guildhall/tests/test_game.py
rope 27bdb6a154 Intel: scaled recon costs, time-gated levels, spymaster multiplies recon
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-19 15:09:51 +01:00

1157 lines
56 KiB
Python

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
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", "warrior"))
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", "warrior"))
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_one_while_idle_just_stops(self):
world = world_with(("fred", "warrior"))
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", "pioneer"))
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 test_offline_cap(self):
world = world_with(("fred", "warrior"))
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", "warrior"))
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_level_and_city_requirements(self):
world = world_with(("ann", "warrior"))
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.assertEqual(game.start_action(world, p, "recon_roads", T0), "Only scouts can do that")
def test_full_bank_overflows_to_city(self):
world = world_with(("fred", "warrior"))
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)
def test_full_bank_sells_what_the_city_cannot_use(self):
world = world_with(("fred", "warrior"))
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", "warrior"))
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", "warrior"))
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", "warrior"))
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", "warrior"))
p = world["players"]["wil"]
p["bank"] = {"bread": 500}
game.start_action(world, p, "fight_wolves", T0)
summary = game.process_player(world, p, T0 + 48 * 100, random.Random(5))
self.assertEqual(summary["done"], 100)
self.assertEqual(summary["wins"] + summary["losses"], 100)
self.assertEqual(p["gold"], summary["wins"] * 2)
class GiftTest(unittest.TestCase):
def test_give_moves_items_within_bank_room(self):
world = world_with(("fred", "pioneer"), ("kay", "artisan"))
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", "warrior"))
p = world["players"]["fred"]
city = world["city"]
p["bank"] = {"stone": 1500}
city["stockpile"] = {"bricks": 600}
city["treasury"] = 300
self.assertIsNone(game.fund(world, p, "walls", "stone", "all", "bank", T0))
self.assertEqual(p["bank"], {"stone": 300}) # only what the fund needed
self.assertEqual(p["favour"], 1200)
self.assertIsNone(game.fund(world, p, "walls", "bricks", 500, "city", T0))
self.assertEqual(city["stockpile"], {"bricks": 100})
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", "warrior"))
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", "warrior"))
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", "warrior"))
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", "warrior"))
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}
game.tick(world, T0 + 4 * game.DAY, random.Random(1))
self.assertTrue(city["starving"])
self.assertNotIn("bread", city["stockpile"])
self.assertLess(city["population"], 20)
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", "warrior", 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", "scout"))
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"] - 12 * 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_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()
raid = self.announce(world)
action = game.ACTION_BY_ID["recon_roads"]
self.assertEqual(game.recon_gain(world, action), 1)
world["city"]["buildings"]["spymaster"]["level"] = 2
self.assertEqual(game.recon_gain(world, 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", "warrior"))
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", "warrior"))
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", "warrior"))
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", "warrior"))
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"]["bread"], 100 - summary["eaten"]["bread"])
self.assertGreaterEqual(p["hp"], 1)
def test_out_of_food_means_retreat_and_nothing_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.assertTrue(summary["stopped"].startswith("Retreated"))
self.assertEqual(p["equip"]["weapon"], "copper_sword")
self.assertEqual(p["bank"]["stone"], 10)
self.assertLess(p["hp"], game.max_hp(p) * game.TOO_HURT)
self.assertEqual(game.start_action(world, p, "fight_scouts", T0 + 6 * 3600), "Too hurt to fight. Rest, or bring food")
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)
wolves = game.ACTION_BY_ID["fight_scouts"]
self.assertLess(game.fight_damage(armoured, wolves), game.fight_damage(bare, wolves) * 0.7)
self.assertLess(game.fight_damage(veteran, wolves), game.fight_damage(bare, wolves))
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 NewSkillsTest(unittest.TestCase):
def test_tools_speed_up_gathering(self):
world = world_with(("pia", "warrior"))
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", "scout"))
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)
game.process_player(world, p, T0 + 1000, random.Random(1))
self.assertEqual(p["bank"]["cooked_shrimp"], 10)
self.assertIn("cooked_shrimp", game.FOOD_ORDER)
def test_hides_to_armour(self):
world = world_with(("kay", "artisan"))
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", "pioneer"))
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", "pioneer"))
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 + 24 * 60, random.Random(1)) # pioneer: 24s 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_raises_intel(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)
while event["recon"] < game.intel_costs(event)[-1]:
self.assertIsNone(game.spend_favour(world, p, "informant", T0))
self.assertEqual(event["recon"] % game.INFORMANT_RECON, 0)
self.assertEqual(game.spend_favour(world, p, "informant", T0), "Nothing more to learn")
self.assertEqual(game.intel_level(world, event, T0), 1) # the rest waits for the raid to draw near
def test_rallies_cost_more_each_time_and_end_with_the_raid(self):
world, p = self.world, self.p
self.assertEqual(game.spend_favour(world, p, "militia", T0), "No raid to prepare for")
world["next_event_at"] = T0
game.tick(world, T0, random.Random(2))
before = game.defence(world)["total"]
game.spend_favour(world, p, "militia", T0)
self.assertEqual(game.favours(world, T0)["militia"]["cost"], 300)
game.spend_favour(world, p, "militia", T0)
self.assertEqual(game.defence(world)["total"], before + 20)
self.assertEqual(p["favour"], 5000 - 150 - 300)
game.tick(world, game.upcoming_raid(world)["fire_at"], random.Random(1))
self.assertEqual(game.defence(world)["parts"]["rallied"], 0)
self.assertEqual(game.favours(world, T0)["militia"]["cost"], 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", "artisan"))
p = world["players"]["kay"]
p["xp"]["smithing"] = game.XP_TABLE[30]
p["bank"] = {"iron_ore": 5, "coal": 10}
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", "shield", "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)
for *_, prefix, _label, _level, _armour in game.LEATHERS:
for piece in ("cap", "legs", "body"):
self.assertIn(f"{prefix}_{piece}", game.ITEMS)
self.assertEqual(game.ITEMS["rune_body"]["plural"], "Rune cuirasses")
def test_gear_needs_levels_to_wear(self):
world = world_with(("wil", "warrior"))
p = world["players"]["wil"]
self.assertEqual(game.equip_problem(p, "rune_sword"), "Needs combat level 50")
self.assertEqual(game.equip_problem(p, "steel_pickaxe"), "Needs mining level 20")
self.assertIsNone(game.equip_problem(p, "copper_sword"))
p["xp"]["combat"] = game.XP_TABLE[50]
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}
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_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_bar"], 40)
self.assertEqual(game.build_cost("walls", 5)["steel_bar"], 180)
def test_dragons_drop_dragonhide(self):
world = world_with(("wil", "warrior"))
p = world["players"]["wil"]
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}
game.start_action(world, p, "fight_green_dragon", T0)
game.process_player(world, p, T0 + 3600 * 2, random.Random(3))
self.assertGreater(p["bank"].get("green_dragonhide", 0), 30)
class PrayerTest(unittest.TestCase):
def priest(self, level=1, combat=10):
world = world_with(("pat", "warrior"))
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"]), 4)
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_damage(p, scouts)
game.set_prayers(p, ["thick_skin", "burst_of_strength"])
p["pp"] = 4
blessed = game.blessing(p)
self.assertEqual(blessed["cost"], 2)
self.assertLess(game.fight_damage(p, scouts, blessed), 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"], 4)
self.assertTrue(summary["prayer_out"])
self.assertEqual(p["xp"]["prayer"], game.XP_TABLE[10] + 4 * game.PRAYER_XP_PER_POINT)
def test_second_wind_saves_one_retreat(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.assertTrue(summary["stopped"].startswith("Retreated"))
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", "pioneer"))
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", "warrior"))
self.p = self.world["players"]["hal"]
def test_herbs_to_potion(self):
world, p = self.world, self.p
p["xp"]["farming"] = game.XP_TABLE[5]
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["xp"]["herblore"] = game.XP_TABLE[6]
p["bank"]["logs"] = 3
game.start_action(world, p, "brew_lumberjacks_tonic", T0 + 450)
game.process_player(world, p, T0 + 1000, random.Random(1))
self.assertEqual(p["bank"]["lumberjacks_tonic"], 3)
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"] = {"lumberjacks_tonic": 1}
self.assertIsNone(game.use_potion(p, "lumberjacks_tonic"))
self.assertEqual(p["potions"]["woodcutting"], {"item": "lumberjacks_tonic", "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"], ["lumberjacks_tonic"])
self.assertNotIn("woodcutting", p["potions"])
def test_empty_potion_is_replaced_from_the_bank(self):
world, p = self.world, self.p
p["bank"] = {"trackers_tincture": 2}
game.use_potion(p, "trackers_tincture")
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"], {"trackers_tincture": 1})
self.assertEqual(p["potions"]["hunting"]["charges"], game.POTION_CHARGES)
self.assertNotIn("trackers_tincture", p["bank"])
def test_keep_chance_saves_materials(self):
world, p = self.world, self.p
p["bank"] = {"copper_ore": 100, "logs": 100, "smiths_focus": 1}
game.use_potion(p, "smiths_focus")
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": 1, "bread": 500}
game.use_potion(p, "defence_potion")
game.start_action(world, p, "fight_scouts", T0)
scouts = game.ACTION_BY_ID["fight_scouts"]
brewed = game.with_potion(game.NO_BLESSING, game.potion_effect(p, "combat"))
self.assertAlmostEqual(game.fight_damage(p, scouts, brewed), game.fight_damage(p, scouts) * 0.85)
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_v5_worlds_get_herblore(self):
world = world_with(("fred", "pioneer"))
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", "pioneer"), ("ann", "warrior"))
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()
game.tick(world, T0 + 10 * game.HOUR, random.Random(1))
self.assertAlmostEqual(world["city"]["construction"]["labour"], 10 * 20 * 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", "warrior"))
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", "pioneer"))
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", "warrior"), ("sam", "scout"))
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_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"), 1.5)
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_halve_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"])["yield"], 0.5)
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_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 = self.world["events"][-1]["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 + 30 * 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", "warrior"))
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}
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_a_won_raid_breaks_some_kit_and_reports_it(self):
self.city["stockpile"] = {"copper_sword": 20, "arrows": 100}
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 FittingTest(unittest.TestCase):
def setUp(self):
self.world = world_with(("fred", "artisan"))
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 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)
if __name__ == "__main__":
unittest.main()