wrote basic building stuff, need to impliment more in the player.
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# Nathan Hinton Jan 8 2026
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# Test file for the buildings in the game
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require 'game/building'
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RSpec.describe Building do
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let(:player) {instance_double(
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'Player',
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ship_build_power: 0,
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research_tech_build_power: 0,
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military_tech_build_power: 0,
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player_resources: {
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'metal' => 20_000,
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'crystals' => 20_000,
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'fuel' => 20_000,
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'credits' => 20_000},
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all_buildings: [],
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all_tech: []
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)}
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let(:planet) {instance_double(
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'Planet',
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owner: player
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)}
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let(:anti_gravity_thrusters_1) {instance_double('Tech',
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name: 'Anti Gravity Thrusters 1'
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)}
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let(:anti_gravity_thrusters_2) {instance_double('Tech',
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name: 'Anti Gravity Thrusters 2'
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)}
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before(:all) do
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end
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describe '#initialize & #validate_building' do
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it 'Can construct any of level one mining buildings' do
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expect{Building.new(player, planet, 'Metal Mines 1')}.to_not raise_error
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end
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it 'Can construct basic factory buildings' do
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expect{Building.new(player, planet, 'Shipyard Level 1')}.to_not raise_error
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end
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it 'Can construct second level factory buildings' do
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allow(player).to receive(:all_buildings).and_return([Building.new(player, planet, 'Shipyard Level 1')])
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expect{Building.new(player, planet, 'Shipyard Level 2')}.to_not raise_error
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end
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it 'Can construct third level (dependency check) buildings' do
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allow(player).to receive(:all_tech).and_return([anti_gravity_thrusters_1, anti_gravity_thrusters_2]) # Required tech for buildings
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allow(player).to receive(:all_buildings).and_return([Building.new(player, planet, 'Shipyard Level 1')]) # Building the second level requires the first first :)
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allow(player).to receive(:all_buildings).and_return([Building.new(player, planet, 'Shipyard Level 2'), Building.new(player, planet, 'Space Construction Station Level 1')])
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expect{Building.new(player, planet, 'Space Construction Station Level 2')}.to_not raise_error
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end
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it 'Raises an error when trying to build a building that does not have the required buildings' do
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expect{Building.new(player, planet, 'Shipyard Level 2')}.to raise_error(BuildingError, 'Requires `Shipyard Level 1` first')
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end
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it 'Raises an error when trying to build a building that does not have the required tech' do
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allow(player).to receive(:all_buildings).and_return([Building.new(player, planet, 'Shipyard Level 1')]) # Building the second level requires the first first :)
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expect{Building.new(player, planet, 'Space Construction Station Level 1')}.to raise_error(BuildingError, 'Requires the tech of `Anti Gravity Thrusters 1` first')
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end
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it 'Raises an error when the player does not own the planet' do
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allow(planet).to receive(:owner).and_return(nil)
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expect{Building.new(player, planet, 'Shipyard Level 1')}.to raise_error(BuildingError, 'Player does not own planet!')
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end
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it 'Raises an error if the player does not have the required credits' do
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allow(player).to receive(:player_resources).and_return(
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{
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'metal' => 20_000,
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'crystals' => 20_000,
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'fuel' => 20_000,
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'credits' => 0}
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)
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expect{Building.new(player, planet, 'Shipyard Level 1')}.to raise_error(BuildingError, 'Player does not have enough credits!')
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end
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it 'Raises an error if the player does not have enough metal' do
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allow(player).to receive(:player_resources).and_return(
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{
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'metal' => 0,
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'crystals' => 20_000,
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'fuel' => 20_000,
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'credits' => 20_000}
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)
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expect{Building.new(player, planet, 'Shipyard Level 1')}.to raise_error(BuildingError, 'Player does not have enough metal!')
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end
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it 'Raises an error if the player does not have enough fuel' do
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allow(player).to receive(:player_resources).and_return(
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{
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'metal' => 20_000,
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'crystals' => 20_000,
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'fuel' => 0,
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'credits' => 20_000}
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)
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expect{Building.new(player, planet, 'Shipyard Level 1')}.to raise_error(BuildingError, 'Player does not have enough fuel!')
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end
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it 'Raises an error if the player does not have enough crystals' do
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allow(player).to receive(:player_resources).and_return(
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{
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'metal' => 20_000,
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'crystals' => 0,
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'fuel' => 20_000,
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'credits' => 20_000}
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)
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expect{Building.new(player, planet, 'Shipyard Level 1')}.to raise_error(BuildingError, 'Player does not have enough crystals!')
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end
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it 'Raises an error if the building does not exist' do
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expect{Building.new(player, planet, 'billy bob joe')}.to raise_error(BuildingError, 'Invalid building name `billy bob joe`')
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end
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end
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describe '#update/#produce_resources' do
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before(:each) do
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allow(player).to receive(:ship_build_power=)
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allow(player).to receive(:research_tech_build_power=)
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allow(player).to receive(:military_tech_build_power=)
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end
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describe 'Harvesting building produces resources' do
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it 'Metal Mines' do
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building = Building.new(player, planet, 'Metal Mines 1')
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# Ensure the building is built:
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building.instance_variable_set(:@building_exist_time, 10000)
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building.update(1.0)
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expect(player.player_resources).to eq(
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{
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'metal' => 19_500,
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'crystals' => 19_140,
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'fuel' => 19_000,
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'credits' => 18_960
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})
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end
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it 'Crystal Collector' do
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building = Building.new(player, planet, 'Crystal Collector 1')
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# Ensure the building is built:
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building.instance_variable_set(:@building_exist_time, 10000)
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building.update(1.0)
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expect(player.player_resources).to eq(
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{
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'crystals' => 19_500,
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'fuel' => 19_140,
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'credits' => 19_000,
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'metal' => 18_960
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})
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end
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it 'Fuel Refinery' do
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building = Building.new(player, planet, 'Fuel Refinery 1')
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# Ensure the building is built:
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building.instance_variable_set(:@building_exist_time, 10000)
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building.update(1.0)
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expect(player.player_resources).to eq(
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{
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'fuel' => 19_500,
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'credits' => 19_140,
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'metal' => 19_000,
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'crystals' => 18_960
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})
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end
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it 'Credit Center' do
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building = Building.new(player, planet, 'Credit Center 1')
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# Ensure the building is built:
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building.instance_variable_set(:@building_exist_time, 10000)
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building.update(1.0)
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expect(player.player_resources).to eq(
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{
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'credits' => 19_500,
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'metal' => 19_140,
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'crystals' => 19_000,
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'fuel' => 18_960
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})
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end
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end
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it 'Does not produce when there are not enough resources for upkeep' do
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start_resources = {
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'metal' => 1_010,
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'crystals' => 1_020,
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'fuel' => 1_030,
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'credits' => 1_040}
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allow(player).to receive(:player_resources).and_return(start_resources)
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building = Building.new(player, planet, 'Credit Center 1')
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building.instance_variable_set(:@building_exist_time, 10000)
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expect{building.update(1.0)}.to raise_error(BuildingWarning, 'Player does not have enough metal to produce from Credit Center 1!')
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expect(player.player_resources).to eq(start_resources)
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end
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it 'does not produce when it is not yet finished constructing' do
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building = Building.new(player, planet, 'Metal Mines 1')
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building.update(1.0)
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expect(player.player_resources).to eq(
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{
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'metal' => 19_000,
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'crystals' => 19_000,
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'fuel' => 19_000,
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'credits' => 19_000
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})
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end
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it 'Having shipyard buildings allows the production of ships' do
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building = Building.new(player, planet, 'Shipyard Level 1')
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building.instance_variable_set(:@building_exist_time, 10000)
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building.update(1.0)
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expect(player).to have_received(:ship_build_power=).with(100)
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end
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it 'Having research tech buildings allows the production of tech' do
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building = Building.new(player, planet, 'Research Factory Level 1')
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building.instance_variable_set(:@building_exist_time, 10000)
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building.update(1.0)
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expect(player).to have_received(:research_tech_build_power=).with(100)
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end
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it 'Having military tech buildings allows the production of military tech' do
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allow(player).to receive(:all_buildings).and_return([Building.new(player, planet, 'Research Factory Level 1')])
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building = Building.new(player, planet, 'Military Factory Level 1')
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building.instance_variable_set(:@building_exist_time, 10000)
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building.update(1.0)
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expect(player).to have_received(:military_tech_build_power=).with(100)
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end
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it 'Is in production for the right amount of time' do
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building = Building.new(player, planet, 'Metal Mines 1')
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building.update(1000.0)
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expect(player.player_resources).to eq(
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{
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'metal' => 19_000,
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'crystals' => 19_000,
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'fuel' => 19_000,
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'credits' => 19_000
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})
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building.update(1.0)
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expect(player.player_resources).to eq(
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{
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'metal' => 19_500,
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'crystals' => 19_140,
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'fuel' => 19_000,
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'credits' => 18_960
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})
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end
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end
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end
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