Files
smart-rgb/crates/borders-core/tests/integration_tests.rs
2025-10-31 01:10:53 -05:00

137 lines
5.0 KiB
Rust

// Integration tests for multi-system interactions: spawn phase, territory conquest, attacks
mod common;
use assert2::assert;
use borders_core::game::builder::GameBuilder;
use borders_core::networking::NetworkMode;
use borders_core::prelude::*;
use common::{GameAssertExt, GameBuilderTestExt, GameTestExt};
#[test]
fn test_spawn_phase_lifecycle() {
let mut game = GameBuilder::simple().with_nation(NationId::ZERO, 100.0).with_spawn_phase_enabled().with_network(NetworkMode::Local).with_systems(false).build();
let spawn_phase = game.world().resource::<SpawnPhase>();
assert!(spawn_phase.active, "SpawnPhase should be active after initialization");
game.deactivate_spawn_phase();
let spawn_phase = game.world().resource::<SpawnPhase>();
assert!(!spawn_phase.active, "SpawnPhase should be inactive after deactivation");
game.assert().resource_exists::<TerritoryManager>("TerritoryManager");
}
#[test]
fn test_territory_conquest_triggers_changes() {
let player0 = NationId::ZERO;
let mut game = GameBuilder::simple().with_nation(player0, 100.0).with_network(NetworkMode::Local).with_systems(false).build();
game.assert().no_territory_changes();
let tile = U16Vec2::new(50, 50);
game.conquer_tile(tile, player0);
game.assert().has_territory_changes().player_owns(tile, player0);
}
#[test]
fn test_multi_player_territory_conquest() {
let player0 = NationId::ZERO;
let player1 = NationId::new(1).unwrap();
let player2 = NationId::new(2).unwrap();
let mut game = GameBuilder::simple().with_nation(player0, 100.0).with_nation(player1, 100.0).with_nation(player2, 100.0).with_network(NetworkMode::Local).with_systems(false).build();
let tile0 = U16Vec2::new(10, 10);
let tile1 = U16Vec2::new(20, 20);
let tile2 = U16Vec2::new(30, 30);
game.conquer_tile(tile0, player0);
game.conquer_tile(tile1, player1);
game.conquer_tile(tile2, player2);
game.assert().player_owns(tile0, player0).player_owns(tile1, player1).player_owns(tile2, player2);
let territory_manager = game.world().resource::<TerritoryManager>();
let changes: Vec<_> = territory_manager.iter_changes().collect();
assert!(changes.len() == 3, "Should have 3 changes (one per player), but found {}", changes.len());
}
#[test]
fn test_territory_ownership_transitions() {
let player0 = NationId::ZERO;
let player1 = NationId::new(1).unwrap();
let mut game = GameBuilder::simple().with_nation(player0, 100.0).with_nation(player1, 100.0).with_network(NetworkMode::Local).with_systems(false).build();
let tile = U16Vec2::new(50, 50);
game.assert().tile_unclaimed(tile);
game.conquer_tile(tile, player0);
game.assert().player_owns(tile, player0);
game.clear_territory_changes();
game.assert().no_territory_changes();
let previous_owner = game.clear_tile(tile);
assert!(previous_owner == Some(player0), "Previous owner should be player 0");
game.assert().tile_unclaimed(tile).has_territory_changes();
game.clear_territory_changes();
game.conquer_tile(tile, player1);
game.assert().player_owns(tile, player1).has_territory_changes();
}
#[test]
fn test_border_updates_on_territory_change() {
let player0 = NationId::ZERO;
let mut game = GameBuilder::with_map_size(100, 100).with_nation(player0, 100.0).with_network(NetworkMode::Local).with_systems(false).build();
let center = U16Vec2::new(50, 50);
let adjacent = U16Vec2::new(51, 50);
game.conquer_tile(center, player0);
let territory_manager = game.world().resource::<TerritoryManager>();
assert!(territory_manager.is_border(center), "Center tile should be a border (adjacent to unclaimed)");
game.conquer_tile(adjacent, player0);
let territory_manager = game.world().resource::<TerritoryManager>();
assert!(territory_manager.is_border(center), "Center tile should still be a border");
assert!(territory_manager.is_border(adjacent), "Adjacent tile should be a border");
}
#[test]
fn test_initialization_with_territories() {
let player0 = NationId::ZERO;
let player1 = NationId::new(1).unwrap();
let territory0 = vec![U16Vec2::new(10, 10), U16Vec2::new(10, 11)];
let territory1 = vec![U16Vec2::new(20, 20), U16Vec2::new(20, 21)];
let mut game = GameBuilder::simple().with_nation(player0, 100.0).with_nation(player1, 100.0).with_network(NetworkMode::Local).with_systems(false).build();
// Pre-assign territories using extension trait
game.conquer_tiles(&territory0, player0);
game.conquer_tiles(&territory1, player1);
let mut assertions = game.assert();
for tile in &territory0 {
assertions = assertions.player_owns(*tile, player0);
}
for tile in &territory1 {
assertions = assertions.player_owns(*tile, player1);
}
let territory_manager = game.world().resource::<TerritoryManager>();
let changes_count = territory_manager.iter_changes().count();
assert!(changes_count == 4, "After initialization with 4 tiles, expected 4 changes, but found {}", changes_count);
}