour", T0) summary = game.process_player(world, p, T0 + 30 * 100, random.Random(1)) self.assertEqual(summary["labour"], 100) self.assertEqual(world["city"]["construction"]["labour"], 100) self.assertGreater(p["xp"]["construction"], 0) def test_finishing_the_site_raises_the_building_and_stops_the_work(self): world = self.site() world["city"]["construction"]["labour"] = 355 p = world["players"]["ann"] game.start_action(world, p, "labour", T0) summary = game.process_player(world, p, T0 + 30 * 10, random.Random(1)) self.assertEqual(world["city"]["buildings"]["walls"]["level"], 1) self.assertIsNone(world["city"]["construction"]) self.assertEqual(summary["stopped"], "Nothing is being built") def test_townsfolk_trickle_and_levels_help(self): world = self.site() world["city"]["population"] = 25.0 # houses full, so the workforce stays put game.tick(world, T0 + 10 * game.HOUR, random.Random(1)) self.assertAlmostEqual(world["city"]["construction"]["labour"], 10 * 25 * game.TOWNSFOLK_LABOUR, delta=5) p = world["players"]["bob"] self.assertEqual(game.labour_per_action(p), 1) p["xp"]["construction"] = game.XP_TABLE[40] self.assertEqual(game.labour_per_action(p), 3) plain = game.action_time(world, p, game.ACTION_BY_ID["labour"]) p["equip"]["tool_construction"] = "iron_hammer" self.assertAlmostEqual(game.action_time(world, p, game.ACTION_BY_ID["labour"]), plain * 0.7) def test_no_site_no_work(self): world = world_with(("ann", "commoner")) self.assertEqual(game.start_action(world, world["players"]["ann"], "labour", T0), "Nothing is being built") def test_planks_and_hammers_exist_for_every_tier(self): for plank, _name in game.PLANKS: self.assertIn(f"saw_{plank}", game.ACTION_BY_ID) for key, *_ in game.METALS: self.assertIn(f"smith_{key}_hammer", game.ACTION_BY_ID) self.assertIn("oak_plank", game.build_cost("houses", 3)) def test_v6_timer_becomes_labour(self): world = world_with(("fred", "miner")) world["version"] = 6 p = world["players"]["fred"] del p["xp"]["construction"], p["equip"]["tool_construction"] world["city"]["construction"] = {"building": "houses", "repair": False, "start": T0, "done_at": T0 + 3 * 3600} game.migrate(world, T0 + 3600) work = world["city"]["construction"] self.assertEqual(work["needed"], game.LABOUR_PER_LEVEL) self.assertAlmostEqual(work["labour"], game.LABOUR_PER_LEVEL / 3) self.assertNotIn("done_at", work) self.assertIsNone(p["equip"]["tool_construction"]) class HappeningsTest(unittest.TestCase): def setUp(self): self.world = world_with(("ann", "commoner"), ("sam", "ranger")) self.world["next_event_at"] = None for track in ("minor", "hardship", "fortune"): self.world[f"next_{track}_at"] = None self.city = self.world["city"] self.rng = random.Random(4) def test_weather_rolls_and_seasons_turn(self): seen = set() for hour in range(1, 24 * 14): game.tick(self.world, T0 + hour * game.HOUR, self.rng) seen.add(self.city["weather"]["kind"]) self.assertGreaterEqual(len(seen), 3) self.assertEqual(game.season(self.world, T0)["name"], "Spring") self.assertEqual(game.season(self.world, T0 + 8 * game.DAY)["name"], "Summer") self.assertEqual(game.season(self.world, T0 + 22 * game.DAY)["name"], "Winter") def test_weather_changes_on_time_and_always_to_something_new(self): weather = self.city["weather"] weather.update(kind="rain", next="clear", until=T0 + 10 * 60) self.city["last_tick"] = T0 game.tick(self.world, T0 + 11 * 60, self.rng) # well inside the hour self.assertEqual(weather["kind"], "clear") for _ in range(50): spell = weather["until"] game.tick(self.world, spell, self.rng) self.assertNotEqual(weather["next"], weather["kind"]) self.assertGreater(weather["until"], spell) def test_days_count_midnights_not_24_hour_stretches(self): from datetime import datetime late = datetime(2026, 10, 18, 23, 0).timestamp() world = game.new_world(late) self.assertEqual(game.calendar_day(world, late + 1800), 0) # 23:30 the same evening self.assertEqual(game.calendar_day(world, late + 2 * 3600), 1) # 01:00 the next morning self.assertEqual(game.season(world, late + 2 * 3600)["day"], 2) def test_weather_changes_skill_speed(self): p = self.world["players"]["ann"] farm = game.ACTION_BY_ID["farm_wheat"] plain = game.action_time(self.world, p, farm) self.city["weather"]["kind"] = "heat" self.assertAlmostEqual(game.action_time(self.world, p, farm), plain * 0.85) self.assertAlmostEqual(game.city_rate(self.world, "food"), 1.15) def test_sickness_makes_the_city_eat_more(self): game._hardship(self.world, T0, self.rng, "sickness") self.assertAlmostEqual(game.city_rate(self.world, "food"), 2.0) self.assertEqual(self.world["events"][-1]["report"]["icon"], "🤒") def test_locusts_and_rot_take_from_stores_and_buildings_protect(self): self.city["stockpile"] = {"bread": 100, "wheat": 100, "logs": 100, "stone": 100} game._hardship(self.world, T0, self.rng, "locusts") self.assertEqual(self.city["stockpile"]["bread"], 60) self.assertEqual(self.city["stockpile"]["stone"], 100) self.city["buildings"]["lumber_shed"]["level"] = 2 game._hardship(self.world, T0, self.rng, "rot") self.assertEqual(self.city["stockpile"]["logs"], 85) def test_storm_damages_a_building(self): self.city["buildings"]["walls"]["level"] = 1 game._hardship(self.world, T0, self.rng, "storm") self.assertTrue(self.city["buildings"]["walls"]["damaged"]) def test_fire_is_put_out_by_water_barrels(self): self.city["stockpile"] = {"water_barrel": 6, "logs": 100} game._hardship(self.world, T0, self.rng, "fire") self.assertEqual(self.city["stockpile"], {"water_barrel": 1, "logs": 100}) self.assertIn("the fire brigade", game.city_uses("water_barrel")) def test_winter_burns_firewood_or_the_city_goes_cold(self): game._hardship(self.world, T0, self.rng, "winter") self.city["stockpile"] = {"logs": 3} game.tick(self.world, T0 + 4 * game.HOUR, self.rng) self.assertNotIn("logs", self.city["stockpile"]) self.assertTrue(self.city["cold"]) def test_wolves_slow_farming_until_fighters_clear_them(self): game._minor_threat(self.world, T0, self.rng, "wolves") p = self.world["players"]["ann"] self.assertEqual(game.skill_mods(self.world, game.ACTION_BY_ID["farm_wheat"])["speed"], 2.0) p["xp"]["combat"] = game.XP_TABLE[30] p["hp"] = game.max_hp(p) self.assertIsNone(game.start_action(self.world, p, "clear_wolves", T0)) summary = game.process_player(self.world, p, T0 + 3600, random.Random(1)) self.assertIsNone(game.active_problem(self.world, "wolves")) self.assertEqual(summary["stopped"], "That's been dealt with") def test_collapse_blocks_ore_until_planks_shore_it_up(self): game._minor_threat(self.world, T0, self.rng, "collapse") p = self.world["players"]["ann"] self.assertIn("collapsed", game.start_action(self.world, p, "mine_copper", T0)) self.assertIsNone(game.start_action(self.world, p, "mine_stone", T0)) p["bank"] = {"plank": 50} self.assertIsNone(game.aid_problem(self.world, p, "collapse", "plank", "bank", T0)) self.assertEqual(p["bank"], {"plank": 20}) self.assertIsNone(game.active_problem(self.world, "collapse")) def test_flood_recedes_on_its_own(self): game._minor_threat(self.world, T0, self.rng, "flood") game.tick(self.world, T0 + 37 * game.HOUR, self.rng) self.assertIsNone(game.active_problem(self.world, "flood")) def test_goblins_steal_every_hour(self): self.city["stockpile"] = {"stone": 1000} game._minor_threat(self.world, T0, self.rng, "goblins") game.tick(self.world, T0 + 5 * game.HOUR, self.rng) self.assertLess(self.city["stockpile"]["stone"], 1000) def test_fortunes(self): game._fortune(self.world, T0, self.rng, "harvest") self.assertEqual(game.skill_mods(self.world, game.ACTION_BY_ID["farm_wheat"])["yield"], 2) game._fortune(self.world, T0, self.rng, "master") self.assertTrue(any(e["kind"] == "master" for e in self.city["effects"])) before = self.city["treasury"] game._fortune(self.world, T0, self.rng, "noble") self.assertGreater(self.city["treasury"], before) game._fortune(self.world, T0, self.rng, "pilgrims") self.assertEqual(self.world["players"]["ann"]["bank"]["bones"], 10) game.tick(self.world, T0 + 13 * game.HOUR, self.rng) self.assertFalse(any(e["kind"] == "harvest" for e in self.city["effects"])) def test_new_happenings(self): game._fortune(self.world, T0, self.rng, "masons") self.assertEqual(game.skill_mods(self.world, game.ACTION_BY_ID["clear_rockslide"])["speed"], 0.75) self.city["treasury"] = 1000 game._hardship(self.world, T0, self.rng, "taxman") self.assertEqual(self.city["treasury"], 850) game._minor_threat(self.world, T0, self.rng, "smugglers") game.tick(self.world, T0 + 2 * game.HOUR + 1, self.rng) self.assertLess(self.city["treasury"], 850) game._minor_threat(self.world, T0, self.rng, "bridge") p = self.world["players"]["ann"] hunt = next(a for a in game.ACTIONS if a["skill"] == "hunting" and not a.get("special")) self.assertTrue(game.can_start(self.world, p, hunt)) def test_festival_boosts_favour(self): game._fortune(self.world, T0, self.rng, "festival") p = self.world["players"]["ann"] p["bank"] = {"stone": 100} game.donate(self.world, p, "stone", 100, T0) self.assertEqual(p["favour"], 150) def test_mercenaries_join_the_next_defence(self): self.world["next_event_at"] = T0 game.tick(self.world, T0, self.rng) game._fortune(self.world, T0, self.rng, "mercenaries") p = self.world["players"]["ann"] self.city["treasury"] = 5000 before = game.defence(self.world)["total"] self.assertIsNone(game.hire_mercenaries(self.world, p, T0)) self.assertEqual(game.defence(self.world)["total"], before + 25) def test_dragons_burn_when_they_win(self): self.city["buildings"]["houses"]["level"] = 1 self.city["stockpile"] = {"logs": 500, "bread": 200} self.world["events"].append({"id": 99, "kind": "dragon", "status": "upcoming", "announced": T0, "fire_at": T0 + 10, "recon": 0, "sabotage": 0.0, "jitter": 0, "strength": 1000, "group": "a green dragon", "trait": "x"}) self.assertEqual(game.upcoming_raid(self.world)["kind"], "dragon") game.tick(self.world, T0 + 20, self.rng) report = next(e for e in self.world["events"] if e["id"] == 99)["report"] self.assertIn("ablaze", report["title"]) self.assertTrue(self.city["buildings"]["houses"]["damaged"]) self.assertLess(self.city["stockpile"]["logs"], 500) def test_tracks_fire_on_their_own_cooldowns(self): self.world["next_fortune_at"] = T0 self.world["next_hardship_at"] = T0 game.tick(self.world, T0 + 1, self.rng) tracks = [e.get("track") for e in self.world["events"]] self.assertIn("fortune", tracks) self.assertIn("hardship", tracks) self.assertGreater(self.world["next_fortune_at"], T0 + 8 * game.HOUR) def test_v7_worlds_get_weather_and_tracks(self): world = world_with() world["version"] = 7 for key in ("weather", "effects", "problems", "hired"): del world["city"][key] for key in ("granary", "lumber_shed", "well"): del world["city"]["buildings"][key] for track in ("minor", "hardship", "fortune"): del world[f"next_{track}_at"] game.migrate(world, T0) self.assertEqual(world["city"]["weather"]["kind"], "clear") self.assertIn("granary", world["city"]["buildings"]) self.assertIsNotNone(world["next_fortune_at"]) class WearTest(unittest.TestCase): def setUp(self): self.world = world_with(("fred", "commoner")) self.city = self.world["city"] self.city["population"] = 40.0 # 20 defenders def test_wear_follows_how_close_the_fight_was(self): self.assertAlmostEqual(game.wear_share(3), 0.1) self.assertAlmostEqual(game.wear_share(1.5), 0.2) self.assertAlmostEqual(game.wear_share(1), 0.3) self.assertAlmostEqual(game.wear_share(0.5), 0.4) def test_only_issued_gear_breaks_worst_first(self): self.city["stockpile"] = {"iron_sword": 10, "copper_sword": 30} self.city["buildings"]["barracks"]["level"] = 1 self.city["wages"] = 10_000 rng = random.Random() rng.random = lambda: 0.0 broken = game.wear_kit(self.world, 0.4, rng) # 20 defenders take 10 iron and 10 copper; 8 break, all copper. self.assertEqual(broken, {"copper_sword": 8}) self.assertEqual(self.city["stockpile"], {"iron_sword": 10, "copper_sword": 22}) def test_issued_jerkins_break_too(self): self.city["stockpile"] = {"bear_leather_guard_jerkin": 30} self.city["buildings"]["barracks"]["level"] = 1 self.city["wages"] = 10_000 rng = random.Random() rng.random = lambda: 0.0 # 20 defenders wear 20 jerkins; 8 break, the 10 spares are untouched. self.assertEqual(game.wear_kit(self.world, 0.4, rng), {"bear_leather_guard_jerkin": 8}) self.assertEqual(self.city["stockpile"], {"bear_leather_guard_jerkin": 22}) def test_issued_salves_are_used_up(self): self.city["stockpile"] = {"guam_leaf_salve": 30, "arrows": 100} self.city["buildings"]["barracks"]["level"] = 1 self.city["wages"] = 10_000 event = {"strength": 1, "sabotage": 0, "group": "the Red Hand"} game._resolve_raid(self.world, event, T0, random.Random(1)) # 20 guards each use one; the 10 spares are kept. self.assertEqual(self.city["stockpile"]["guam_leaf_salve"], 10) self.assertIn("The wounded used 20 guam salves.", event["report"]["lines"]) def test_a_won_raid_breaks_some_kit_and_reports_it(self): self.city["stockpile"] = {"copper_sword": 20, "arrows": 100} self.city["wages"] = 10_000 event = {"strength": 1, "sabotage": 0, "group": "the Red Hand"} game._resolve_raid(self.world, event, T0, random.Random(1)) self.assertLess(self.city["stockpile"]["copper_sword"], 20) self.assertEqual(self.city["stockpile"]["arrows"], 70) text = " ".join(event["report"]["lines"]) self.assertIn("used 30 arrows", text) self.assertIn("broken in the fighting", text) class GoldTest(unittest.TestCase): def setUp(self): self.world = world_with(("ann", "commoner"), ("bob", "commoner")) self.ann, self.bob = self.world["players"]["ann"], self.world["players"]["bob"] self.ann["gold"] = self.bob["gold"] = 200_000 def caravan(self, wares): self.world["caravan"] = {"id": 7, "at": T0 - 1, "until": T0 + 3600, "wares": wares, "look": "e_wolf"} def test_rented_slots_cost_more_each_time(self): before = game.bank_slots(self.world, self.ann) self.assertEqual([game.rent_cost({"rented": n}) for n in range(4)], [1000, 1350, 1800, 2450]) self.assertIsNone(game.rent_slot(self.ann)) self.assertIsNone(game.rent_slot(self.ann)) self.assertEqual(game.bank_slots(self.world, self.ann), before + 2) self.assertEqual(self.ann["gold"], 200_000 - 2350) self.ann["gold"] = 0 self.assertEqual(game.rent_slot(self.ann), "Needs 1,800 gold") def test_caravan_comes_on_the_prep_day_and_sells_once_per_visit(self): self.world["next_event_at"] = T0 game.tick(self.world, T0, random.Random(4)) caravan = self.world["caravan"] self.assertTrue(T0 + 2 * game.HOUR <= caravan["at"] <= T0 + 16 * game.HOUR) self.assertIsNone(game.caravan_view(self.world, self.ann, T0)) game.tick(self.world, caravan["at"] + 1, random.Random(4)) view = game.caravan_view(self.world, self.ann, caravan["at"] + 1) self.assertEqual(len(view["wares"]), game.CARAVAN_WARES) self.assertIsNone(game.caravan_view(self.world, self.ann, caravan["until"] + 1)) def test_wares_boost_your_own_work_for_their_charges(self): self.caravan(["prospector", "tutor"]) self.assertIsNone(game.buy_ware(self.world, self.ann, "prospector", None, T0)) self.assertEqual(game.buy_ware(self.world, self.ann, "prospector", None, T0), "One of each per visit") self.assertEqual(self.ann["gold"], 200_000 - 1550) # mining 1: 1,500 × (1 + 1/30) self.assertEqual(game.ware(self.ann, "yield", "mining"), 1.5) self.assertEqual(game.ware(self.bob, "yield", "mining"), 1) self.ann["boosts"][0]["left"] = 1 game.ware(self.ann, "yield", "mining", spend=True) self.assertEqual(self.ann["boosts"], []) self.assertEqual(game.buy_ware(self.world, self.ann, "tutor", None, T0), "Pick a skill") self.assertIsNone(game.buy_ware(self.world, self.ann, "tutor", "smithing", T0)) self.assertEqual(game.ware(self.ann, "xp", "smithing"), 1.5) def test_ware_prices_rise_with_your_level(self): self.ann["xp"]["mining"] = game.XP_TABLE[60] self.assertEqual(game.ware_price(self.ann, "prospector", "mining"), 4500) def test_threat_wares_end_with_the_threat(self): self.caravan(["spyglass"]) self.assertEqual(game.buy_ware(self.world, self.ann, "spyglass", None, T0), "There's no threat coming") self.world["next_event_at"] = T0 game.tick(self.world, T0, random.Random(4)) self.caravan(["spyglass"]) self.assertIsNone(game.buy_ware(self.world, self.ann, "spyglass", None, T0)) self.assertEqual(game.ware(self.ann, "recon", "reconnaissance"), 1.5) raid = game.upcoming_raid(self.world) raid["strength"] = 0 game.tick(self.world, raid["fire_at"], random.Random(4)) self.assertEqual(game.ware(self.ann, "recon", "reconnaissance"), 1) def test_looks_need_owning_or_earning(self): look = {"field": "navy", "trim": "brass", "emblem": None, "title": None} self.assertIsNone(game.set_look(self.ann, look)) self.assertEqual(game.set_look(self.ann, {**look, "emblem": "e_wolf"}), "You don't own that") self.caravan([]) self.assertIsNone(game.buy_ware(self.world, self.ann, "e_wolf", None, T0)) self.assertIsNone(game.set_look(self.ann, {**look, "emblem": "e_wolf"})) self.assertEqual(game.look_view(self.ann)["emblem"], "wolf-head") self.assertEqual(game.set_look(self.ann, {**look, "title": "Master smith"}), "You haven't earned that title") self.ann["xp"]["smithing"] = game.XP_TABLE[50] self.assertIsNone(game.set_look(self.ann, {**look, "title": "Master smith"})) self.assertNotIn("Master baiter", game.titles(self.ann)) self.ann["xp"]["fishing"] = game.XP_TABLE[50] self.assertIn("Master angler", game.titles(self.ann)) self.assertIn("Master baiter", game.titles(self.ann)) self.assertIsNone(game.upgrade_home(self.ann)) self.assertEqual(game.look_view(self.ann)["home"], "Cottage") def test_monuments_take_gold_and_carve_the_donors_in(self): city = self.world["city"] self.assertIsNone(game.give_monument(self.world, self.ann, "fountain", 20_000, T0)) self.assertIsNone(game.give_monument(self.world, self.bob, "fountain", "all", T0)) self.assertEqual(self.bob["gold"], 200_000 - 5_000) self.assertEqual(city["built"][0]["donors"], {"ann": 20_000, "bob": 5_000}) self.assertEqual(game.give_monument(self.world, self.ann, "fountain", 1, T0), "It's already built") self.assertEqual(self.ann["favour"], 0) game.give_monument(self.world, self.ann, "statue", 30_000, T0) game.give_monument(self.world, self.bob, "statue", 20_000, T0) self.assertEqual(city["carving"]["by"], "ann") self.assertEqual(game.carve_statue(self.world, self.bob, "bob", T0), "It isn't yours to pick") self.assertIsNone(game.carve_statue(self.world, self.ann, "bob", T0)) self.assertEqual(city["built"][-1]["of"], "bob") def test_v28_worlds_get_gold_sinks(self): world = world_with(("ann", "commoner")) world["version"] = 28 for key in ("rented", "boosts", "bought", "deeds", "owned", "look"): del world["players"]["ann"][key] del world["caravan"] game.migrate(world, T0) self.assertEqual(world["players"]["ann"]["look"], game.DEFAULT_LOOK) self.assertIsNone(world["caravan"]) class ClassTest(unittest.TestCase): def lucky_run(self, cls, action_id, bank): world = world_with(("pat", cls)) p = world["players"]["pat"] p["xp"] = {skill: game.XP_TABLE[50] for skill in p["xp"]} p["bank"] = dict(bank) game.start_action(world, p, action_id, T0) return p, game.process_player(world, p, T0 + 3 * game.HOUR, random.Random(3)) def test_every_trade_sometimes_crafts_double(self): for cls, action, bank in (("miner", "smith_copper_bar", {"copper_ore": 300, "logs": 300}), ("builder", "saw_plank", {"logs": 600}), ("homesteader", "cook_bread", {"wheat": 600, "logs": 300}), ("ranger", "cook_shrimp", {"raw_shrimp": 300, "logs": 300})): _p, summary = self.lucky_run(cls, action, bank) self.assertGreater(summary["lucky"], 0, cls) _p, summary = self.lucky_run("commoner", action, bank) self.assertEqual(summary["lucky"], 0, cls) def test_trade_bonuses(self): _p, summary = self.lucky_run("miner", "mine_stone", {}) self.assertGreater(summary["lucky"], 0) # prospector _p, summary = self.lucky_run("builder", "mine_stone", {}) self.assertEqual(summary["lucky"], 0) builder = game.new_player("b", "B", "builder", T0) self.assertEqual(game.labour_per_action(builder), 2) # foreman home = game.new_player("h", "H", "homesteader", T0) home["bank"] = {"mining_potion_1": 1} game.use_potion(home, "mining_potion_1") self.assertEqual(home["potions"]["mining"]["charges"], 62) # steady hand world = world_with() ranger = game.new_player("r", "R", "ranger", T0) self.assertEqual(game.recon_gain(world, ranger, game.ACTION_BY_ID["recon_roads"]), 1.5) # pathfinder self.assertEqual(game.action_time(world, ranger, game.ACTION_BY_ID["cook_shrimp"]), game.ACTION_BY_ID["cook_shrimp"]["time"] * game.CLASS_SPEED) def test_old_classes_become_trades_with_a_free_pick(self): world = world_with() world["version"] = 11 for uid, cls in (("a", "pioneer"), ("b", "artisan"), ("c", "scout"), ("d", "warrior")): world["players"][uid] = game.new_player(uid, uid, "miner", T0) world["players"][uid]["cls"] = cls game.migrate(world, T0) self.assertEqual([p["cls"] for p in world["players"].values()], ["miner", "builder", "ranger", "builder"]) self.assertTrue(all(p["repick"] for p in world["players"].values())) def test_overfunded_buildings_return_the_extra(self): world = world_with() world["version"] = 11 world["city"]["buildings"]["houses"]["fund"] = {"bricks": 400, "logs": 100} world["city"]["stockpile"] = {} game.migrate(world, T0) self.assertEqual(world["city"]["buildings"]["houses"]["fund"], {"bricks": 150, "logs": 100}) self.assertEqual(world["city"]["stockpile"], {"bricks": 250}) class TradeSkillsTest(unittest.TestCase): def test_masonry_is_part_of_construction(self): self.assertNotIn("masonry", game.SKILL_IDS) bricks = game.ACTION_BY_ID["mason_bricks"] self.assertEqual((bricks["skill"], bricks["group"]), ("construction", "Masonry")) world = world_with(("swa", "builder")) p = world["players"]["swa"] world["version"] = 12 p["xp"]["masonry"], p["xp"]["construction"] = 5000, 1000 p["bank"] = {"masonry_potion_2": 3} p["potions"] = {"masonry": {"item": "masonry_potion_1", "charges": 20}} p["action"] = {"id": "brew_masonry_potion_3", "start": T0} game.migrate(world, T0) self.assertEqual(p["xp"]["construction"], 6000) self.assertNotIn("masonry", p["xp"]) self.assertEqual(p["bank"], {"construction_potion_2": 3}) self.assertEqual(p["potions"], {"construction": {"item": "construction_potion_1", "charges": 20}}) self.assertEqual(p["action"]["id"], "brew_construction_potion_3") def test_smiths_make_hardware_for_builders(self): nails = game.ACTION_BY_ID["smith_iron_nails"] self.assertEqual((nails["inputs"], nails["outputs"], nails["group"]), ({"iron_bar": 1}, {"iron_nails": 5}, "Hardware")) self.assertIn("iron_nails", game.ACTION_BY_ID["mason_beam"]["inputs"]) self.assertIn("rune_lock", game.ACTION_BY_ID["make_enchanted_chests"]["inputs"]) self.assertNotIn("iron_bar", game.build_cost("houses", 2)) self.assertIn("iron_nails", game.build_cost("houses", 2)) def test_homesteader_focuses_or_tends_two_plots(self): world = world_with(("hom", "homesteader"), ("com", "commoner")) h, c = world["players"]["hom"], world["players"]["com"] h["xp"]["farming"] = game.XP_TABLE[10] wheat = game.ACTION_BY_ID["farm_wheat"] self.assertAlmostEqual(game.action_time(world, h, wheat), wheat["time"] * 0.7) # focused self.assertEqual(game.plant_second_plot(world, c, "grow_thatch"), "Only homesteaders tend two plots") self.assertEqual(game.plant_second_plot(world, h, "grow_thatch"), "Plant your first plot first") game.start_action(world, h, "farm_wheat", T0) self.assertEqual(game.plant_second_plot(world, h, "farm_wheat"), "That's already growing in your first plot") self.assertIsNone(game.plant_second_plot(world, h, "grow_thatch")) self.assertAlmostEqual(game.action_time(world, h, wheat), wheat["time"] * 0.8) summary = game.process_player(world, h, T0 + 0.8 * (25 + 30) * 10 + 1, random.Random(1)) self.assertEqual(summary["done"], 20) self.assertEqual((h["bank"]["wheat"], h["bank"]["thatch"]), (20, 30)) # ten harvests from each plot # Replanting the first plot keeps the second; a "make one" elsewhere comes back to both. game.start_action(world, h, "grow_guam_leaf", T0 + 1000) self.assertEqual(h["action"]["plot2"], "grow_thatch") h["bank"].update(wheat=10, logs=10) game.start_action(world, h, "cook_bread", T0 + 1000, once=True) game.process_player(world, h, T0 + 1000 + 30, random.Random(1)) self.assertEqual((h["action"]["id"], h["action"]["plot2"]), ("grow_guam_leaf", "grow_thatch")) game.start_action(world, h, "mine_stone", T0 + 2000) self.assertNotIn("plot2", h["action"]) class WeaponStyleTest(unittest.TestCase): def armed(self, cls, weapon, shield=None, level=15): world = world_with(("pat", cls)) p = world["players"]["pat"] p["xp"]["combat"] = game.XP_TABLE[level] p["hp"] = game.max_hp(p) p["equip"].update(weapon=weapon, shield=shield, body="iron_body", helmet="iron_helmet", legs="iron_legs") return world, p def test_no_trade_is_funnelled_into_one_race(self): # Every race mixes its weaknesses across its variants, so no weapon has one easy target. styles = {"miner": "iron_warhammer", "builder": "iron_sword", "homesteader": "oak_staff", "ranger": "oak_bow"} races = ["fight_clay_golems", "fight_cave_trolls", "fight_restless_dead", "fight_harpies"] for cls, weapon in styles.items(): _world, p = self.armed(cls, weapon, "iron_shield" if cls == "builder" else None) times = [game.fight_odds(p, game.ACTION_BY_ID[race])["kill_time"] for race in races] self.assertLess(max(times) / min(times), 1.45, cls) def test_style_traits(self): _w, swordsman = self.armed("builder", "iron_sword", "iron_shield") _w, smith = self.armed("miner", "iron_warhammer") _w, archer = self.armed("ranger", "oak_bow") brute = game.ACTION_BY_ID["fight_clay_golems"]["enemy"]["variants"][0] # vulnerable to blunt, resists piercing spec = lambda p: game.fighter(p, game.NO_BLESSING, {}, brute) self.assertEqual(spec(swordsman)["block"], game.BLOCK_CHANCE) self.assertEqual(spec(smith)["crit"], 0.10) self.assertEqual(spec(smith)["affinity"], game.VULNERABLE) self.assertEqual(spec(archer)["affinity"], game.RESISTANT) self.assertEqual(spec(swordsman)["affinity"], 1) _w, other = self.armed("builder", "iron_warhammer") self.assertGreater(spec(smith)["max_hit"], spec(other)["max_hit"]) # the trade's own weapon hits harder world, archer = self.armed("ranger", "oak_bow") fight = game.simulate_fight(world, archer, game.ACTION_BY_ID["fight_harpies"], random.Random(1)) self.assertEqual(fight["events"][0][1], archer["id"]) # the bow strikes first def test_two_handed_weapons_leave_no_room_for_a_shield(self): _w, p = self.armed("miner", "iron_warhammer") self.assertEqual(game.equip_problem(p, "iron_shield"), "Your iron warhammer takes both hands") self.assertTrue(game.ITEMS["oak_staff"]["two_handed"]) self.assertIsNone(game.equip_problem(self.armed("builder", "iron_sword")[1], "iron_shield")) def test_weapons_past_copper_need_trophies(self): for action_id, trophy in (("smith_iron_warhammer", "clay_core"), ("smith_iron_sword", "cave_troll_hide"), ("make_iron_shield", "cave_troll_hide"), ("brew_oak_staff", "grave_dust"), ("lw_oak_bow", "harpy_sinew"), ("smith_rune_warhammer", "magma_core")): self.assertIn(trophy, game.ACTION_BY_ID[action_id]["inputs"], action_id) for action_id in ("smith_copper_warhammer", "smith_copper_sword", "make_copper_shield", "brew_wooden_staff", "lw_wooden_bow"): self.assertFalse(any(item in game.TROPHIES for item in game.ACTION_BY_ID[action_id]["inputs"]), action_id) def test_armour_past_copper_needs_its_areas_reagent(self): self.assertEqual(game.ACTION_BY_ID["smith_iron_body"]["inputs"], {"iron_bar": 5, "watchtower_plating": 3}) self.assertEqual(game.ACTION_BY_ID["lw_hard_leather_cap"]["inputs"], {"hard_leather": 2, "watchtower_lacing": 1}) self.assertEqual(game.ACTION_BY_ID["sew_moonweave_legs"]["inputs"], {"moonweave": 3, "ironhill_thread": 2}) for action_id in ("smith_copper_body", "lw_cap", "sew_linen_body"): self.assertFalse(any(item in game.REAGENTS for item in game.ACTION_BY_ID[action_id]["inputs"]), action_id) harpies = game.ACTION_BY_ID["fight_harpies"]["drops"] self.assertIn(["watchtower_thread", 1, game.REAGENT_ODDS], harpies) def test_heavy_stops_blows_light_stops_magic(self): _w, plate = self.armed("miner", "iron_warhammer") _w, cloth = self.armed("miner", "iron_warhammer") cloth["equip"].update(helmet="cotton_hood", body="cotton_body", legs="cotton_legs") self.assertGreater(game.armour(plate), game.armour(cloth)) self.assertGreater(game.magic_ward(cloth), game.magic_ward(plate)) shaper = next(v for v in game.ACTION_BY_ID["fight_clay_golems"]["enemy"]["variants"] if v["name"] == "Mud shaper") brute = game.ACTION_BY_ID["fight_clay_golems"]["enemy"]["variants"][0] hurt = lambda p, foe: game._variant_odds(p, foe, game.NO_BLESSING, {})["damage"] self.assertLess(hurt(cloth, shaper), hurt(plate, shaper)) self.assertLess(hurt(plate, brute), hurt(cloth, brute)) def test_each_fight_is_a_pack_of_the_variants(self): world, p = self.armed("miner", "iron_warhammer", level=30) goblins = game.ACTION_BY_ID["fight_goblins"] packs = [game.simulate_fight(world, p, goblins, random.Random(seed))["pack"] for seed in range(60)] self.assertEqual({foe["name"] for pack in packs for foe in pack}, {"Goblin brute", "Goblin rogue", "Goblin warlock"}) self.assertEqual({len(pack) for pack in packs}, {1, 2}) for pack in packs: share = game.OUTNUMBERED[0] if len(pack) == 2 else 1 self.assertTrue(all(foe["share"] == share for foe in pack)) # two of them, each weaker scouts = game.ACTION_BY_ID["fight_scouts"] self.assertEqual({len(game.draw_pack(scouts, 3, random.Random(seed))) for seed in range(60)}, {3, 4}) def test_a_boss_comes_alone(self): ogre = game.ACTION_BY_ID["fight_ruins"] foe = ogre["enemy"]["variants"][0] pair, four = game.draw_pack(ogre, 2, random.Random(1)), game.draw_pack(ogre, 4, random.Random(1)) self.assertEqual((len(pair), len(four)), (1, 1)) self.assertEqual(pair[0]["hp"], round(foe["hp"] * game.BOSS_HP * 2)) # tougher the more of you there are self.assertEqual(four[0]["hp"], round(foe["hp"] * game.BOSS_HP * 4)) self.assertEqual(pair[0]["max_hit"], round(foe["max_hit"] * game.BOSS_HITS[0])) self.assertGreater(four[0]["max_hit"], pair[0]["max_hit"]) def test_shield_smiths_stop_after_the_move(self): world = world_with(("kay", "miner")) world["version"] = 13 world["players"]["kay"]["action"] = {"id": "smith_iron_shield", "start": T0} game.migrate(world, T0) self.assertIsNone(world["players"]["kay"]["action"]) class FittingTest(unittest.TestCase): def setUp(self): self.world = world_with(("fred", "miner")) self.p = self.world["players"]["fred"] self.buildings = self.world["city"]["buildings"] def test_install_needs_the_building_level(self): self.p["bank"] = {"shelving": 1} self.buildings["storehouse"]["level"] = 1 self.assertEqual(game.install(self.world, self.p, "shelving", "bank", T0), "Needs Storehouse level 2") self.buildings["storehouse"]["level"] = 2 slots = game.bank_slots(self.world, self.p) self.assertIsNone(game.install(self.world, self.p, "shelving", "bank", T0)) self.assertEqual(game.bank_slots(self.world, self.p), slots + 1) self.assertNotIn("shelving", self.p["bank"]) self.assertGreater(self.p["favour"], 0) self.p["bank"] = {"shelving": 1} self.assertEqual(game.install(self.world, self.p, "shelving", "bank", T0), "The storehouse already has that") def test_install_from_the_stockpile(self): self.world["city"]["stockpile"] = {"hoardings": 1} self.buildings["walls"]["level"] = 3 walls = game.defence(self.world)["parts"]["walls"] self.assertIsNone(game.install(self.world, self.p, "hoardings", "city", T0)) self.assertEqual(game.defence(self.world)["parts"]["walls"], walls + 25) self.assertEqual(self.p["favour"], 0) self.assertIn("Walls", game.city_uses("hoardings")) def test_damage_pauses_a_fitting(self): self.buildings["smithy"].update(level=3, fittings=["bellows"]) action = game.ACTION_BY_ID["smith_copper_bar"] fitted = game.action_time(self.world, self.p, action) self.buildings["smithy"]["damaged"] = True self.assertFalse(game.fitted(self.world, "bellows")) self.assertGreater(game.action_time(self.world, self.p, action), fitted) def test_pump_can_put_out_a_fire(self): self.buildings["well"].update(level=2, fittings=["well_pump"]) self.world["city"]["stockpile"] = {"logs": 100} rng = random.Random() rng.random = lambda: 0.1 game._hardship(self.world, T0, rng, "fire") self.assertEqual(self.world["city"]["stockpile"], {"logs": 100}) def test_every_fitting_can_be_made(self): for fitting in game.FITTINGS: action = game.ACTION_BY_ID[f"make_{fitting[0]}"] self.assertEqual(action["skill"], "construction") self.assertEqual(action["outputs"], {fitting[0]: 1}) self.assertIn(fitting[2], game.BUILDINGS) def test_migration_adds_fittings(self): world = game.new_world(T0) world["version"] = 9 for building in world["city"]["buildings"].values(): del building["fittings"] game.migrate(world, T0) self.assertEqual(world["city"]["buildings"]["houses"]["fittings"], []) class PinTest(unittest.TestCase): def test_pin_toggles(self): world = world_with(("fred", "commoner")) p = world["players"]["fred"] self.assertIsNone(game.toggle_pin(p, "mining")) self.assertEqual(p["pinned"], ["mining"]) self.assertIsNone(game.toggle_pin(p, "mining")) self.assertEqual(p["pinned"], []) self.assertIsNotNone(game.toggle_pin(p, "juggling")) def test_old_players_get_pins(self): world = world_with(("fred", "commoner")) del world["players"]["fred"]["pinned"] world["version"] = 18 game.migrate(world, T0) self.assertEqual(world["players"]["fred"]["pinned"], []) def test_track_toggles_one_recipe(self): world = world_with(("fred", "commoner")) p = world["players"]["fred"] recipes = [a["id"] for a in game.ACTIONS if a["inputs"]][:2] self.assertIsNone(game.toggle_track(p, recipes[0])) self.assertEqual(p["tracked"], recipes[0]) self.assertIsNone(game.toggle_track(p, recipes[1])) self.assertEqual(p["tracked"], recipes[1]) self.assertIsNone(game.toggle_track(p, recipes[1])) self.assertIsNone(p["tracked"]) gather = next(a["id"] for a in game.ACTIONS if not a["inputs"]) self.assertIsNotNone(game.toggle_track(p, gather)) self.assertIsNotNone(game.toggle_track(p, "juggling")) def test_old_players_get_tracking(self): world = world_with(("fred", "commoner")) del world["players"]["fred"]["tracked"] world["version"] = 21 game.migrate(world, T0) self.assertIsNone(world["players"]["fred"]["tracked"]) class IconTest(unittest.TestCase): def test_everything_has_a_glyph_in_the_sprite(self): sprite = (Path(__file__).resolve().parent.parent / "static" / "icons.svg").read_text() missing = [name for name in game.all_glyphs() if f'id="{name}"' not in sprite] self.assertEqual(missing, [], "run tools/build_icons.py") for item, spec in game.ITEMS.items(): self.assertIn("glyph", spec, item) class CombatReworkMigrationTest(unittest.TestCase): def test_old_monsters_trophies_and_dragonhide_carry_over(self): world = world_with(("kay", "ranger")) world["version"] = 15 p = world["players"]["kay"] del p["xp"]["tailoring"] p["bank"] = {"bat_sinew": 3, "harpy_sinew": 2, "green_dragonhide": 4, "red_dragon_leather": 1} p["equip"]["body"] = "blue_dhide_body" p["action"] = {"id": "fight_giant_bat", "start": T0} world["players"]["kay"] = p game.migrate(world, T0) self.assertEqual(p["bank"], {"harpy_sinew": 3, "spider_silk": 2, "ironhill_lacing": 4, "mammoth_leather": 1}) self.assertEqual(p["equip"]["body"], "sabrecat_leather_body") self.assertEqual(p["action"]["id"], "fight_harpies") self.assertEqual(p["xp"]["tailoring"], 0) def test_homesteaders_tailor(self): self.assertIn("tailoring", game.CLASSES["homesteader"]["fast"]) self.assertIn("tailoring", game.CLASSES["homesteader"]["craft"]) class WorkOrderTest(unittest.TestCase): def setUp(self): self.world = world_with(("mike", "ranger"), ("fred", "miner"), ("dave", "builder")) self.mike, self.fred, self.dave = (self.world["players"][uid] for uid in ("mike", "fred", "dave")) self.fred["xp"]["smithing"] = game.XP_TABLE[25] self.dave["xp"]["smithing"] = game.XP_TABLE[25] self.world["city"]["buildings"]["smithy"]["level"] = 1 def post_hammer(self): self.mike["gold"] = 200 self.mike["bank"] = {"iron_bar": 3, "clay_core": 3} return game.post_order(self.world, self.mike, "craft", "iron_warhammer", 1, ["iron_bar", "clay_core"], 140, T0) def test_posting_holds_the_reagents_and_reward(self): self.assertIsNone(self.post_hammer()) order = self.world["orders"][0] self.assertEqual(order["provided"], {"iron_bar": 3, "clay_core": 3}) self.assertEqual(self.mike["bank"], {}) self.assertEqual(self.mike["gold"], 60) def test_a_claimed_order_is_crafted_and_sent_to_the_requester(self): self.post_hammer() order = self.world["orders"][0] self.fred["bank"] = {"oak_plank": 1} self.assertIsNone(game.work_order(self.world, self.fred, order["id"], T0)) self.assertEqual(game.claim_order(self.world, self.dave, order["id"]), "Someone else has it") game.process_player(self.world, self.fred, T0 + 600, random.Random(1)) self.assertEqual(self.mike["bank"].get("iron_warhammer"), 1) self.assertEqual(self.fred["gold"], 140) self.assertEqual(order["status"], "done") self.assertNotIn("oak_plank", self.fred["bank"]) # the crafter brings what wasn't provided self.assertIsNone(self.fred["action"]) def test_an_order_mid_queue_puts_the_make_back_in_line(self): self.post_hammer() order = self.world["orders"][0] self.fred["bank"] = {"oak_plank": 1, "copper_bar": 8} game.start_action(self.world, self.fred, "mine_stone", T0) game.start_action(self.world, self.fred, "smith_copper_helmet", T0, once=2) game.queue_add(self.world, self.fred, "smith_copper_legs", 1, T0) self.assertIsNone(game.work_order(self.world, self.fred, order["id"], T0)) self.assertEqual(self.fred["queue"], [{"id": "smith_copper_helmet", "n": 2}, {"id": "smith_copper_legs", "n": 1}]) summary = game.process_player(self.world, self.fred, T0 + 3600, random.Random(1)) self.assertEqual(order["status"], "done") self.assertEqual((self.fred["bank"].get("copper_helmet"), self.fred["bank"].get("copper_legs")), (2, 1)) self.assertEqual((self.fred["action"]["id"], self.fred["queue"], summary["stopped"]), ("mine_stone", [], None)) def test_an_order_goes_back_to_what_you_were_doing(self): self.post_hammer() order = self.world["orders"][0] self.fred["bank"] = {"oak_plank": 1} game.start_action(self.world, self.fred, "mine_stone", T0) self.assertIsNone(game.work_order(self.world, self.fred, order["id"], T0)) self.assertIsNone(game.drop_order(self.world, self.fred, order["id"], T0)) self.assertEqual((self.fred["action"]["id"], order["claimed"]), ("mine_stone", None)) def test_cancelling_refunds_what_is_left(self): self.post_hammer() order = self.world["orders"][0] self.assertEqual(game.claim_order(self.world, self.mike, order["id"]), "That's your own order") self.assertIsNone(game.cancel_order(self.world, self.mike, order["id"], T0)) self.assertEqual(self.mike["bank"], {"iron_bar": 3, "clay_core": 3}) self.assertEqual(self.mike["gold"], 200) def test_materials_requests_are_open_and_pay_per_item(self): self.mike["gold"] = 400 self.assertIsNone(game.post_order(self.world, self.mike, "gather", "oak_logs", 200, None, 2, T0)) order = self.world["orders"][0] self.fred["bank"] = {"oak_logs": 40} self.dave["bank"] = {"oak_logs": 500} self.assertIsNone(game.deliver_order(self.world, self.fred, order["id"], T0)) self.assertIsNone(game.deliver_order(self.world, self.dave, order["id"], T0)) self.assertEqual(self.fred["gold"], 80) self.assertEqual(self.dave["gold"], 320) self.assertEqual(self.dave["bank"]["oak_logs"], 340) self.assertEqual(self.mike["bank"]["oak_logs"], 200) self.assertEqual(order["status"], "done") def test_orders_expire_and_refund(self): self.post_hammer() game.expire_orders(self.world, T0 + 4 * game.DAY) self.assertEqual(self.mike["gold"], 200) self.assertEqual(self.mike["bank"]["iron_bar"], 3) def test_finished_orders_can_be_removed(self): self.post_hammer() order = self.world["orders"][0] self.assertEqual(game.remove_orders(self.world, self.mike, order["id"]), "No such order") # still open game.cancel_order(self.world, self.mike, order["id"], T0) self.assertEqual(game.remove_orders(self.world, self.fred, order["id"]), "No such order") # not his self.assertIsNone(game.remove_orders(self.world, self.mike)) self.assertEqual(self.world["orders"], []) def test_requester_can_fill_a_slot_after_posting(self): self.mike["gold"] = 200 self.mike["bank"] = {"iron_bar": 3, "clay_core": 3} game.post_order(self.world, self.mike, "craft", "iron_warhammer", 1, [], 140, T0) order = self.world["orders"][0] self.assertIsNone(game.provide_reagent(self.world, self.mike, order["id"], "iron_bar")) self.assertEqual(order["provided"], {"iron_bar": 3}) self.fred["bank"] = {"oak_plank": 1, "clay_core": 3} self.assertIsNone(game.work_order(self.world, self.fred, order["id"], T0)) game.process_player(self.world, self.fred, T0 + 600, random.Random(1)) self.assertEqual(self.mike["bank"].get("iron_warhammer"), 1) self.assertEqual(self.fred["bank"], {}) # used his own plank and cores, never needed bars def test_anyone_can_put_reagents_in_and_gets_a_share(self): self.mike["gold"] = 200 game.post_order(self.world, self.mike, "craft", "iron_warhammer", 1, [], 140, T0) order = self.world["orders"][0] self.dave["bank"] = {"iron_bar": 2} self.mike["bank"] = {"iron_bar": 5} self.assertIsNone(game.provide_reagent(self.world, self.dave, order["id"], "iron_bar")) self.assertIsNone(game.provide_reagent(self.world, self.mike, order["id"], "iron_bar")) self.assertEqual(order["provided"], {"iron_bar": 3}) # only what's needed self.assertEqual(self.mike["bank"], {"iron_bar": 4}) self.assertEqual(game.provide_reagent(self.world, self.dave, order["id"], "iron_bar"), "Already provided") self.fred["bank"] = {"oak_plank": 1, "clay_core": 3} self.assertIsNone(game.work_order(self.world, self.fred, order["id"], T0)) game.process_player(self.world, self.fred, T0 + 600, random.Random(1)) # Reagents are worth 84 a run; Dave's 2 bars (20) earn 20/84 of half the reward. self.assertEqual(self.dave["gold"], 17) self.assertEqual(self.fred["gold"], 123) # the requester's own bar leaves its share with the crafter self.assertEqual(order["earned"], {"dave": 17}) def test_crafter_tops_up_a_short_pool(self): self.mike["gold"] = 200 game.post_order(self.world, self.mike, "craft", "iron_warhammer", 1, [], 140, T0) order = self.world["orders"][0] self.dave["bank"] = {"iron_bar": 1} game.provide_reagent(self.world, self.dave, order["id"], "iron_bar") self.fred["bank"] = {"iron_bar": 1, "oak_plank": 1, "clay_core": 3} self.assertEqual(game.work_order(self.world, self.fred, order["id"], T0), "Out of: iron bar") self.fred["bank"]["iron_bar"] = 2 self.assertIsNone(game.work_order(self.world, self.fred, order["id"], T0)) game.process_player(self.world, self.fred, T0 + 600, random.Random(1)) self.assertEqual(self.mike["bank"].get("iron_warhammer"), 1) self.assertNotIn("iron_bar", self.fred["bank"]) def test_pooled_reagents_go_back_to_whoever_gave_them(self): self.mike["gold"] = 200 game.post_order(self.world, self.mike, "craft", "iron_warhammer", 1, [], 140, T0) order = self.world["orders"][0] self.dave["bank"] = {"clay_core": 3} game.provide_reagent(self.world, self.dave, order["id"], "clay_core") game.cancel_order(self.world, self.mike, order["id"], T0) self.assertEqual(self.dave["bank"], {"clay_core": 3}) self.assertEqual(self.mike["gold"], 200) def test_leftover_reagents_return_when_filled_from_a_bank(self): self.mike["gold"] = 200 game.post_order(self.world, self.mike, "craft", "iron_warhammer", 1, [], 140, T0) order = self.world["orders"][0] self.dave["bank"] = {"clay_core": 3} game.provide_reagent(self.world, self.dave, order["id"], "clay_core") self.fred["bank"] = {"iron_warhammer": 1} self.assertIsNone(game.deliver_order(self.world, self.fred, order["id"], T0)) self.assertEqual(order["status"], "done") self.assertEqual(self.dave["bank"], {"clay_core": 3}) def test_city_orders_fill_the_stockpile_and_share_the_favour(self): self.assertIsNone(game.post_order(self.world, self.fred, "craft", "iron_warhammer", 1, [], 0, T0, city=True)) order = self.world["orders"][0] self.dave["bank"] = {"iron_bar": 2} self.mike["bank"] = {"clay_core": 3} game.provide_reagent(self.world, self.dave, order["id"], "iron_bar") game.provide_reagent(self.world, self.mike, order["id"], "clay_core") self.fred["bank"] = {"iron_bar": 1, "oak_plank": 1} self.assertIsNone(game.work_order(self.world, self.fred, order["id"], T0)) # the poster can make it game.process_player(self.world, self.fred, T0 + 600, random.Random(1)) self.assertEqual(order["status"], "done") self.assertEqual(self.world["city"]["stockpile"].get("iron_warhammer"), 1) self.assertEqual(self.fred["bank"], {}) # Hammer 101: Dave's bars 20 and Mike's cores 45 as if donated, Fred the other 36. self.assertEqual(order["favour"], {"dave": 20, "mike": 45, "fred": 36}) self.assertEqual((self.dave["favour"], self.mike["favour"], self.fred["favour"]), (20, 45, 36)) line = self.mike["ledger"][-1] self.assertEqual((line["verb"], line["item"], line["qty"], line["label"]), ("Donated", "clay_core", 3, "City order")) def test_city_materials_orders_are_delivered_to_the_stockpile(self): self.assertEqual(game.post_order(self.world, self.mike, "gather", "copper_ore", 10, None, 0, T0, city=True), "The city has no use for that") self.assertIsNone(game.post_order(self.world, self.mike, "gather", "oak_logs", 100, None, 0, T0, city=True)) order = self.world["orders"][0] self.mike["bank"] = {"oak_logs": 30} self.dave["bank"] = {"oak_logs": 80} self.assertIsNone(game.deliver_order(self.world, self.mike, order["id"], T0)) self.assertIsNone(game.deliver_order(self.world, self.dave, order["id"], T0)) self.assertEqual(self.world["city"]["stockpile"].get("oak_logs"), 100) self.assertEqual(order["favour"], {"mike": 120, "dave": 280}) self.assertEqual((order["status"], order["held"], self.dave["bank"]), ("done", 0, {"oak_logs": 10})) def test_several_crafters_work_a_city_order_at_once(self): game.post_order(self.world, self.mike, "craft", "iron_warhammer", 2, [], 0, T0, city=True) order = self.world["orders"][0] self.fred["bank"] = {"iron_bar": 3, "oak_plank": 1, "clay_core": 3} self.dave["bank"] = {"iron_bar": 3, "oak_plank": 1, "clay_core": 3} self.assertIsNone(game.work_order(self.world, self.fred, order["id"], T0)) self.assertIsNone(game.work_order(self.world, self.dave, order["id"], T0)) # nobody holds a claim game.process_player(self.world, self.fred, T0 + 600, random.Random(1)) game.process_player(self.world, self.dave, T0 + 600, random.Random(1)) self.assertEqual((order["status"], order["from"]), ("done", {"fred": 1, "dave": 1})) self.assertEqual(self.world["city"]["stockpile"].get("iron_warhammer"), 2) def test_a_building_order_fills_its_fund_then_the_stockpile(self): self.world["city"]["buildings"]["houses"]["fund"] = {} need = game.fund_missing(self.world, "houses") item = next(i for i in need if i in game.ORDER_RAW) self.assertEqual(game.post_order(self.world, self.mike, "gather", "copper_ore", 5, None, 0, T0, city=True, fund="houses"), "The city has no use for that") self.assertIsNone(game.post_order(self.world, self.mike, "gather", item, need[item] + 5, None, 0, T0, city=True, fund="houses")) order = self.world["orders"][0] self.fred["bank"] = {item: need[item] + 5} stock = self.world["city"]["stockpile"].get(item, 0) self.assertIsNone(game.deliver_order(self.world, self.fred, order["id"], T0)) self.assertNotIn(item, game.fund_missing(self.world, "houses")) self.assertEqual(self.world["city"]["stockpile"].get(item, 0), stock + 5) # the fund was full self.assertEqual(self.fred["ledger"][-1]["label"], "Houses") def test_a_building_order_fits_its_fitting(self): spec = next(f for f in game.FITTING_BY_ID.values() if f["id"] in game.ORDER_RECIPES) building = self.world["city"]["buildings"][spec["building"]] building["level"] = spec["level"] self.assertIsNone(game.post_order(self.world, self.mike, "craft", spec["id"], 2, [], 0, T0, city=True, fund=spec["building"])) self.fred["bank"] = {spec["id"]: 2} self.assertIsNone(game.deliver_order(self.world, self.fred, self.world["orders"][0]["id"], T0)) self.assertIn(spec["id"], building["fittings"]) self.assertEqual(self.world["city"]["stockpile"].get(spec["id"]), 1) # one fits, the spare is stored def test_orders_have_no_size_cap(self): self.assertIsNone(game.post_order(self.world, self.mike, "gather", "oak_logs", 50_000, None, 0, T0, city=True)) self.assertEqual(game.post_order(self.world, self.mike, "gather", "oak_logs", 0, None, 0, T0), "Bad amount") class Always: """An rng where every roll comes up: a gem, a drop, whatever's on offer.""" def random(self): return 0.0 def choices(self, population, weights=None, k=1): return [population[0]] * k def randint(self, a, b): return a class JewelcraftingTest(unittest.TestCase): def setUp(self): self.world = world_with(("ann", "commoner")) self.ann = self.world["players"]["ann"] def test_recipes_take_a_band_a_gem_and_past_quartz_a_shard(self): self.assertEqual(game.ACTION_BY_ID["jc_quartz_haste"]["inputs"], {"copper_bar": 1, "quartz": 1}) self.assertEqual(game.ACTION_BY_ID["jc_garnet_vigour"]["inputs"], {"silver_bar": 2, "garnet": 1, "watchtower_shard": 2}) self.assertEqual(game.ACTION_BY_ID["jc_diamond_charm"]["inputs"], {"gold_bar": 1, "diamond": 2, "dragonspine_shard": 1}) self.assertIn(["watchtower_shard", 1, game.REAGENT_ODDS], game.ACTION_BY_ID["fight_harpies"]["drops"]) def test_mining_turns_up_gems(self): self.ann["xp"]["mining"] = game.XP_TABLE[15] game.start_action(self.world, self.ann, "mine_iron", T0) rock = game.ACTION_BY_ID["mine_iron"] game.process_player(self.world, self.ann, T0 + game.action_time(self.world, self.ann, rock) + 0.1, Always()) self.assertEqual(self.ann["bank"]["garnet"], 1) self.assertEqual(self.ann["bank"]["iron_ore"], 1) def test_prospecting_cracks_ore_for_gems(self): self.ann["xp"]["jewelcrafting"] = game.XP_TABLE[15] self.ann["bank"] = {"iron_ore": game.PROSPECT_ORE + 2} game.start_action(self.world, self.ann, "prospect_garnet", T0) summary = game.process_player(self.world, self.ann, T0 + 1000, Always()) self.assertEqual(self.ann["bank"], {"iron_ore": 2, "garnet": 1}) self.assertEqual(summary["stopped"], "Out of: iron ore") self.assertGreater(self.ann["xp"]["jewelcrafting"], game.XP_TABLE[15]) def test_jewellery_bonuses(self): p = self.ann p["xp"]["combat"] = game.XP_TABLE[20] before = game.fighter(p, game.NO_BLESSING, {}) hp = game.max_hp(p) p["equip"].update(ring="garnet_haste", amulet="garnet_vigour", trinket="garnet_hourglass") after = game.fighter(p, game.NO_BLESSING, {}) self.assertAlmostEqual(after["interval"], round(before["interval"] * 0.93, 2)) self.assertEqual(game.max_hp(p), hp + 10) game.gain_xp(self.world, p, "mining", 100, T0) self.assertAlmostEqual(p["xp"]["mining"], 103) p["equip"]["ring"] = "garnet_fury" self.assertAlmostEqual(game.fighter(p, game.NO_BLESSING, {})["crit"], before["crit"] + 0.03) p["equip"]["ring"] = "garnet_might" self.assertEqual(game.combat_power(p), game.combat_power({**p, "equip": {**p["equip"], "ring": None}}) + 4) def test_loupe_doubles_any_class_crafts(self): self.ann["xp"]["jewelcrafting"] = game.XP_TABLE[15] for loupe, rings in ((None, 1), ("quartz_loupe", 2)): self.ann["equip"]["trinket"] = loupe self.ann["bank"] = {"copper_bar": 1, "quartz": 1} game.start_action(self.world, self.ann, "jc_quartz_haste", T0) game.process_player(self.world, self.ann, T0 + 1000, Always()) self.assertEqual(self.ann["bank"], {"quartz_haste": rings}) def test_jewellery_tabs_by_slot(self): self.assertEqual(game.ACTION_BY_ID["jc_garnet_haste"]["group"], "Rings") self.assertEqual(game.ACTION_BY_ID["jc_diamond_warding"]["group"], "Amulets") self.assertEqual(game.ACTION_BY_ID["jc_quartz_loupe"]["group"], "Trinkets") def test_miners_cut_jewels(self): self.assertIn("jewelcrafting", game.CLASSES["miner"]["fast"]) self.assertIn("jewelcrafting", game.CLASSES["miner"]["craft"]) def test_gems_can_be_asked_for(self): self.assertEqual(game.ORDER_RAW["sapphire"], "mine_mithril") self.assertEqual(game.ORDER_RECIPES["emerald_warding"], "jc_emerald_warding") def test_migration_adds_the_skill_and_slots(self): self.world["version"] = 17 del self.ann["xp"]["jewelcrafting"] for slot in ("ring", "amulet", "trinket"): del self.ann["equip"][slot] game.migrate(self.world, T0) self.assertEqual(self.ann["xp"]["jewelcrafting"], 0) self.assertEqual({slot: self.ann["equip"][slot] for slot in ("ring", "amulet", "trinket")}, {"ring": None, "amulet": None, "trinket": None}) def test_rings_of_precision_became_haste(self): self.world["version"] = 19 self.ann["bank"] = {"garnet_precision": 2, "garnet": 1} self.ann["equip"]["ring"] = "quartz_precision" self.ann["action"] = {"id": "jc_garnet_precision", "start": T0} game.migrate(self.world, T0) self.assertEqual(self.ann["bank"], {"garnet_haste": 2, "garnet": 1}) self.assertEqual(self.ann["equip"]["ring"], "quartz_haste") self.assertEqual(self.ann["action"]["id"], "jc_garnet_haste") class StationAndStorageTest(unittest.TestCase): def setUp(self): self.world = world_with(("bob", "commoner")) self.bob = self.world["players"]["bob"] def test_recipes_pull_in_other_trades(self): self.assertEqual(game.ACTION_BY_ID["make_oak_loom"]["inputs"], {"oak_plank": 3, "iron_nails": 5, "hard_leather": 2}) self.assertEqual(game.ACTION_BY_ID["make_wooden_hearth"]["inputs"], {"plank": 3, "copper_rivets": 5, "copper_bar": 2}) self.assertEqual(game.ACTION_BY_ID["make_oak_strongbox"]["inputs"], {"oak_plank": 4, "iron_nails": 10, "hard_leather": 2}) self.assertEqual(game.ACTION_BY_ID["sew_cotton_bag"]["inputs"], {"cotton_cloth": 4, "hard_leather": 1}) self.assertEqual(game.ACTION_BY_ID["sew_cotton_bag"]["skill"], "tailoring") def test_a_station_speeds_its_craft(self): smelt = game.ACTION_BY_ID["smith_copper_bar"] bare = game.action_time(self.world, self.bob, smelt) self.bob["equip"]["station_smithing"] = "oak_anvil_stand" self.assertAlmostEqual(game.action_time(self.world, self.bob, smelt), bare * 0.7) self.bob["equip"]["tool_smithing"] = "copper_chisel" self.assertAlmostEqual(game.action_time(self.world, self.bob, smelt), bare * 0.7 * 0.85) def test_every_crafting_skill_has_a_tool_and_a_station(self): for skill in game.CRAFTING: self.assertIn(f"tool_{skill}", game.EQUIP_SLOTS) self.assertIn(f"station_{skill}", game.EQUIP_SLOTS) self.assertEqual(game.ACTION_BY_ID["smith_iron_mortar_and_pestle"]["inputs"], {"iron_bar": 2, "oak_logs": 1}) self.assertEqual(game.ACTION_BY_ID["make_oak_workbench"]["skill"], "construction") def test_a_workbench_speeds_the_building_site(self): labour = game.ACTION_BY_ID["labour"] bare = game.action_time(self.world, self.bob, labour) self.bob["equip"]["station_construction"] = "magic_workbench" speed = game.ITEMS["magic_workbench"]["speed"] self.assertAlmostEqual(game.action_time(self.world, self.bob, labour), bare * (1 - speed)) def test_stations_move_out_of_the_tool_slot(self): self.world["version"] = 22 self.bob["equip"]["tool_smithing"] = "oak_anvil_stand" del self.bob["equip"]["station_smithing"] game.migrate(self.world, T0) self.assertEqual((self.bob["equip"]["tool_smithing"], self.bob["equip"]["station_smithing"]), (None, "oak_anvil_stand")) def test_strongbox_adds_slots_and_bag_a_bigger_stack(self): slots, stack = game.bank_slots(self.world, self.bob), game.stack_size(self.world, self.bob) self.bob["bank"] = {"stone": 1200} self.assertEqual(game.slots_used(self.world, self.bob), 2) self.bob["equip"].update(storage="oak_strongbox", bag="linen_bag") self.assertEqual(game.bank_slots(self.world, self.bob), slots + 4) self.assertEqual(game.stack_size(self.world, self.bob), stack + 250) self.assertEqual(game.slots_used(self.world, self.bob), 1) def test_no_smaller_strongbox_while_the_bank_is_full(self): import types import app handler = types.SimpleNamespace(store=types.SimpleNamespace(world=self.world)) handler._equip = lambda *args: app.Handler._equip(handler, *args) self.bob["equip"]["storage"] = "oak_strongbox" self.bob["bank"] = {f"{wood}_plank" if wood != "wooden" else "plank": 1 for wood in game.WOODS} self.bob["bank"].update({item: 1 for item in ("stone", "logs", "coal", "bones", "wheat", "flax", "rope", "bricks", "thatch", "wooden_strongbox")}) self.assertEqual(game.overfull(self.world, self.bob), 0) # 16 items in 12 + 4 slots: room for the swap, not after self.assertEqual(app.Handler.equip(handler, self.bob, "wooden_strongbox", None), "Bank too full for that") self.assertEqual(self.bob["equip"]["storage"], "oak_strongbox") self.assertEqual(self.bob["bank"]["wooden_strongbox"], 1) class FirekeepingTest(unittest.TestCase): def setUp(self): self.world = world_with(("kai", "commoner"), ("sam", "commoner")) self.kai, self.sam = self.world["players"]["kai"], self.world["players"]["sam"] self.fires = self.world["city"]["fires"] def tend(self, player, fire, log, at, seconds): self.assertIsNone(game.start_action(self.world, player, f"tend_{fire}_{log}", at)) return game.process_player(self.world, player, at + seconds, random.Random(1)) def test_tending_feeds_only_that_fire_and_pays_by_the_minute(self): self.kai["bank"] = {"logs": 3} self.tend(self.kai, "forge", "logs", T0, 95) level = game.skill_level(self.kai, "firekeeping") self.assertEqual(self.kai["bank"].get("logs", 0), 0) self.assertEqual(game.heat(self.world, "forge"), 0) self.assertEqual(game.heat(self.world, "kitchen"), -1) self.assertAlmostEqual(self.kai["xp"]["firekeeping"], 3 * game.TEND_XP[0] * game.fire_minutes(level)) def test_tending_all_feeds_the_lowest_fire_with_room(self): self.fires["forge"].update(fuel=[{"tier": 0, "left": 600, "by": "sam"}], at=T0) self.fires["kitchen"].update(fuel=[{"tier": 0, "left": game.fire_bank(1) * 60, "by": "kai"}], at=T0) # kai's pile is full self.fires["kiln"].update(fuel=[{"tier": 0, "left": 300, "by": "sam"}], at=T0) self.kai["bank"] = {"logs": 1} self.tend(self.kai, "all", "logs", T0, 35) self.assertEqual([chunk["by"] for chunk in self.fires["still"]["fuel"]], ["kai"]) # out, so lowest self.kai["bank"] = {"logs": 100} for key in ("forge", "kiln", "still"): self.fires[key].update(fuel=[{"tier": 0, "left": game.fire_bank(1) * 60, "by": "kai"}], at=T0 + 35) self.assertEqual(game.start_action(self.world, self.kai, "tend_all_logs", T0 + 35), "Your piles are all full") def test_queued_tending_runs_until_full_then_on_with_the_queue(self): self.kai["bank"] = {"logs": 500} game.start_action(self.world, self.kai, "mine_stone", T0) self.assertIsNone(game.queue_add(self.world, self.kai, "tend_all_logs", 1, T0)) # starts it, mining comes after self.assertIsNone(game.queue_add(self.world, self.kai, "split_logs", 2, T0)) self.assertEqual(self.kai["action"]["left"], 1) game.process_player(self.world, self.kai, T0 + 600, random.Random(1)) self.assertEqual(self.kai["action"]["id"], "tend_all_logs") # past one log: no count, still tending summary = game.process_player(self.world, self.kai, T0 + 4 * 3600, random.Random(1)) self.assertEqual(summary["skipped"], []) self.assertEqual(self.kai["bank"]["kindling"], 2 * game.KINDLING_YIELD[0]) self.assertEqual((self.kai["action"]["id"], summary["resumed"]), ("mine_stone", "mine_stone")) tended = 500 - 2 - self.kai["bank"]["logs"] self.assertGreater(tended, 4 * game.fire_bank(1) / game.fire_minutes(1)) # every pile filled def test_better_logs_need_the_level(self): self.kai["bank"] = {"maple_logs": 3} self.assertEqual(game.start_action(self.world, self.kai, "tend_forge_maple_logs", T0), "Needs level 45") def test_a_full_fire_stops_tending_and_pays_nothing(self): self.kai["bank"] = {"logs": 100} summary = self.tend(self.kai, "forge", "logs", T0, 3000) self.assertEqual(summary["stopped"], "Your pile in the forge is full") left = sum(chunk["left"] for chunk in self.fires["forge"]["fuel"]) self.assertGreater(left + game.fire_minutes(1) * 60, game.fire_bank(1) * 60) # no room for another log xp = self.kai["xp"]["firekeeping"] self.assertEqual(game.start_action(self.world, self.kai, "tend_forge_logs", T0 + 3000), "Your pile in the forge is full") self.assertEqual(self.kai["xp"]["firekeeping"], xp) def test_a_better_log_pushes_your_cheaper_fuel_out_but_not_the_reverse(self): bank = game.fire_bank(15) * 60 self.fires["kiln"].update(fuel=[{"tier": 0, "left": bank, "by": "kai"}], at=T0) # kai's pile: full of plain logs self.kai["xp"]["firekeeping"] = game.XP_TABLE[15] self.kai["bank"] = {"oak_logs": 1, "logs": 1} self.assertEqual(game.start_action(self.world, self.kai, "tend_kiln_logs", T0), "Your pile in the kiln is full") self.assertIsNone(game.start_action(self.world, self.kai, "tend_kiln_oak_logs", T0)) # a better log still fits game.feed_fire(self.world, self.kai, "kiln", 1) self.assertEqual(game.heat(self.world, "kiln"), 1) self.assertAlmostEqual(sum(chunk["left"] for chunk in self.fires["kiln"]["fuel"]), bank) self.assertEqual(game.start_action(self.world, self.kai, "tend_kiln_logs", T0), "Your pile in the kiln is full") def test_a_beginner_can_always_feed_a_fire_a_veteran_filled(self): self.fires["forge"].update(fuel=[{"tier": 5, "left": 100 * 3600, "by": "kai"}], at=T0) self.sam["bank"] = {"logs": 5} self.tend(self.sam, "forge", "logs", T0, 95) self.assertEqual(self.sam["bank"]["logs"], 2) self.assertGreater(self.sam["xp"]["firekeeping"], 0) self.assertEqual(game.heat(self.world, "forge"), 5) def test_piles_share_the_burn_and_the_time_adds_up(self): fire = self.fires["forge"] fire.update(fuel=[{"tier": 5, "left": 600, "by": "kai"}, {"tier": 0, "left": 600, "by": "sam"}], at=T0) game.burn_fires(self.world, T0 + 600) # half each self.assertEqual([round(chunk["left"]) for chunk in fire["fuel"]], [300, 300]) self.assertEqual(game.heat(self.world, "forge"), 5) # the beginner's logs keep the violet going longer game.burn_fires(self.world, T0 + 1199) self.assertEqual(game.heat(self.world, "forge"), 5) game.burn_fires(self.world, T0 + 1200) # 20 minutes of fuel, 20 minutes of fire self.assertEqual(fire["fuel"], []) def test_a_pile_burns_its_hottest_fuel_first_on_game_time(self): fire = self.fires["still"] fire["fuel"] = [{"tier": 0, "left": 600, "by": "kai"}, {"tier": 2, "left": 300, "by": "kai"}] fire["at"] = T0 game.burn_fires(self.world, T0 + 200) self.assertEqual(game.heat(self.world, "still"), 2) game.burn_fires(self.world, T0 + 400) self.assertEqual(game.heat(self.world, "still"), 0) self.assertAlmostEqual(fire["fuel"][0]["left"], 500) game.burn_fires(self.world, T0 + 100) # never backwards self.assertEqual(fire["at"], T0 + 400) def test_a_hot_forge_pays_the_log_and_a_coal_but_never_the_last(self): steel, copper = game.ACTION_BY_ID["smith_steel_bar"], game.ACTION_BY_ID["smith_copper_bar"] self.assertEqual(game.fire_inputs(self.world, steel), {"iron_ore": 1, "coal": 2, "willow_logs": 1}) self.fires["forge"]["fuel"] = [{"tier": 1, "left": 600, "by": "kai"}] self.assertEqual(game.fire_inputs(self.world, steel), {"iron_ore": 1, "coal": 2, "willow_logs": 1}) # too cool self.assertEqual(game.fire_inputs(self.world, copper), {"copper_ore": 1}) self.fires["forge"]["fuel"] = [{"tier": 3, "left": 600, "by": "kai"}] self.assertEqual(game.fire_inputs(self.world, steel), {"iron_ore": 1, "coal": 1}) self.assertEqual(game.fire_inputs(self.world, game.ACTION_BY_ID["smith_mithril_bar"]), {"mithril_ore": 1, "coal": 2}) def test_a_potion_brewed_from_logs_keeps_its_ingredient_log(self): brew = game.ACTION_BY_ID["brew_woodcutting_potion_1"] self.fires["still"]["fuel"] = [{"tier": 0, "left": 600, "by": "kai"}] self.assertEqual(game.fire_inputs(self.world, brew), {"guam_leaf": 1, "logs": 1}) def test_a_lit_fire_pays_for_work_orders_too(self): self.fires["forge"].update(fuel=[{"tier": 0, "left": 60000, "by": "kai"}], at=T0) self.world["players"]["mo"] = mo = game.new_player("mo", "Mo", "commoner", T0) mo["gold"], mo["bank"] = 100, {"copper_ore": 5, "logs": 5} self.assertEqual(game.post_order(self.world, mo, "craft", "copper_bar", 5, ["copper_ore", "logs"], 50, T0), "The forge pays that") self.assertIsNone(game.post_order(self.world, mo, "craft", "copper_bar", 5, ["copper_ore"], 50, T0)) order = self.world["orders"][0] self.assertEqual(game.provide_reagent(self.world, mo, order["id"], "logs"), "The forge pays that") self.sam["bank"] = {} self.assertIsNone(game.work_order(self.world, self.sam, order["id"], T0)) game.process_player(self.world, self.sam, T0 + 600, random.Random(1)) self.assertEqual(order["status"], "done") self.assertEqual(mo["bank"], {"copper_bar": 5, "logs": 5}) self.assertEqual(self.fires["forge"]["saved"], 5) def test_warmth_goes_to_whoever_fed_the_fire(self): self.fires["kitchen"]["fuel"] = [{"tier": 0, "left": 6000, "by": "kai"}] self.fires["kitchen"]["at"] = T0 self.sam["bank"] = {"raw_shrimp": 4} game.start_action(self.world, self.sam, "cook_shrimp", T0) game.process_player(self.world, self.sam, T0 + 85, random.Random(1)) self.assertEqual(self.sam["bank"]["cooked_shrimp"], 4) self.assertNotIn("logs", self.sam["bank"]) self.assertAlmostEqual(self.kai["xp"]["firekeeping"], 4 * 6 * game.WARMTH) self.assertAlmostEqual(self.kai["away"]["xp"]["firekeeping"], 4 * 6 * game.WARMTH) self.assertEqual(self.fires["kitchen"]["saved"], 4) self.assertEqual(self.sam["xp"]["firekeeping"], 0) def test_warmth_is_shared_by_every_pile_hot_enough_for_the_craft(self): self.world["players"]["ash"] = ash = game.new_player("ash", "Ash", "commoner", T0) ash["xp"]["cooking"] = game.XP_TABLE[15] self.fires["kitchen"].update(at=T0, fuel=[{"tier": 3, "left": 6000, "by": "kai"}, {"tier": 0, "left": 6000, "by": "sam"}]) ash["bank"] = {"raw_shrimp": 1, "raw_trout": 1} game.start_action(self.world, ash, "cook_shrimp", T0, once=True) game.process_player(self.world, ash, T0 + 25, random.Random(1)) self.assertAlmostEqual(self.kai["xp"]["firekeeping"], 6 * game.WARMTH / 2) self.assertAlmostEqual(self.sam["xp"]["firekeeping"], 6 * game.WARMTH / 2) game.start_action(self.world, ash, "cook_trout", T0 + 25, once=True) game.process_player(self.world, ash, T0 + 60, random.Random(1)) self.assertAlmostEqual(self.kai["xp"]["firekeeping"], 6 * game.WARMTH / 2 + 15 * game.WARMTH) # trout: kai's alone self.assertAlmostEqual(self.sam["xp"]["firekeeping"], 6 * game.WARMTH / 2) def test_catch_up_runs_everyone_and_keeps_what_they_missed(self): game.start_action(self.world, self.sam, "mine_stone", T0) self.assertTrue(game.catch_up(self.world, T0 + 100, random.Random(1))) game.catch_up(self.world, T0 + 200, random.Random(1)) self.assertEqual(self.sam["away"]["done"], 10) summary = game.take_summary(self.sam, game.process_player(self.world, self.sam, T0 + 220, random.Random(1))) self.assertEqual(summary["done"], 11) self.assertEqual(summary["items"], {"stone": 11}) self.assertNotIn("away", self.sam) def test_old_worlds_get_their_fires(self): del self.world["city"]["fires"] del self.kai["xp"]["firekeeping"] self.world["version"] = 23 game.migrate(self.world, T0) self.assertEqual(set(self.world["city"]["fires"]), set(game.FIRES)) self.assertEqual(self.kai["xp"]["firekeeping"], 0) self.assertIn("tool_firekeeping", self.kai["equip"]) class PatchNotesTest(unittest.TestCase): def test_newest_first_and_known_kinds(self): dates = [release["date"] for release in game.PATCH_NOTES] self.assertEqual(dates, sorted(dates, reverse=True)) for release in game.PATCH_NOTES: self.assertTrue(release["notes"]) for kind, text in release["notes"]: self.assertIn(kind, ("new", "balance", "fix")) self.assertTrue(text) class PartyTest(unittest.TestCase): def pair(self, level=12): world = world_with(("wil", "commoner"), ("kay", "commoner")) for p in world["players"].values(): p["xp"]["combat"] = game.XP_TABLE[level] p["hp"] = game.max_hp(p) p["equip"].update(weapon="iron_sword", helmet="iron_helmet", body="iron_body", legs="iron_legs") p["bank"] = {"bread": 300} return world, world["players"]["wil"], world["players"]["kay"] def online(self, world, now, rng): """Everyone playing: catch up to `now` as their pages would.""" for p in world["players"].values(): p["last_active"] = now game.catch_up(world, now, rng) def test_tagging_in_keeps_what_already_happened(self): world, wil, kay = self.pair() rng = random.Random(1) game.start_action(world, wil, "fight_scouts", T0) self.online(world, T0 + 0.1, rng) before = json.loads(json.dumps(wil["action"]["fight"])) k = len(before["events"]) // 2 at = (before["events"][k - 1][0] + before["events"][k][0]) / 2 self.online(world, T0 + at, rng) self.assertIsNone(game.join_fight(world, kay, "wil", T0 + at)) fight = game.current_fight(world, wil) self.assertIs(fight, game.current_fight(world, kay)) # both watch the one fight self.assertEqual(fight["events"][:k], before["events"][:k]) theirs = [e for e in fight["events"] if e[1] == "kay"] self.assertTrue(theirs) self.assertGreater(theirs[0][0], at) self.assertEqual(kay["action"]["start"], wil["action"]["start"]) def test_kills_go_faster_and_everyone_gets_the_xp(self): world, wil, kay = self.pair() game.start_action(world, wil, "fight_scouts", T0) self.assertIsNone(game.join_fight(world, kay, "wil", T0)) self.online(world, T0 + 3600, random.Random(2)) together = wil["away"] self.assertEqual(together["done"], kay["away"]["done"]) self.assertEqual(together["with"], {"Kay": together["done"]}) self.assertEqual(wil["xp"]["combat"], kay["xp"]["combat"]) # the same kills, the full XP each self.assertGreater(wil["gold"] + kay["gold"], 0) self.assertLessEqual(abs(wil["gold"] - kay["gold"]), together["wins"] * 4) # split evenly, odd coins aside solo, alone = self.pair()[0:2] game.start_action(solo, alone, "fight_scouts", T0) self.online(solo, T0 + 3600, random.Random(2)) self.assertGreater(together["xp"]["combat"], alone["away"]["xp"]["combat"] * 1.3) def test_leaving_lets_the_other_carry_on(self): world, wil, kay = self.pair() rng = random.Random(3) game.start_action(world, wil, "fight_scouts", T0) game.join_fight(world, kay, "wil", T0) self.online(world, T0 + 5, rng) self.assertEqual(len(world["parties"]), 1) self.assertIsNone(game.start_action(world, kay, "mine_stone", T0 + 5)) self.assertEqual(world["parties"], {}) self.assertNotIn("party", wil["action"]) left = game.member_of(wil["action"]["fight"], "kay") # the fight goes on without her self.assertEqual(left["result"], "left") self.online(world, T0 + 1200, rng) self.assertGreater(wil["away"]["wins"], 3) def test_away_too_long_steps_out(self): world, wil, kay = self.pair(level=40) for p in (wil, kay): p["bank"] = {"bread": 100_000} game.start_action(world, wil, "fight_scouts", T0) game.join_fight(world, kay, "wil", T0) now = T0 + game.OFFLINE_CAP + 3600 wil["last_active"] = now # wil kept playing, kay went to bed game.catch_up(world, now, random.Random(4)) self.assertEqual(world["parties"], {}) self.assertEqual(kay["action"]["id"], "fight_scouts") self.assertNotIn("party", kay["action"]) self.assertGreater(wil["away"]["done"], kay["away"]["done"]) # wil carried on alone for the last hour def test_knocked_out_in_a_won_fight_still_shares_the_win(self): world, wil, kay = self.pair() game.start_action(world, wil, "fight_scouts", T0) self.online(world, T0 + 0.1, random.Random(0)) kay["hp"] = 1 # tags in as she is self.assertIsNone(game.join_fight(world, kay, "wil", T0 + 0.1)) fight = game.current_fight(world, wil) mine = game.member_of(fight, "kay") self.assertTrue(mine["down"]) self.assertEqual((fight["result"], mine["result"]), ("won", "won")) self.online(world, T0 + fight["duration"] + 0.01, random.Random(5)) self.assertEqual(kay["away"]["wins"], 1) self.assertAlmostEqual(kay["hp"], game.max_hp(kay) * game.KNOCKED_OUT_HP) self.assertEqual(kay["action"]["id"], "fight_scouts") def test_a_boss_needs_a_group(self): world, wil, kay = self.pair(level=30) for p in (wil, kay): p["equip"].update(weapon="steel_sword", shield="steel_shield", helmet="steel_helmet", body="steel_body", legs="steel_legs") self.assertIsNone(game.start_action(world, wil, "fight_ruins", T0)) self.assertIn("Wil is looking for a group", world["ledger"][-1]["text"]) self.online(world, T0 + 3600, random.Random(1)) self.assertNotIn("fight", wil["action"]) # alone, nothing happens self.assertEqual(wil["away"]["done"], 0) if "away" in wil else None self.assertEqual(wil["action"]["start"], T0 + 3600) self.assertIsNone(game.join_fight(world, kay, "wil", T0 + 3600)) self.online(world, T0 + 7200, random.Random(1)) self.assertGreater(wil["away"]["wins"], 0) self.assertEqual(wil["away"]["wins"], kay["away"]["wins"]) self.assertIsNone(game.start_action(world, kay, "mine_stone", T0 + 7200)) self.online(world, T0 + 9000, random.Random(1)) wins = wil["away"]["wins"] self.online(world, T0 + 12600, random.Random(1)) self.assertEqual(wil["away"]["wins"], wins) # back to waiting self.assertEqual(wil["action"]["id"], "fight_ruins") def test_who_can_join(self): world, wil, kay = self.pair() self.assertEqual(game.join_fight(world, kay, "wil", T0), "Wil isn't fighting") game.start_action(world, wil, "mine_stone", T0) self.assertEqual(game.join_fight(world, kay, "wil", T0), "Wil isn't fighting") self.assertEqual(game.join_fight(world, kay, "kay", T0), "No one to join") wil["xp"]["combat"] = game.XP_TABLE[60] game.start_action(world, wil, "fight_ruins", T0) self.assertEqual(game.join_fight(world, kay, "wil", T0), "Needs level 20") game.start_action(world, wil, "fight_scouts", T0) self.assertIsNone(game.join_fight(world, kay, "wil", T0)) self.assertEqual(game.join_fight(world, wil, "kay", T0), "Already fighting together") def test_a_boss_fought_once_can_be_joined(self): world, wil, kay = self.pair(level=30) for p in (wil, kay): p["equip"].update(weapon="steel_sword", shield="steel_shield", helmet="steel_helmet", body="steel_body", legs="steel_legs") p["bank"] = {"cooked_salmon": 5000} game.start_action(world, wil, "mine_stone", T0) self.assertIsNone(game.start_action(world, wil, "fight_ruins", T0, once=True)) self.assertTrue(game.joinable(world, wil)) self.assertIsNone(game.join_fight(world, kay, "wil", T0)) self.online(world, T0 + 3600, random.Random(6)) self.assertEqual(wil["away"]["with"], {"Kay": 1}) self.assertEqual(wil["action"]["id"], "mine_stone") # one kill, then back to mining self.assertEqual(kay["action"]["id"], "fight_ruins") # waiting for the next group self.assertEqual(world["parties"], {}) def test_bosses_give_everyone_their_own_loot(self): world, wil, kay = self.pair(level=30) for p in (wil, kay): p["equip"].update(weapon="steel_sword", shield="steel_shield", helmet="steel_helmet", body="steel_body", legs="steel_legs") p["bank"] = {"cooked_salmon": 5000} game.start_action(world, wil, "fight_ruins", T0) self.assertIsNone(game.join_fight(world, kay, "wil", T0)) self.online(world, T0 + 3600, random.Random(6)) wins = wil["away"]["wins"] self.assertGreater(wins, 10) low, high = game.ACTION_BY_ID["fight_ruins"]["gold"] for p in (wil, kay): self.assertTrue(wins * low <= p["away"]["gold"] <= wins * high) # a whole purse each bones = p["away"]["items"].get("big_bones", 0) + p["away"]["overflow"].get("big_bones", 0) self.assertEqual(bones, wins) # the sure drop, for each of them def test_loot_is_shared_out(self): shares = game.share_loot((7, {"bones": 1, "arrows": 5}), ["a", "b"], random.Random(1)) self.assertEqual(sorted(gold for gold, _ in shares.values()), [3, 4]) self.assertEqual(sum(got.get("arrows", 0) for _, got in shares.values()), 5) self.assertEqual(sum(got.get("bones", 0) for _, got in shares.values()), 1) def test_a_fight_in_progress_is_drawn_again_after_the_update(self): world, wil, _ = self.pair() game.start_action(world, wil, "fight_scouts", T0) wil["action"]["fight"] = {"old": True} world["version"] = 24 del world["parties"], world["next_party_id"] game.migrate(world, T0) self.assertNotIn("fight", wil["action"]) self.assertEqual(world["parties"], {}) class TownsfolkTest(unittest.TestCase): def setUp(self): self.world = world_with() self.city = self.world["city"] self.city["population"] = 100.0 self.city["stockpile"] = {} self.now = self.city["last_tick"] def test_a_new_city_starts_content(self): self.assertEqual(self.city["happiness"], 0.5) self.assertEqual(game.mood(self.world)["name"], "Content") def test_each_tier_adds_a_need(self): for tier, keys in enumerate([["food"], ["food", "warmth"], ["food", "warmth", "clothes"]]): self.city["tier"] = tier self.assertEqual(list(game.happiness(self.world, self.now)["needs"]), keys) def test_food_counts_supply_and_kinds(self): # 100 people eat 50 meals a day; a hamlet wants 2 days stored and 4 kinds. self.city["stockpile"] = {"bread": 100, "cooked_meat": 49} food = game.happiness(self.world, self.now)["needs"]["food"] self.assertAlmostEqual(food["score"], 0.5 * 1 + 0.5 * 1 / 4) # meat is short of a day's worth self.city["starving"] = True self.assertEqual(game.happiness(self.world, self.now)["needs"]["food"]["score"], 0) def test_the_biggest_pile_is_eaten_first(self): self.city["stockpile"] = {"bread": 10, "cooked_meat": 500} game._city_hour(self.world, self.now) self.assertEqual(self.city["stockpile"]["bread"], 10) self.assertLess(self.city["stockpile"]["cooked_meat"], 500) def test_hearths_burn_kindling_first_and_only_from_a_village(self): self.city["stockpile"] = {"kindling": 10, "logs": 10} self.city["weather"]["kind"] = "clear" game._happenings_hour(self.world, self.now, random.Random(1)) self.assertEqual(self.city["stockpile"], {"kindling": 10, "logs": 10}) # a hamlet has no hearths self.city["tier"] = 1 game._happenings_hour(self.world, self.now, random.Random(1)) self.assertLess(self.city["stockpile"]["kindling"], 10) self.assertEqual(self.city["stockpile"]["logs"], 10) def test_no_fuel_means_cold_homes(self): self.city["tier"] = 1 self.city["weather"]["kind"] = "clear" game._happenings_hour(self.world, self.now, random.Random(1)) self.assertTrue(self.city["unheated"]) self.assertFalse(self.city["cold"]) # no extra food unless it's snowing self.assertEqual(game.happiness(self.world, self.now)["needs"]["warmth"]["score"], 0) def test_clothes_for_the_season_wear_out(self): self.city["tier"] = 2 garment = game.SEASON_CLOTHES[game.season(self.world, self.now)["index"]] self.city["stockpile"] = {garment: 100} self.assertEqual(game.happiness(self.world, self.now)["needs"]["clothes"]["score"], 1) for _hour in range(24): game._townsfolk_hour(self.world, self.now, random.Random(1)) # 100 people wear out 100 in a 7-day season: about 14 a day. self.assertEqual(self.city["stockpile"][garment], 100 - int(100 / game.SEASON_DAYS)) def test_mood_drifts_slowly(self): self.assertEqual(game.happiness(self.world, self.now)["target"], 0) # nothing to eat game._townsfolk_hour(self.world, self.now, random.Random(1)) self.assertAlmostEqual(self.city["happiness"], 0.5 - game.MOOD_DRIFT) def test_unsolved_problems_weigh_on_the_mood(self): self.city["stockpile"] = {"bread": 1000, "cooked_meat": 100, "stew": 100, "cooked_shrimp": 100} self.assertEqual(game.happiness(self.world, self.now)["target"], 1) self.city["problems"].append({"kind": "goblins", "started": self.now, "progress": {}, "work": 0}) self.assertAlmostEqual(game.happiness(self.world, self.now)["target"], 1 - game.PROBLEM_MOOD) def test_a_lost_raid_shocks_the_mood(self): event = {"strength": 10_000, "sabotage": 0, "group": "the Red Hand"} game._resolve_raid(self.world, event, self.now, random.Random(1)) self.assertAlmostEqual(self.city["happiness"], 0.5 + game.MOOD_SHOCKS["raid_lost"]) def test_misery_drives_people_away_and_weakens_the_guards(self): self.city["buildings"]["barracks"]["level"] = 1 self.city["wages"] = 10_000 self.city["stockpile"] = {"bread": 1000} content = game.defence(self.world)["parts"]["militia"] self.city["happiness"] = 0.1 self.assertAlmostEqual(game.defence(self.world)["parts"]["militia"], round(content * 0.8, 1)) self.city["population"] = game.housing(self.world) # full: no growth to hide the leaving before = self.city["population"] game._city_hour(self.world, self.now) self.assertAlmostEqual(self.city["population"], before * (1 - 0.03 / 24)) def test_unhappy_halts_growth(self): self.city["stockpile"] = {"bread": 1000} self.city["happiness"] = 0.3 self.city["population"] = game.housing(self.world) - 5.0 # room to grow before = self.city["population"] game._city_hour(self.world, self.now) self.assertEqual(self.city["population"], before) self.assertTrue(game.population_view(self.world)["halted"]) def test_misery_makes_trouble(self): self.city["happiness"] = 0.05 rng = random.Random(1) rng.random = lambda: 0.0 game._townsfolk_hour(self.world, self.now, rng) self.assertIn(self.world["events"][-1]["kind"], ("strike", "theft", "riot")) def test_kindling_is_split_under_firekeeping(self): split = game.ACTION_BY_ID["split_willow_logs"] self.assertEqual((split["skill"], split["inputs"], split["outputs"]), ("firekeeping", {"willow_logs": 1}, {"kindling": 4})) self.assertIn("the hearths", game.city_uses("kindling")) if __name__ == "__main__": unittest.main() class LedgerTest(unittest.TestCase): def test_a_stretch_of_work_is_one_line(self): world = world_with(("fred", "commoner")) p = world["players"]["fred"] game.start_action(world, p, "mine_stone", T0) game.process_player(world, p, T0 + 100, random.Random(1)) game.process_player(world, p, T0 + 200, random.Random(1)) [line] = p["ledger"] self.assertEqual((line["act"], line["n"], line["items"], line["xp"]), ("mine_stone", 10, {"stone": 10}, 50)) self.assertEqual(line["at"] - line["start"], 200) # Stopped and started again later: a new stretch. game.start_action(world, p, "mine_stone", T0 + 1000) game.process_player(world, p, T0 + 1020, random.Random(1)) self.assertEqual([l["n"] for l in p["ledger"]], [10, 1]) def test_gifts_and_sales_add_up_within_the_hour(self): world = world_with(("fred", "commoner"), ("ann", "commoner")) fred, ann = world["players"]["fred"], world["players"]["ann"] fred["bank"] = {"stone": 30} game.give(world, fred, ann, "stone", 5, T0) game.give(world, fred, ann, "stone", 5, T0 + 60) game.sell(world, fred, "stone", 10, T0 + 120) self.assertEqual([(l["verb"], l["qty"]) for l in fred["ledger"]], [("Gave", 10), ("Sold", 10)]) self.assertEqual(fred["ledger"][1]["gold"], 10 * game.ITEMS["stone"]["value"]) self.assertEqual((ann["ledger"][0]["verb"], ann["ledger"][0]["who"]), ("Received", "fred")) game.sell(world, fred, "stone", 1, T0 + 2 * game.HOUR) self.assertEqual([l["verb"] for l in fred["ledger"]], ["Gave", "Sold", "Sold"])