- ItemManager(uint seed, ...) refuses seed 0 and seeds Random from it. - RunStart.ItemSeed(galaxy, step) is public (formula unchanged), refuses a zero result; named steps ArenaStep, StageStep, ContinueStep and NoRunSeed. - Continue seeds the item stream from the saved run's seed (ContinueStep); a scene with no galaxy uses NoRunSeed. - Zone's unpack scatter draws SimulationDice.For(CombatSeed, ScatterStream, 1-based pack ordinal), never the item stream. - Loadout's scratch manager and AetherDb's catalog command take fixed seeds; every test and Editor construction gains 1u (mechanical rewrite). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
468 lines
22 KiB
C#
468 lines
22 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using CultMath;
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using GameCult.Caching;
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using Xunit;
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// What a station pays and charges, and the commits that move goods and credits. The price rules are pinned against the
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// authored gameplay settings, so the defaults a Settings.asset without the new fields keeps are the ones tested.
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public sealed class StationServicesTests : IDisposable
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{
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private readonly string _root = Path.Combine(Path.GetTempPath(), "aetheria-stationservices-" + Guid.NewGuid().ToString("N"));
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private readonly CultCache _cache;
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private readonly ItemManager _items;
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private readonly Zone _zone;
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public StationServicesTests()
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{
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Directory.CreateDirectory(_root);
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_cache = AetheriaStores.Open(Path.Combine(_root, "Aetheria.cc"), catalogWritable: true);
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_cache.Upsert(new VerseGrammar { Revision = 1 });
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var shape = new Shape(5, 5);
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foreach (var cell in shape.AllCoordinates) shape[cell] = true;
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var hardpoint = new HardpointData { Type = HardpointType.Sensors, Position = new int2(0, 0), Shape = new Shape() };
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_cache.Upsert(new HullData { Name = "Skiff", HullType = HullType.Ship, Shape = shape, Price = 1000, Durability = 10, Armor = 10, Hardpoints = { hardpoint } });
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_cache.Upsert(new HullData { Name = "Hub", HullType = HullType.Station, Shape = shape, Price = 5000, Durability = 10 });
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_cache.Upsert(new HullData { Name = "Bare Hub", HullType = HullType.Station, Shape = shape, Price = 5000, Durability = 10 });
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_cache.Upsert(new GearData { Name = "Gun", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Price = 400, Durability = 8 });
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_cache.Upsert(new GearData { Name = "Sweep", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Price = 1, Durability = 20 });
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_cache.Upsert(new GearData { Name = "Lamp", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Price = 90, Durability = 0 });
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var bay = new Shape(4, 4);
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foreach (var cell in bay.AllCoordinates) bay[cell] = true;
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_cache.Upsert(new CargoBayData { Name = "Crate", Shape = new Shape(), InteriorShape = bay, Price = 20, Durability = 4 });
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_cache.Upsert(new DockingBayData { Name = "Berth", Shape = new Shape(), InteriorShape = bay, MaxSize = new int2(2, 2), Price = 60, Durability = 6 });
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_cache.Upsert(new SimpleCommodityData { Name = "Ore", Shape = new Shape(), Price = 7, MaxStack = 100 });
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_cache.FlushAsync().Wait();
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var settings = AuthoredSettings.Load(RestoredHullsTests.FindRepoRoot()).Read<GameplaySettings>("GameplaySettings");
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_items = new ItemManager(1u, _cache, new ProvenanceLedger(), settings, _ => { });
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_zone = new Zone(_items, new PlanetSettings(), new ZonePack(), new GalaxyZone { Name = "Test Zone", Owner = null }, null);
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}
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public void Dispose()
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{
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_cache.Dispose();
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Directory.Delete(_root, true);
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}
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private EquippableItem Mint(string design, float? durability = null)
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{
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var data = _cache.GetByName<EquippableItemData>(design);
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return new EquippableItem
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{
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Data = _cache.RefOf<ItemData>(data),
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Durability = durability ?? data.Durability,
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Lot = _items.Lots.Add(new Lot { Design = _cache.RefOf<ItemData>(data), Origin = new Attributed(), Quality = .5f, Roles = new List<RoleFill>() })
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};
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}
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private SimpleCommodity Ore(int quantity) => new SimpleCommodity { Data = _cache.RefOf<ItemData>(_cache.GetByName<SimpleCommodityData>("Ore")), Quantity = quantity };
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// A ship with a cargo bay.
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private Ship Ship(float? hullDurability = null)
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{
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var ship = new Ship(_items, _zone, Mint("Skiff", hullDurability), new EntitySettings());
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Assert.True(ship.TryEquip(Mint("Crate"), new int2(1, 1)));
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return ship;
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}
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// A station whose one cargo bay can take the goods, or one with no cargo bay at all.
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private OrbitalEntity Station(bool withBay = true)
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{
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var station = new OrbitalEntity(_items, _zone, Mint(withBay ? "Hub" : "Bare Hub"), default, new EntitySettings());
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if (withBay) Assert.True(station.TryEquip(Mint("Crate"), new int2(1, 1)));
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return station;
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}
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[Fact]
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public void SettingsDefaultsAreHalfAndAQuarter()
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{
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Assert.Equal(.5f, _items.GameplaySettings.SellFraction);
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Assert.Equal(.25f, _items.GameplaySettings.RepairFraction);
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Assert.Equal(15000000, _items.GameplaySettings.StartingCredits);
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}
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[Fact]
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public void BuyPrice_is_the_price_and_the_sale_never_beats_it()
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{
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Assert.Equal(_items.GetPrice(Mint("Gun")), StationServices.BuyPrice(_items, Mint("Gun")));
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// A worn gun costs what a new one does to buy, and pays less to sell.
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Assert.Equal(StationServices.BuyPrice(_items, Mint("Gun")), StationServices.BuyPrice(_items, Mint("Gun", 4)));
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// A commodity is priced per unit, times the units asked for.
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Assert.Equal(7, StationServices.BuyPrice(_items, Ore(10)));
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Assert.Equal(70, StationServices.BuyPrice(_items, Ore(1), 10));
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Assert.Equal(int.MaxValue, StationServices.BuyPrice(_items, Ore(1), int.MaxValue));
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Assert.True(StationServices.SellPrice(_items, Mint("Gun")) < StationServices.BuyPrice(_items, Mint("Gun")));
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Assert.Throws<ArgumentException>(() => StationServices.BuyPrice(_items, null));
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}
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[Fact]
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public void SellPrice_scales_with_condition()
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{
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var price = _items.GetPrice(Mint("Gun"));
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Assert.True(price > 100, "the fixture's gun must have a price large enough to show a half");
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Assert.Equal((int) Math.Floor(price * .5), StationServices.SellPrice(_items, Mint("Gun")));
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Assert.Equal((int) Math.Floor(price * .25), StationServices.SellPrice(_items, Mint("Gun", 4)));
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Assert.Equal(0, StationServices.SellPrice(_items, Mint("Gun", 0)));
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// A design with no durability does not wear, so it sells as new however its instance reads.
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Assert.Equal((int) Math.Floor(_items.GetPrice(Mint("Lamp")) * .5), StationServices.SellPrice(_items, Mint("Lamp", 0)));
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// Past design durability is no better than new.
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Assert.Equal(StationServices.SellPrice(_items, Mint("Gun")), StationServices.SellPrice(_items, Mint("Gun", 80)));
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// A commodity has no wear: its price per unit times the quantity, at the fraction, rounded down.
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Assert.Equal(35, StationServices.SellPrice(_items, Ore(10)));
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Assert.Equal(3, StationServices.SellPrice(_items, Ore(1)));
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// A stack large enough that a scaled price shows: 7 * 100 * .5 is exactly 350, and a 2% larger fraction pays 357.
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Assert.Equal(350, StationServices.SellPrice(_items, Ore(100)));
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}
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[Fact]
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public void TrySell_moves_and_pays_or_refuses()
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{
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var ship = Ship();
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var from = ship.CargoBays.Single();
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var gun = Mint("Gun", 4);
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var ore = Ore(10);
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Assert.True(from.TryStore(gun));
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Assert.True(from.TryStore(ore));
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var station = Station();
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var credits = 1000;
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Assert.True(StationServices.TrySell(from, station, gun, ref credits));
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Assert.Equal(1000 + StationServices.SellPrice(_items, Mint("Gun", 4)), credits);
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Assert.DoesNotContain(gun, from.Cargo.Keys);
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Assert.Contains(gun, station.CargoBays.Single().Cargo.Keys);
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credits = 1000;
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Assert.True(StationServices.TrySell(from, station, ore, ref credits));
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Assert.Equal(1035, credits);
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Assert.Empty(from.Cargo.Keys.OfType<SimpleCommodity>());
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Assert.Equal(10, station.CargoBays.Single().Cargo.Keys.OfType<SimpleCommodity>().Sum(c => c.Quantity));
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// A station with nowhere to put it takes nothing and pays nothing.
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var other = Mint("Gun");
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Assert.True(from.TryStore(other));
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var packed = from.Cargo.Count;
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credits = 1000;
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Assert.False(StationServices.TrySell(from, Station(withBay: false), other, ref credits));
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Assert.Equal(1000, credits);
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Assert.Equal(packed, from.Cargo.Count);
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Assert.Contains(other, from.Cargo.Keys);
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}
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// A station's first bay being full is no reason to refuse: the goods go to whichever bay takes them.
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[Fact]
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public void TrySell_uses_any_station_bay_that_takes_the_goods()
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{
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var ship = Ship();
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var from = ship.CargoBays.Single();
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var gun = Mint("Gun");
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var ore = Ore(10);
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Assert.True(from.TryStore(gun));
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Assert.True(from.TryStore(ore));
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var station = Station();
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Assert.True(station.TryEquip(Mint("Crate"), new int2(2, 2)));
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var full = station.CargoBays[0];
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var open = station.CargoBays[1];
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while (full.TryStore(Mint("Gun"))) { }
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var credits = 0;
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Assert.True(StationServices.TrySell(from, station, gun, ref credits));
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Assert.True(StationServices.TrySell(from, station, ore, ref credits));
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Assert.Contains(gun, open.Cargo.Keys);
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Assert.Contains(ore, open.Cargo.Keys);
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}
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[Fact]
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public void Repair_restores_and_charges()
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{
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var whole = Ship();
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Assert.True(whole.TryEquip(Mint("Gun")));
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Assert.Equal(0, StationServices.RepairCost(_items, whole));
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var credits = 50;
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Assert.True(StationServices.TryRepair(whole, ref credits));
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Assert.Equal(50, credits);
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var ship = Ship(hullDurability: 5);
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Assert.True(ship.TryEquip(Mint("Gun", 2)));
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var cost = StationServices.RepairCost(_items, ship);
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var hull = (int) Math.Ceiling(.5 * _items.GetPrice(ship.Hull) * .5);
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var gun = (int) Math.Ceiling(.75 * _items.GetPrice(Mint("Gun")) * .5);
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Assert.Equal(hull + gun, cost);
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var shortOfCost = cost - 1;
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Assert.False(StationServices.TryRepair(ship, ref shortOfCost));
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Assert.Equal(cost - 1, shortOfCost);
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Assert.Equal(5, ship.Hull.Durability);
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Assert.Equal(2, ship.Equipment.Single(e => e.EquippableItem != ship.Hull).EquippableItem.Durability);
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var exact = cost;
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Assert.True(StationServices.TryRepair(ship, ref exact));
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Assert.Equal(0, exact);
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Assert.Equal(10, ship.Hull.Durability);
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Assert.Equal(8, ship.Equipment.Single(e => e.EquippableItem != ship.Hull).EquippableItem.Durability);
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Assert.Equal(0, StationServices.RepairCost(_items, ship));
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}
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[Fact]
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public void Repair_counts_docking_bays_as_gear()
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{
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var ship = Ship();
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Assert.True(ship.TryEquip(Mint("Berth"), new int2(2, 2)));
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var berth = ship.DockingBays.Single().EquippableItem;
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berth.Durability = 3;
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Assert.True(StationServices.RepairCost(_items, ship) > 0, "a worn docking bay costs to mend");
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var credits = 1000000;
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Assert.True(StationServices.TryRepair(ship, ref credits));
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Assert.Equal(6, berth.Durability);
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}
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[Fact]
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public void Repair_counts_cargo_bays_as_gear()
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{
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var ship = Ship();
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ship.CargoBays.Single().EquippableItem.Durability = 1;
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Assert.True(StationServices.RepairCost(_items, ship) > 0, "a worn cargo bay costs to mend");
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var credits = 1000000;
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Assert.True(StationServices.TryRepair(ship, ref credits));
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Assert.Equal(4, ship.CargoBays.Single().EquippableItem.Durability);
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}
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[Fact]
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public void Repair_restores_armour_at_a_price()
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{
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var ship = Ship();
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Assert.Equal(0, StationServices.RepairCost(_items, ship));
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ship.Armor[2, 2] = 0;
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var cells = ship.MaxArmor.Length;
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var share = 10.0 / (10.0 * cells);
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var cost = StationServices.RepairCost(_items, ship);
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Assert.Equal((int) Math.Ceiling(share * _items.GetPrice(ship.Hull) * .5), cost);
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Assert.True(cost > 0, "armour-only wear offers a repair");
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var short1 = cost - 1;
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Assert.False(StationServices.TryRepair(ship, ref short1));
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Assert.Equal(0, ship.Armor[2, 2]);
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var exact = cost;
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Assert.True(StationServices.TryRepair(ship, ref exact));
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Assert.Equal(0, exact);
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Assert.Equal(10, ship.Armor[2, 2]);
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Assert.Equal(0, StationServices.RepairCost(_items, ship));
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}
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[Theory]
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[InlineData(0.1f)]
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[InlineData(0.25f)]
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[InlineData(0.5f)]
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[InlineData(0.9f)]
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public void Repairing_then_selling_never_nets_credits(float repairFraction)
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{
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_items.GameplaySettings.RepairFraction = repairFraction;
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for (var durability = 0; durability < 8; durability++)
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{
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var ship = Ship();
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var gun = Mint("Gun", durability);
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Assert.True(ship.TryEquip(gun));
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var sellWorn = StationServices.SellPrice(_items, gun);
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var cost = StationServices.RepairCost(_items, ship);
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var credits = cost;
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Assert.True(StationServices.TryRepair(ship, ref credits));
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Assert.Equal(0, credits);
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var sellFixed = StationServices.SellPrice(_items, gun);
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Assert.True(sellFixed - cost <= sellWorn, $"durability {durability}: repair {cost} adds {sellFixed - sellWorn}");
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}
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}
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// Mending an item and then selling it never nets even one credit over selling it worn, whatever the price, the
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// wear and the fractions. Prices 1..3000 (the sell and repair roundings disagree for some of them in double
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// arithmetic) at every durability of a design of 20, at the shipped fractions and two other pairs.
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[Theory]
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[InlineData(.5f, .25f)]
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[InlineData(.3f, .1f)]
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[InlineData(.7f, .2f)]
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public void Repairing_then_selling_never_nets_a_credit_at_any_price_and_wear(float sell, float repair)
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{
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_items.GameplaySettings.SellFraction = sell;
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_items.GameplaySettings.RepairFraction = repair;
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var ship = Ship();
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var design = _cache.GetByName<GearData>("Sweep");
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var gear = Mint("Sweep");
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Assert.True(ship.TryEquip(gear));
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for (var price = 1; price <= 3000; price++)
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{
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design.Price = price;
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for (var durability = 0; durability < 20; durability++)
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{
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gear.Durability = durability;
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var sellWorn = StationServices.SellPrice(_items, gear);
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var cost = StationServices.RepairCost(_items, ship);
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var credits = cost;
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Assert.True(StationServices.TryRepair(ship, ref credits));
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var sellFixed = StationServices.SellPrice(_items, gear);
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Assert.True(sellFixed - cost <= sellWorn,
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$"price {_items.GetPrice(gear)} durability {durability} of 20 at {sell}/{repair}: sell worn {sellWorn}, repair {cost}, sell fixed {sellFixed}");
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}
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}
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}
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// The case that nets a credit in plain double arithmetic: price 360 at durability 7 of 20 sells worn for 62 but
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// 180 whole, and a repair rounded up from 65 percent of 180 is 117.
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[Fact]
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public void Repairing_a_360_item_at_durability_7_of_20_costs_at_least_what_it_adds()
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{
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var design = _cache.GetByName<GearData>("Sweep");
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var gear = Mint("Sweep");
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var ship = Ship();
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Assert.True(ship.TryEquip(gear));
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design.Price = Enumerable.Range(1, 3000).First(p => { design.Price = p; return _items.GetPrice(gear) == 360; });
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Assert.Equal(360, _items.GetPrice(gear));
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gear.Durability = 7;
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Assert.Equal(62, StationServices.SellPrice(_items, gear));
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var cost = StationServices.RepairCost(_items, ship);
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Assert.True(cost >= 180 - 62, $"repair costs {cost}, the repair adds 118");
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var credits = cost;
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Assert.True(StationServices.TryRepair(ship, ref credits));
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Assert.Equal(180, StationServices.SellPrice(_items, gear));
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}
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// A ship whose armour cells hold different values, wear spread over several cells including the last. Returns the
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// total armour and the worn amount.
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private static (double max, double worn) Wound(Ship ship, Func<int, int, float> armourLeft)
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{
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double max = 0, worn = 0;
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for (var x = 0; x < ship.MaxArmor.GetLength(0); x++)
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for (var y = 0; y < ship.MaxArmor.GetLength(1); y++)
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{
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ship.MaxArmor[x, y] = 4 + (x + 2 * y) % 5;
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ship.Armor[x, y] = Math.Min(ship.MaxArmor[x, y], armourLeft(x, y));
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max += ship.MaxArmor[x, y];
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worn += ship.MaxArmor[x, y] - ship.Armor[x, y];
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}
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return (max, worn);
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}
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// Hull prices odd and even, so an armour price off by one in either direction moves the rounded cost.
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[Theory]
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[InlineData(0)]
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[InlineData(1)]
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[InlineData(2)]
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[InlineData(3)]
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[InlineData(4)]
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public void Armour_repair_prices_the_worn_share_of_the_hull_and_restores_every_cell(int pattern)
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{
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var skiff = _cache.GetByName<HullData>("Skiff");
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foreach (var hullPrice in new[] { 1000, 1001, 1337, 777, 4 })
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{
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skiff.Price = hullPrice;
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var ship = Ship();
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// 0: every cell stripped. 1: a few cells stripped, one of them the last. 2: every cell a little worn.
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// 3: every cell worn by a fraction of a cell. 4: one cell worn by a thousandth, the rest whole.
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var (max, worn) = Wound(ship, (x, y) => pattern switch
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{
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0 => 0,
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1 => x + y >= 7 || (x == 0 && y == 0) || (x == 2 && y == 3) ? 0 : 99,
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2 => 3,
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3 => (x + y) % 3 == 0 ? 3.999f : (x + y) % 3 == 1 ? 3.5f : 3.25f,
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_ => x == 2 && y == 2 ? 4.999f : 99
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});
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Assert.True(worn > 0 && worn <= max);
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var price = _items.GetPrice(ship.Hull);
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var expected = (int) Math.Ceiling(worn / max * price * .5);
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var cost = StationServices.RepairCost(_items, ship);
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Assert.Equal(expected, cost);
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if (pattern == 0) Assert.Equal((int) Math.Ceiling(price * .5), cost);
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var credits = cost;
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Assert.True(StationServices.TryRepair(ship, ref credits));
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Assert.Equal(0, credits);
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for (var x = 0; x < ship.MaxArmor.GetLength(0); x++)
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for (var y = 0; y < ship.MaxArmor.GetLength(1); y++)
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Assert.Equal(ship.MaxArmor[x, y], ship.Armor[x, y]);
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Assert.Equal(0, StationServices.RepairCost(_items, ship));
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}
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}
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// Gear alone is charged its wear at the repair fraction, rounded up, never below the sell value mending adds:
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// odd and even prices at several wears, so a price off by one shows in the rounding.
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[Fact]
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public void Gear_repair_is_priced_from_the_gear_price_at_every_wear()
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{
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var ship = Ship();
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var design = _cache.GetByName<GearData>("Sweep");
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var gear = Mint("Sweep");
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Assert.True(ship.TryEquip(gear));
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foreach (var dataPrice in new[] { 3, 11, 37, 101, 250, 777, 1001 })
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{
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design.Price = dataPrice;
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var price = _items.GetPrice(gear);
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foreach (var durability in new[] { 0, 1, 5, 10, 19 })
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{
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gear.Durability = durability;
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var wear = 1 - durability / 20.0;
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var added = (int) Math.Floor(price * .5) - (int) Math.Floor(price * .5 * durability / 20.0);
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var expected = Math.Max(added, (int) Math.Ceiling(wear * price * .5));
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Assert.Equal(expected, StationServices.RepairCost(_items, ship));
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}
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}
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}
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// A repair fraction above the sell fraction prices wear at the repair fraction, and the sell value a repair adds
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// stays at the sell fraction: the cost is the larger of the two, exactly, at every price and wear.
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[Theory]
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[InlineData(.3f, .6f)]
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[InlineData(.5f, .9f)]
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[InlineData(.1f, .75f)]
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public void Gear_repair_above_the_sell_fraction_is_priced_at_the_repair_fraction(float sell, float repair)
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{
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_items.GameplaySettings.SellFraction = sell;
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_items.GameplaySettings.RepairFraction = repair;
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var ship = Ship();
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var design = _cache.GetByName<GearData>("Sweep");
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var gear = Mint("Sweep");
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Assert.True(ship.TryEquip(gear));
|
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double sellFraction = sell, repairFraction = repair;
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for (var dataPrice = 1; dataPrice <= 400; dataPrice++)
|
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{
|
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design.Price = dataPrice;
|
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var price = _items.GetPrice(gear);
|
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for (var durability = 0; durability < 20; durability++)
|
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{
|
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gear.Durability = durability;
|
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var condition = durability / 20.0;
|
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var added = (int) Math.Floor(price * sellFraction) - (int) Math.Floor(price * sellFraction * condition);
|
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var expected = Math.Max(added, (int) Math.Ceiling((1 - condition) * price * repairFraction));
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Assert.True(expected == StationServices.RepairCost(_items, ship),
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$"price {price} durability {durability} of 20 at {sell}/{repair}: expected {expected}");
|
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}
|
|
}
|
|
}
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|
|
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[Fact]
|
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public void Buy_is_affordable_at_exactly_the_credits_held()
|
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{
|
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var gun = Mint("Gun");
|
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var price = StationServices.BuyPrice(_items, gun);
|
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var delivered = 0;
|
|
var credits = price - 1;
|
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Assert.Equal(BuyResult.ShortOfCredits, StationServices.TryBuy(_items, gun, 1, ref credits, () => { delivered++; return true; }));
|
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Assert.Equal(price - 1, credits);
|
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Assert.Equal(0, delivered);
|
|
|
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credits = price;
|
|
Assert.Equal(BuyResult.Bought, StationServices.TryBuy(_items, gun, 1, ref credits, () => { delivered++; return true; }));
|
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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);
|
|
}
|
|
}
|