using System; using System.Collections.Generic; using System.IO; using System.Linq; using CultMath; using GameCult.Caching; using Xunit; // What a station pays and charges, and the commits that move goods and credits. The price rules are pinned against the // authored gameplay settings, so the defaults a Settings.asset without the new fields keeps are the ones tested. public sealed class StationServicesTests : IDisposable { private readonly string _root = Path.Combine(Path.GetTempPath(), "aetheria-stationservices-" + Guid.NewGuid().ToString("N")); private readonly CultCache _cache; private readonly ItemManager _items; private readonly Zone _zone; public StationServicesTests() { Directory.CreateDirectory(_root); _cache = AetheriaStores.Open(Path.Combine(_root, "Aetheria.cc"), catalogWritable: true); _cache.Upsert(new VerseGrammar { Revision = 1 }); var shape = new Shape(5, 5); foreach (var cell in shape.AllCoordinates) shape[cell] = true; var hardpoint = new HardpointData { Type = HardpointType.Sensors, Position = new int2(0, 0), Shape = new Shape() }; _cache.Upsert(new HullData { Name = "Skiff", HullType = HullType.Ship, Shape = shape, Price = 1000, Durability = 10, Armor = 10, Hardpoints = { hardpoint } }); _cache.Upsert(new HullData { Name = "Hub", HullType = HullType.Station, Shape = shape, Price = 5000, Durability = 10 }); _cache.Upsert(new HullData { Name = "Bare Hub", HullType = HullType.Station, Shape = shape, Price = 5000, Durability = 10 }); _cache.Upsert(new GearData { Name = "Gun", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Price = 400, Durability = 8 }); _cache.Upsert(new GearData { Name = "Sweep", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Price = 1, Durability = 20 }); _cache.Upsert(new GearData { Name = "Lamp", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Price = 90, Durability = 0 }); var bay = new Shape(4, 4); foreach (var cell in bay.AllCoordinates) bay[cell] = true; _cache.Upsert(new CargoBayData { Name = "Crate", Shape = new Shape(), InteriorShape = bay, Price = 20, Durability = 4 }); _cache.Upsert(new DockingBayData { Name = "Berth", Shape = new Shape(), InteriorShape = bay, MaxSize = new int2(2, 2), Price = 60, Durability = 6 }); _cache.Upsert(new SimpleCommodityData { Name = "Ore", Shape = new Shape(), Price = 7, MaxStack = 100 }); _cache.FlushAsync().Wait(); var settings = AuthoredSettings.Load(RestoredHullsTests.FindRepoRoot()).Read("GameplaySettings"); _items = new ItemManager(_cache, new ProvenanceLedger(), settings, _ => { }); _zone = new Zone(_items, new PlanetSettings(), new ZonePack(), new GalaxyZone { Name = "Test Zone", Owner = null }, null); } public void Dispose() { _cache.Dispose(); Directory.Delete(_root, true); } private EquippableItem Mint(string design, float? durability = null) { var data = _cache.GetByName(design); return new EquippableItem { Data = _cache.RefOf(data), Durability = durability ?? data.Durability, Lot = _items.Lots.Add(new Lot { Design = _cache.RefOf(data), Origin = new Attributed(), Quality = .5f, Roles = new List() }) }; } private SimpleCommodity Ore(int quantity) => new SimpleCommodity { Data = _cache.RefOf(_cache.GetByName("Ore")), Quantity = quantity }; // A ship with a cargo bay. private Ship Ship(float? hullDurability = null) { var ship = new Ship(_items, _zone, Mint("Skiff", hullDurability), new EntitySettings()); Assert.True(ship.TryEquip(Mint("Crate"), new int2(1, 1))); return ship; } // A station whose one cargo bay can take the goods, or one with no cargo bay at all. private OrbitalEntity Station(bool withBay = true) { var station = new OrbitalEntity(_items, _zone, Mint(withBay ? "Hub" : "Bare Hub"), default, new EntitySettings()); if (withBay) Assert.True(station.TryEquip(Mint("Crate"), new int2(1, 1))); return station; } [Fact] public void SettingsDefaultsAreHalfAndAQuarter() { Assert.Equal(.5f, _items.GameplaySettings.SellFraction); Assert.Equal(.25f, _items.GameplaySettings.RepairFraction); Assert.Equal(15000000, _items.GameplaySettings.StartingCredits); } [Fact] public void BuyPrice_is_the_price_and_the_sale_never_beats_it() { Assert.Equal(_items.GetPrice(Mint("Gun")), StationServices.BuyPrice(_items, Mint("Gun"))); // A worn gun costs what a new one does to buy, and pays less to sell. Assert.Equal(StationServices.BuyPrice(_items, Mint("Gun")), StationServices.BuyPrice(_items, Mint("Gun", 4))); // A commodity is priced per unit, times the units asked for. Assert.Equal(7, StationServices.BuyPrice(_items, Ore(10))); Assert.Equal(70, StationServices.BuyPrice(_items, Ore(1), 10)); Assert.Equal(int.MaxValue, StationServices.BuyPrice(_items, Ore(1), int.MaxValue)); Assert.True(StationServices.SellPrice(_items, Mint("Gun")) < StationServices.BuyPrice(_items, Mint("Gun"))); Assert.Throws(() => StationServices.BuyPrice(_items, null)); } [Fact] public void SellPrice_scales_with_condition() { var price = _items.GetPrice(Mint("Gun")); Assert.True(price > 100, "the fixture's gun must have a price large enough to show a half"); Assert.Equal((int) Math.Floor(price * .5), StationServices.SellPrice(_items, Mint("Gun"))); Assert.Equal((int) Math.Floor(price * .25), StationServices.SellPrice(_items, Mint("Gun", 4))); Assert.Equal(0, StationServices.SellPrice(_items, Mint("Gun", 0))); // A design with no durability does not wear, so it sells as new however its instance reads. Assert.Equal((int) Math.Floor(_items.GetPrice(Mint("Lamp")) * .5), StationServices.SellPrice(_items, Mint("Lamp", 0))); // Past design durability is no better than new. Assert.Equal(StationServices.SellPrice(_items, Mint("Gun")), StationServices.SellPrice(_items, Mint("Gun", 80))); // A commodity has no wear: its price per unit times the quantity, at the fraction, rounded down. Assert.Equal(35, StationServices.SellPrice(_items, Ore(10))); Assert.Equal(3, StationServices.SellPrice(_items, Ore(1))); // A stack large enough that a scaled price shows: 7 * 100 * .5 is exactly 350, and a 2% larger fraction pays 357. Assert.Equal(350, StationServices.SellPrice(_items, Ore(100))); } [Fact] public void TrySell_moves_and_pays_or_refuses() { var ship = Ship(); var from = ship.CargoBays.Single(); var gun = Mint("Gun", 4); var ore = Ore(10); Assert.True(from.TryStore(gun)); Assert.True(from.TryStore(ore)); var station = Station(); var credits = 1000; Assert.True(StationServices.TrySell(from, station, gun, ref credits)); Assert.Equal(1000 + StationServices.SellPrice(_items, Mint("Gun", 4)), credits); Assert.DoesNotContain(gun, from.Cargo.Keys); Assert.Contains(gun, station.CargoBays.Single().Cargo.Keys); credits = 1000; Assert.True(StationServices.TrySell(from, station, ore, ref credits)); Assert.Equal(1035, credits); Assert.Empty(from.Cargo.Keys.OfType()); Assert.Equal(10, station.CargoBays.Single().Cargo.Keys.OfType().Sum(c => c.Quantity)); // A station with nowhere to put it takes nothing and pays nothing. var other = Mint("Gun"); Assert.True(from.TryStore(other)); var packed = from.Cargo.Count; credits = 1000; Assert.False(StationServices.TrySell(from, Station(withBay: false), other, ref credits)); Assert.Equal(1000, credits); Assert.Equal(packed, from.Cargo.Count); Assert.Contains(other, from.Cargo.Keys); } // A station's first bay being full is no reason to refuse: the goods go to whichever bay takes them. [Fact] public void TrySell_uses_any_station_bay_that_takes_the_goods() { var ship = Ship(); var from = ship.CargoBays.Single(); var gun = Mint("Gun"); var ore = Ore(10); Assert.True(from.TryStore(gun)); Assert.True(from.TryStore(ore)); var station = Station(); Assert.True(station.TryEquip(Mint("Crate"), new int2(2, 2))); var full = station.CargoBays[0]; var open = station.CargoBays[1]; while (full.TryStore(Mint("Gun"))) { } var credits = 0; Assert.True(StationServices.TrySell(from, station, gun, ref credits)); Assert.True(StationServices.TrySell(from, station, ore, ref credits)); Assert.Contains(gun, open.Cargo.Keys); Assert.Contains(ore, open.Cargo.Keys); } [Fact] public void Repair_restores_and_charges() { var whole = Ship(); Assert.True(whole.TryEquip(Mint("Gun"))); Assert.Equal(0, StationServices.RepairCost(_items, whole)); var credits = 50; Assert.True(StationServices.TryRepair(whole, ref credits)); Assert.Equal(50, credits); var ship = Ship(hullDurability: 5); Assert.True(ship.TryEquip(Mint("Gun", 2))); var cost = StationServices.RepairCost(_items, ship); var hull = (int) Math.Ceiling(.5 * _items.GetPrice(ship.Hull) * .5); var gun = (int) Math.Ceiling(.75 * _items.GetPrice(Mint("Gun")) * .5); Assert.Equal(hull + gun, cost); var shortOfCost = cost - 1; Assert.False(StationServices.TryRepair(ship, ref shortOfCost)); Assert.Equal(cost - 1, shortOfCost); Assert.Equal(5, ship.Hull.Durability); Assert.Equal(2, ship.Equipment.Single(e => e.EquippableItem != ship.Hull).EquippableItem.Durability); var exact = cost; Assert.True(StationServices.TryRepair(ship, ref exact)); Assert.Equal(0, exact); Assert.Equal(10, ship.Hull.Durability); Assert.Equal(8, ship.Equipment.Single(e => e.EquippableItem != ship.Hull).EquippableItem.Durability); Assert.Equal(0, StationServices.RepairCost(_items, ship)); } [Fact] public void Repair_counts_docking_bays_as_gear() { var ship = Ship(); Assert.True(ship.TryEquip(Mint("Berth"), new int2(2, 2))); var berth = ship.DockingBays.Single().EquippableItem; berth.Durability = 3; Assert.True(StationServices.RepairCost(_items, ship) > 0, "a worn docking bay costs to mend"); var credits = 1000000; Assert.True(StationServices.TryRepair(ship, ref credits)); Assert.Equal(6, berth.Durability); } [Fact] public void Repair_counts_cargo_bays_as_gear() { var ship = Ship(); ship.CargoBays.Single().EquippableItem.Durability = 1; Assert.True(StationServices.RepairCost(_items, ship) > 0, "a worn cargo bay costs to mend"); var credits = 1000000; Assert.True(StationServices.TryRepair(ship, ref credits)); Assert.Equal(4, ship.CargoBays.Single().EquippableItem.Durability); } [Fact] public void Repair_restores_armour_at_a_price() { var ship = Ship(); Assert.Equal(0, StationServices.RepairCost(_items, ship)); ship.Armor[2, 2] = 0; var cells = ship.MaxArmor.Length; var share = 10.0 / (10.0 * cells); var cost = StationServices.RepairCost(_items, ship); Assert.Equal((int) Math.Ceiling(share * _items.GetPrice(ship.Hull) * .5), cost); Assert.True(cost > 0, "armour-only wear offers a repair"); var short1 = cost - 1; Assert.False(StationServices.TryRepair(ship, ref short1)); Assert.Equal(0, ship.Armor[2, 2]); var exact = cost; Assert.True(StationServices.TryRepair(ship, ref exact)); Assert.Equal(0, exact); Assert.Equal(10, ship.Armor[2, 2]); Assert.Equal(0, StationServices.RepairCost(_items, ship)); } [Theory] [InlineData(0.1f)] [InlineData(0.25f)] [InlineData(0.5f)] [InlineData(0.9f)] public void Repairing_then_selling_never_nets_credits(float repairFraction) { _items.GameplaySettings.RepairFraction = repairFraction; for (var durability = 0; durability < 8; durability++) { var ship = Ship(); var gun = Mint("Gun", durability); Assert.True(ship.TryEquip(gun)); var sellWorn = StationServices.SellPrice(_items, gun); var cost = StationServices.RepairCost(_items, ship); var credits = cost; Assert.True(StationServices.TryRepair(ship, ref credits)); Assert.Equal(0, credits); var sellFixed = StationServices.SellPrice(_items, gun); Assert.True(sellFixed - cost <= sellWorn, $"durability {durability}: repair {cost} adds {sellFixed - sellWorn}"); } } // Mending an item and then selling it never nets even one credit over selling it worn, whatever the price, the // wear and the fractions. Prices 1..3000 (the sell and repair roundings disagree for some of them in double // arithmetic) at every durability of a design of 20, at the shipped fractions and two other pairs. [Theory] [InlineData(.5f, .25f)] [InlineData(.3f, .1f)] [InlineData(.7f, .2f)] public void Repairing_then_selling_never_nets_a_credit_at_any_price_and_wear(float sell, float repair) { _items.GameplaySettings.SellFraction = sell; _items.GameplaySettings.RepairFraction = repair; var ship = Ship(); var design = _cache.GetByName("Sweep"); var gear = Mint("Sweep"); Assert.True(ship.TryEquip(gear)); for (var price = 1; price <= 3000; price++) { design.Price = price; for (var durability = 0; durability < 20; durability++) { gear.Durability = durability; var sellWorn = StationServices.SellPrice(_items, gear); var cost = StationServices.RepairCost(_items, ship); var credits = cost; Assert.True(StationServices.TryRepair(ship, ref credits)); var sellFixed = StationServices.SellPrice(_items, gear); Assert.True(sellFixed - cost <= sellWorn, $"price {_items.GetPrice(gear)} durability {durability} of 20 at {sell}/{repair}: sell worn {sellWorn}, repair {cost}, sell fixed {sellFixed}"); } } } // The case that nets a credit in plain double arithmetic: price 360 at durability 7 of 20 sells worn for 62 but // 180 whole, and a repair rounded up from 65 percent of 180 is 117. [Fact] public void Repairing_a_360_item_at_durability_7_of_20_costs_at_least_what_it_adds() { var design = _cache.GetByName("Sweep"); var gear = Mint("Sweep"); var ship = Ship(); Assert.True(ship.TryEquip(gear)); design.Price = Enumerable.Range(1, 3000).First(p => { design.Price = p; return _items.GetPrice(gear) == 360; }); Assert.Equal(360, _items.GetPrice(gear)); gear.Durability = 7; Assert.Equal(62, StationServices.SellPrice(_items, gear)); var cost = StationServices.RepairCost(_items, ship); Assert.True(cost >= 180 - 62, $"repair costs {cost}, the repair adds 118"); var credits = cost; Assert.True(StationServices.TryRepair(ship, ref credits)); Assert.Equal(180, StationServices.SellPrice(_items, gear)); } // A ship whose armour cells hold different values, wear spread over several cells including the last. Returns the // total armour and the worn amount. private static (double max, double worn) Wound(Ship ship, Func armourLeft) { double max = 0, worn = 0; for (var x = 0; x < ship.MaxArmor.GetLength(0); x++) for (var y = 0; y < ship.MaxArmor.GetLength(1); y++) { ship.MaxArmor[x, y] = 4 + (x + 2 * y) % 5; ship.Armor[x, y] = Math.Min(ship.MaxArmor[x, y], armourLeft(x, y)); max += ship.MaxArmor[x, y]; worn += ship.MaxArmor[x, y] - ship.Armor[x, y]; } return (max, worn); } // Hull prices odd and even, so an armour price off by one in either direction moves the rounded cost. [Theory] [InlineData(0)] [InlineData(1)] [InlineData(2)] [InlineData(3)] [InlineData(4)] public void Armour_repair_prices_the_worn_share_of_the_hull_and_restores_every_cell(int pattern) { var skiff = _cache.GetByName("Skiff"); foreach (var hullPrice in new[] { 1000, 1001, 1337, 777, 4 }) { skiff.Price = hullPrice; var ship = Ship(); // 0: every cell stripped. 1: a few cells stripped, one of them the last. 2: every cell a little worn. // 3: every cell worn by a fraction of a cell. 4: one cell worn by a thousandth, the rest whole. var (max, worn) = Wound(ship, (x, y) => pattern switch { 0 => 0, 1 => x + y >= 7 || (x == 0 && y == 0) || (x == 2 && y == 3) ? 0 : 99, 2 => 3, 3 => (x + y) % 3 == 0 ? 3.999f : (x + y) % 3 == 1 ? 3.5f : 3.25f, _ => x == 2 && y == 2 ? 4.999f : 99 }); Assert.True(worn > 0 && worn <= max); var price = _items.GetPrice(ship.Hull); var expected = (int) Math.Ceiling(worn / max * price * .5); var cost = StationServices.RepairCost(_items, ship); Assert.Equal(expected, cost); if (pattern == 0) Assert.Equal((int) Math.Ceiling(price * .5), cost); var credits = cost; Assert.True(StationServices.TryRepair(ship, ref credits)); Assert.Equal(0, credits); for (var x = 0; x < ship.MaxArmor.GetLength(0); x++) for (var y = 0; y < ship.MaxArmor.GetLength(1); y++) Assert.Equal(ship.MaxArmor[x, y], ship.Armor[x, y]); Assert.Equal(0, StationServices.RepairCost(_items, ship)); } } // Gear alone is charged its wear at the repair fraction, rounded up, never below the sell value mending adds: // odd and even prices at several wears, so a price off by one shows in the rounding. [Fact] public void Gear_repair_is_priced_from_the_gear_price_at_every_wear() { var ship = Ship(); var design = _cache.GetByName("Sweep"); var gear = Mint("Sweep"); Assert.True(ship.TryEquip(gear)); foreach (var dataPrice in new[] { 3, 11, 37, 101, 250, 777, 1001 }) { design.Price = dataPrice; var price = _items.GetPrice(gear); foreach (var durability in new[] { 0, 1, 5, 10, 19 }) { gear.Durability = durability; var wear = 1 - durability / 20.0; var added = (int) Math.Floor(price * .5) - (int) Math.Floor(price * .5 * durability / 20.0); var expected = Math.Max(added, (int) Math.Ceiling(wear * price * .5)); Assert.Equal(expected, StationServices.RepairCost(_items, ship)); } } } // A repair fraction above the sell fraction prices wear at the repair fraction, and the sell value a repair adds // stays at the sell fraction: the cost is the larger of the two, exactly, at every price and wear. [Theory] [InlineData(.3f, .6f)] [InlineData(.5f, .9f)] [InlineData(.1f, .75f)] public void Gear_repair_above_the_sell_fraction_is_priced_at_the_repair_fraction(float sell, float repair) { _items.GameplaySettings.SellFraction = sell; _items.GameplaySettings.RepairFraction = repair; var ship = Ship(); var design = _cache.GetByName("Sweep"); var gear = Mint("Sweep"); Assert.True(ship.TryEquip(gear)); double sellFraction = sell, repairFraction = repair; for (var dataPrice = 1; dataPrice <= 400; dataPrice++) { design.Price = dataPrice; var price = _items.GetPrice(gear); for (var durability = 0; durability < 20; durability++) { gear.Durability = durability; var condition = durability / 20.0; var added = (int) Math.Floor(price * sellFraction) - (int) Math.Floor(price * sellFraction * condition); var expected = Math.Max(added, (int) Math.Ceiling((1 - condition) * price * repairFraction)); Assert.True(expected == StationServices.RepairCost(_items, ship), $"price {price} durability {durability} of 20 at {sell}/{repair}: expected {expected}"); } } } [Fact] public void Buy_is_affordable_at_exactly_the_credits_held() { var gun = Mint("Gun"); var price = StationServices.BuyPrice(_items, gun); var delivered = 0; var credits = price - 1; Assert.Equal(BuyResult.ShortOfCredits, StationServices.TryBuy(_items, gun, 1, ref credits, () => { delivered++; return true; })); Assert.Equal(price - 1, credits); Assert.Equal(0, delivered); credits = price; Assert.Equal(BuyResult.Bought, StationServices.TryBuy(_items, gun, 1, ref credits, () => { delivered++; return true; })); Assert.Equal(0, credits); Assert.Equal(1, delivered); credits = price + 5; Assert.Equal(BuyResult.NoRoom, StationServices.TryBuy(_items, gun, 1, ref credits, () => false)); Assert.Equal(price + 5, credits); var ore = Ore(10); credits = 70; Assert.Equal(BuyResult.Bought, StationServices.TryBuy(_items, ore, 10, ref credits, () => true)); Assert.Equal(0, credits); } }