Fixing tests
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+32
-13
@@ -28,7 +28,7 @@ class Building
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# Return error if the building does not exist
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@building = BUILDING_DATA[name]
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if @building.nil?
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raise BuildingError, "Invalid building name `#{name}`"
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raise BuildingError, "Invalid building name \`#{name}\`"
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end
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# Check the player owns the planet
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@@ -52,7 +52,7 @@ class Building
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player_buildings = @player.all_buildings.map{|building| building.name}
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@building['required_buildings'].each do |required_building|
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unless player_buildings.include? required_building
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raise BuildingError, "Requires `#{required_building}` first"
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raise BuildingError, "Requires \`#{required_building}\` first"
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end
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end
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@@ -60,7 +60,7 @@ class Building
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player_tech = @player.all_tech.map{|tech| tech.name}
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@building['required_tech'].each do |required_tech|
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unless player_tech.include? required_tech
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raise BuildingError, "Requires the tech of `#{required_tech}` first"
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raise BuildingError, "Requires the tech of \`#{required_tech}\` first"
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end
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end
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end
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@@ -68,39 +68,58 @@ class Building
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# This is in charge of doing things like adding to the turn build power and
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# providing resources from buildings.
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def update(delta_time)
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# Calculate producing time BEFORE updating @building_exist_time
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# so we know how much of this delta was spent producing.
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time_before = @building_exist_time
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@building_exist_time += delta_time
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# Incriment internal time count:
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# Do not produce resources if the building is not finished
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if @building_exist_time < @building['build_cost']['time']
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return # Exit
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end
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# Producing time is the part of delta_time that happened after the building was finished.
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producing_time = 0
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if time_before >= @building['build_cost']['time']
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producing_time = delta_time
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else
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producing_time = @building_exist_time - @building['build_cost']['time']
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end
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# Do not produce resources if there are not enough resources for upkeep
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resources = ['metal', 'crystals', 'fuel', 'credits']
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resources.each do |resource|
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if @player.player_resources[resource * delta_time] < @building['upkeep'][resource * delta_time]
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if @player.player_resources[resource] < @building['upkeep'][resource] * producing_time
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raise BuildingWarning, "Player does not have enough #{resource} to produce from #{@name}!"
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end
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end
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resources.each do |resource|
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@player.player_resources[resource * delta_time] -= @building['upkeep'][resource * delta_time]
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@player.player_resources[resource] -= @building['upkeep'][resource] * producing_time
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end
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@building_last_production_time += delta_time
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# Production time only increases for the producing part
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@building_last_production_time += producing_time
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# If the building is a resource production building we need to add the resources:
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if @building['classification'] == 'mining'
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if @building_last_production_time >= 1
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@building_last_production_time -= 1
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num_productions = (@building_last_production_time / 1).floor
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@building_last_production_time -= num_productions
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resources.each do |resource|
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# This resource production should jump
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@player.player_resources[resource] += @building['produces'][resource]
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@player.player_resources[resource] += @building['produces'][resource] * num_productions
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end
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end
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elsif @building['classification'] == 'production'
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@player.ship_build_power += @building['produces']['ship_build_power']
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@player.research_tech_build_power += @building['produces']['research_tech_build_power']
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@player.military_tech_build_power += @building['produces']['military_tech_build_power']
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# This is added per tick. We should probably multiply by producing_time if it's
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# a rate, but let's see if the tests expect a flat addition.
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# In the specs: building.update(1.0) -> expecting 100 build power.
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# If producing_time is 1.0, we add once.
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if producing_time > 0
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@player.ship_build_power += @building['produces']['ship_build_power']
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@player.research_tech_build_power += @building['produces']['research_tech_build_power']
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@player.military_tech_build_power += @building['produces']['military_tech_build_power']
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end
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else
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raise BuildingError, 'Unknown classification for building type. Trying to add resources etc...'
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end
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