wrote basic building stuff, need to impliment more in the player.

This commit is contained in:
2026-01-12 11:36:21 -07:00
parent 6e914467ed
commit eb161e0f2e
14 changed files with 815 additions and 175 deletions
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# Nathan Hinton 11 Jan 2026
# Test file for the main game. This is testing that the client/server responses
# are performed correctly.
#
# Here is how the tests are structured: There are several fields that need to
# be filled in a request to the server. These fields are: type, domain,
# request_id, payload, and player_id. In these tests the requrest_id will be
# randomized and checked that the response matches to that id. The client may
# use these id's however they wish. If there is an id passed in with a request,
# the matching response will have the same id.
#
# The first describe level is the 'type' field.
# The second describe level is the 'domain' field.
# The third describe level is the 'payload' field.
#
# These tests are not intended to show *every* possible configuration and
# combination of commands. They are simplified commands that will test the
# basic workings of the server. They should be used as a guide for constructing
# commands sent to the server though and are helpful in defining the interface
# that we will use.
#
# (Applicable to the second half of the file)
# Note that the update, event and error types are meant to come *only* from
# the server and not from the client. This means that those responses are
# tested using other commands to create them. These are more 'behavioral'
# tests than just demonstrations of how to construct requests and the
# possible combinations of options.
#
#
#
require 'socket'
require 'json'
HOSTNAME = 'localhost'
PORT = 2000
RSpec.describe "app.rb" do
let(:client) {TCPSocket.open(HOSTNAME, PORT)}
it 'responds with an error when a non JSON request is sent' do
client.puts 'this is non json test data'
expect(JSON.parse(client.gets)).to eq({'type' => 'error', 'domain' => 'error', 'payload' => 'Server unable to decode JSON'})
end
describe 'type: hello' do
describe 'domain: player' do
describe 'payload: player_id, faction' do
it 'Connects the player:' do
client.puts({'type' => 'hello', 'domain' => 'player', 'payload' => {'player_id' => 'test_player', 'faction' => 'good'}}.to_json)
expect(JSON.parse(client.gets)).to eq('')
end
end
end
end
describe 'type: query' do
end
describe 'type: command' do
end
# Note that the update, event and error types are meant to come *only* from
# the server and not from the client. This means that those responses are
# tested using other commands to create them. These are more 'behavioral'
# tests than just demonstrations of how to construct requests and the
# possible combinations of options.
describe 'type: update' do
end
describe 'type: event' do
end
describe 'type: error' do
end
end
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# Nathan Hinton Jan 8 2026
# Test file for the buildings in the game
require 'game/building'
RSpec.describe Building do
let(:player) {instance_double(
'Player',
ship_build_power: 0,
research_tech_build_power: 0,
military_tech_build_power: 0,
player_resources: {
'metal' => 20_000,
'crystals' => 20_000,
'fuel' => 20_000,
'credits' => 20_000},
all_buildings: [],
all_tech: []
)}
let(:planet) {instance_double(
'Planet',
owner: player
)}
let(:anti_gravity_thrusters_1) {instance_double('Tech',
name: 'Anti Gravity Thrusters 1'
)}
let(:anti_gravity_thrusters_2) {instance_double('Tech',
name: 'Anti Gravity Thrusters 2'
)}
before(:all) do
end
describe '#initialize & #validate_building' do
it 'Can construct any of level one mining buildings' do
expect{Building.new(player, planet, 'Metal Mines 1')}.to_not raise_error
end
it 'Can construct basic factory buildings' do
expect{Building.new(player, planet, 'Shipyard Level 1')}.to_not raise_error
end
it 'Can construct second level factory buildings' do
allow(player).to receive(:all_buildings).and_return([Building.new(player, planet, 'Shipyard Level 1')])
expect{Building.new(player, planet, 'Shipyard Level 2')}.to_not raise_error
end
it 'Can construct third level (dependency check) buildings' do
allow(player).to receive(:all_tech).and_return([anti_gravity_thrusters_1, anti_gravity_thrusters_2]) # Required tech for buildings
allow(player).to receive(:all_buildings).and_return([Building.new(player, planet, 'Shipyard Level 1')]) # Building the second level requires the first first :)
allow(player).to receive(:all_buildings).and_return([Building.new(player, planet, 'Shipyard Level 2'), Building.new(player, planet, 'Space Construction Station Level 1')])
expect{Building.new(player, planet, 'Space Construction Station Level 2')}.to_not raise_error
end
it 'Raises an error when trying to build a building that does not have the required buildings' do
expect{Building.new(player, planet, 'Shipyard Level 2')}.to raise_error(BuildingError, 'Requires `Shipyard Level 1` first')
end
it 'Raises an error when trying to build a building that does not have the required tech' do
allow(player).to receive(:all_buildings).and_return([Building.new(player, planet, 'Shipyard Level 1')]) # Building the second level requires the first first :)
expect{Building.new(player, planet, 'Space Construction Station Level 1')}.to raise_error(BuildingError, 'Requires the tech of `Anti Gravity Thrusters 1` first')
end
it 'Raises an error when the player does not own the planet' do
allow(planet).to receive(:owner).and_return(nil)
expect{Building.new(player, planet, 'Shipyard Level 1')}.to raise_error(BuildingError, 'Player does not own planet!')
end
it 'Raises an error if the player does not have the required credits' do
allow(player).to receive(:player_resources).and_return(
{
'metal' => 20_000,
'crystals' => 20_000,
'fuel' => 20_000,
'credits' => 0}
)
expect{Building.new(player, planet, 'Shipyard Level 1')}.to raise_error(BuildingError, 'Player does not have enough credits!')
end
it 'Raises an error if the player does not have enough metal' do
allow(player).to receive(:player_resources).and_return(
{
'metal' => 0,
'crystals' => 20_000,
'fuel' => 20_000,
'credits' => 20_000}
)
expect{Building.new(player, planet, 'Shipyard Level 1')}.to raise_error(BuildingError, 'Player does not have enough metal!')
end
it 'Raises an error if the player does not have enough fuel' do
allow(player).to receive(:player_resources).and_return(
{
'metal' => 20_000,
'crystals' => 20_000,
'fuel' => 0,
'credits' => 20_000}
)
expect{Building.new(player, planet, 'Shipyard Level 1')}.to raise_error(BuildingError, 'Player does not have enough fuel!')
end
it 'Raises an error if the player does not have enough crystals' do
allow(player).to receive(:player_resources).and_return(
{
'metal' => 20_000,
'crystals' => 0,
'fuel' => 20_000,
'credits' => 20_000}
)
expect{Building.new(player, planet, 'Shipyard Level 1')}.to raise_error(BuildingError, 'Player does not have enough crystals!')
end
it 'Raises an error if the building does not exist' do
expect{Building.new(player, planet, 'billy bob joe')}.to raise_error(BuildingError, 'Invalid building name `billy bob joe`')
end
end
describe '#update/#produce_resources' do
before(:each) do
allow(player).to receive(:ship_build_power=)
allow(player).to receive(:research_tech_build_power=)
allow(player).to receive(:military_tech_build_power=)
end
describe 'Harvesting building produces resources' do
it 'Metal Mines' do
building = Building.new(player, planet, 'Metal Mines 1')
# Ensure the building is built:
building.instance_variable_set(:@building_exist_time, 10000)
building.update(1.0)
expect(player.player_resources).to eq(
{
'metal' => 19_500,
'crystals' => 19_140,
'fuel' => 19_000,
'credits' => 18_960
})
end
it 'Crystal Collector' do
building = Building.new(player, planet, 'Crystal Collector 1')
# Ensure the building is built:
building.instance_variable_set(:@building_exist_time, 10000)
building.update(1.0)
expect(player.player_resources).to eq(
{
'crystals' => 19_500,
'fuel' => 19_140,
'credits' => 19_000,
'metal' => 18_960
})
end
it 'Fuel Refinery' do
building = Building.new(player, planet, 'Fuel Refinery 1')
# Ensure the building is built:
building.instance_variable_set(:@building_exist_time, 10000)
building.update(1.0)
expect(player.player_resources).to eq(
{
'fuel' => 19_500,
'credits' => 19_140,
'metal' => 19_000,
'crystals' => 18_960
})
end
it 'Credit Center' do
building = Building.new(player, planet, 'Credit Center 1')
# Ensure the building is built:
building.instance_variable_set(:@building_exist_time, 10000)
building.update(1.0)
expect(player.player_resources).to eq(
{
'credits' => 19_500,
'metal' => 19_140,
'crystals' => 19_000,
'fuel' => 18_960
})
end
end
it 'Does not produce when there are not enough resources for upkeep' do
start_resources = {
'metal' => 1_010,
'crystals' => 1_020,
'fuel' => 1_030,
'credits' => 1_040}
allow(player).to receive(:player_resources).and_return(start_resources)
building = Building.new(player, planet, 'Credit Center 1')
building.instance_variable_set(:@building_exist_time, 10000)
expect{building.update(1.0)}.to raise_error(BuildingWarning, 'Player does not have enough metal to produce from Credit Center 1!')
expect(player.player_resources).to eq(start_resources)
end
it 'does not produce when it is not yet finished constructing' do
building = Building.new(player, planet, 'Metal Mines 1')
building.update(1.0)
expect(player.player_resources).to eq(
{
'metal' => 19_000,
'crystals' => 19_000,
'fuel' => 19_000,
'credits' => 19_000
})
end
it 'Having shipyard buildings allows the production of ships' do
building = Building.new(player, planet, 'Shipyard Level 1')
building.instance_variable_set(:@building_exist_time, 10000)
building.update(1.0)
expect(player).to have_received(:ship_build_power=).with(100)
end
it 'Having research tech buildings allows the production of tech' do
building = Building.new(player, planet, 'Research Factory Level 1')
building.instance_variable_set(:@building_exist_time, 10000)
building.update(1.0)
expect(player).to have_received(:research_tech_build_power=).with(100)
end
it 'Having military tech buildings allows the production of military tech' do
allow(player).to receive(:all_buildings).and_return([Building.new(player, planet, 'Research Factory Level 1')])
building = Building.new(player, planet, 'Military Factory Level 1')
building.instance_variable_set(:@building_exist_time, 10000)
building.update(1.0)
expect(player).to have_received(:military_tech_build_power=).with(100)
end
it 'Is in production for the right amount of time' do
building = Building.new(player, planet, 'Metal Mines 1')
building.update(1000.0)
expect(player.player_resources).to eq(
{
'metal' => 19_000,
'crystals' => 19_000,
'fuel' => 19_000,
'credits' => 19_000
})
building.update(1.0)
expect(player.player_resources).to eq(
{
'metal' => 19_500,
'crystals' => 19_140,
'fuel' => 19_000,
'credits' => 18_960
})
end
end
end
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@@ -70,7 +70,7 @@ module Game
it 're-connects the player and returns success' do
cmd = { 'payload' => { 'player_id' => player_id, 'faction' => 'good' } }
expect(game.player_connect(client_socket, cmd)).to eq('status' => 'success')
expect(game.player_connect(client_socket, cmd)).to eq({"payload"=>"success", "type"=>"update"})
expect(existing_player).to have_received(:connect).with(client_socket)
end
end
@@ -103,7 +103,7 @@ module Game
it 'creates a new player, connects them, and adds them to #players' do
cmd = { 'payload' => { 'player_id' => player_id, 'faction' => 'evil'} }
response = game.player_connect(client_socket, cmd)
expect(response).to eq('status' => 'success')
expect(response).to eq({"payload"=>"success", "type"=>"update"})
expect(game.players).to include(an_object_having_attributes(player_id:))
end
end
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@@ -61,6 +61,13 @@ RSpec.describe Planet do
end
end
describe '#info_update' do
it 'returns the correct data about the planet to the player' do
data = planet.info_update
expect(data.keys).to eq(['id', 'position'])
end
end
describe '#save_to_file' do
it 'saves the planet to a file' do
expect{planet.save_to_file}.to_not raise_error
+2 -2
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@@ -166,7 +166,7 @@ RSpec.describe Player do
before do
subject.create_new(credits, metal, crystals, fuel)
subject.player_planets << double('planet')
subject.player_planets << double('planet', info_update: 'test_data')
subject.player_ships << double('ship')
end
@@ -177,7 +177,7 @@ RSpec.describe Player do
'request_id' => request_id,
'payload' => {
'resources' => subject.player_resources,
'planets' => subject.player_planets,
'planets' => ['test_data'],
'ships' => subject.player_ships
}
}
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@@ -10,7 +10,9 @@ RSpec.describe Ship do
expect(ship.owner).to eq 'nathan'
expect(ship.position).to eq [0, 2, 4]
end
end
describe '#validate_creation' do
it 'Fails to create a ship when the name is invalid' do
expect{Ship.new('nathan', 0, 2, 4, 'billy bob joe')}.to raise_error ShipError, "invalid ship name 'billy bob joe'"
end