Files
the-living-world/tests/TheLivingWorld.Tests/WorldSimulationTests.cs
T

226 lines
8.5 KiB
C#

using TheLivingWorld.Api.Simulation;
using TheLivingWorld.Core.Contracts;
using TheLivingWorld.Core.Simulation;
namespace TheLivingWorld.Tests;
public sealed class WorldSimulationTests
{
[Fact]
public void Create_starts_at_default_morning_and_ticks_at_x1()
{
using var simulation = WorldSimulation.Create(ReadySummary(), catchUp: false);
var before = simulation.SnapshotClock();
Assert.Equal(GameTime.DefaultStart, before.GameTime);
Assert.Equal(1, before.TimeScale);
Assert.False(before.Paused);
simulation.Tick(TimeSpan.FromSeconds(2));
var after = simulation.SnapshotClock();
Assert.Equal(GameTime.DefaultStart.AddMinutes(10), after.GameTime);
Assert.True(simulation.IsDirty);
}
[Fact]
public void Tick_does_not_advance_while_paused()
{
var summary = ReadySummary() with
{
Clock = WorldSimulation.DefaultClock() with { Paused = true },
};
using var simulation = WorldSimulation.Create(summary, catchUp: false);
simulation.Tick(TimeSpan.FromSeconds(5));
Assert.Equal(GameTime.DefaultStart, simulation.SnapshotClock().GameTime);
Assert.False(simulation.IsDirty);
}
[Fact]
public void Update_bakes_elapsed_time_before_changing_scale()
{
using var simulation = WorldSimulation.Create(ReadySummary(), catchUp: false);
simulation.Tick(TimeSpan.FromSeconds(1));
var clock = simulation.Update(new UpdateClockRequest { TimeScale = 2 });
Assert.Equal(2, clock.TimeScale);
// Tick advanced 5 game minutes; Update may bake a few extra wall-clock milliseconds.
Assert.InRange(
clock.GameTime,
GameTime.DefaultStart.AddMinutes(5),
GameTime.DefaultStart.AddMinutes(5).AddSeconds(30));
Assert.True(simulation.IsDirty);
}
[Fact]
public void Update_rejects_invalid_time_scale()
{
using var simulation = WorldSimulation.Create(ReadySummary(), catchUp: false);
Assert.Throws<ArgumentOutOfRangeException>(() =>
simulation.Update(new UpdateClockRequest { TimeScale = 5 }));
}
[Fact]
public void Catch_up_advances_from_last_ticked_at()
{
var lastTickedAt = DateTimeOffset.UtcNow - TimeSpan.FromSeconds(3);
var summary = ReadySummary() with { LastTickedAt = lastTickedAt };
using var simulation = WorldSimulation.Create(summary, catchUp: true);
// ~3 real seconds at x1 → ~15 game minutes (allow a little wall-clock drift).
var actual = simulation.SnapshotClock().GameTime;
Assert.InRange(
actual,
GameTime.DefaultStart.AddMinutes(14),
GameTime.DefaultStart.AddMinutes(17));
}
[Fact]
public void Catch_up_skips_a_world_that_was_paused_when_the_host_went_down()
{
var summary = ReadySummary() with
{
Clock = WorldSimulation.DefaultClock() with { Paused = true },
LastTickedAt = DateTimeOffset.UtcNow - TimeSpan.FromHours(6),
};
using var simulation = WorldSimulation.Create(summary, catchUp: true);
Assert.Equal(GameTime.DefaultStart, simulation.SnapshotClock().GameTime);
// Unpausing must not replay the six hours spent paused offline either.
var resumed = simulation.Update(new UpdateClockRequest { Paused = false });
Assert.False(resumed.Paused);
Assert.InRange(resumed.GameTime, GameTime.DefaultStart, GameTime.DefaultStart.AddMinutes(5));
}
[Fact]
public void OverlayForApi_strips_storage_only_state_and_adds_live_weather()
{
using var simulation = WorldSimulation.Create(ReadySummary(), catchUp: false);
var overlaid = simulation.OverlayForApi(ReadySummary());
Assert.NotNull(overlaid.Clock);
Assert.Null(overlaid.LastTickedAt);
Assert.Null(overlaid.WeatherState);
Assert.Equal(ClimateKind.CentralEuropean, overlaid.Climate);
Assert.NotNull(overlaid.Weather);
Assert.InRange(overlaid.Weather.Humidity, 0, 1);
Assert.InRange(overlaid.Weather.CloudCover, 0, 1);
Assert.InRange(overlaid.Weather.WindDirectionDeg, 0, 360);
}
[Fact]
public void Climate_defaults_to_the_latitude_when_the_world_never_picked_one()
{
var summary = ReadySummary() with { Latitude = 78.22, Climate = null };
using var simulation = WorldSimulation.Create(summary, catchUp: false);
Assert.Equal(ClimateKind.Tundra, simulation.Climate);
}
[Fact]
public void ApplyTo_persists_the_climate_and_the_drifting_pressure_systems()
{
using var simulation = WorldSimulation.Create(ReadySummary(), catchUp: false);
simulation.Tick(TimeSpan.FromSeconds(30));
var stored = simulation.ApplyTo(ReadySummary());
Assert.Equal(ClimateKind.CentralEuropean, stored.Climate);
Assert.NotNull(stored.WeatherState);
Assert.NotEmpty(stored.WeatherState.Systems);
Assert.NotEqual(0ul, stored.WeatherState.RngState);
// Weather itself is derived, so it has no business in the file.
Assert.Null(stored.Weather);
}
[Fact]
public void A_restart_resumes_the_sky_it_had_rather_than_rolling_a_new_one()
{
using var before = WorldSimulation.Create(ReadySummary(), catchUp: false);
before.Tick(TimeSpan.FromSeconds(45));
var persisted = before.ApplyTo(ReadySummary());
var weatherBefore = before.SnapshotWeather();
using var after = WorldSimulation.Create(persisted with { LastTickedAt = null }, catchUp: false);
var weatherAfter = after.SnapshotWeather();
Assert.Equal(weatherBefore.PressureHpa, weatherAfter.PressureHpa, 1);
Assert.Equal(weatherBefore.Condition, weatherAfter.Condition);
}
[Fact]
public void A_long_absence_rolls_a_fresh_sky_instead_of_stepping_through_it()
{
// Six real hours is roughly two and a half game months - the systems that were drifting are long gone.
var summary = ReadySummary() with { LastTickedAt = DateTimeOffset.UtcNow - TimeSpan.FromHours(6) };
using var simulation = WorldSimulation.Create(summary, catchUp: true);
var stored = simulation.ApplyTo(summary);
Assert.NotNull(stored.WeatherState);
Assert.Equal(ClimateCatalog.CentralEuropean.Storminess, stored.WeatherState.Systems.Count);
// A reseeded pool is caught mid-life over the map, not parked at age zero off the edge.
Assert.Contains(stored.WeatherState.Systems, static system => system.AgeHours > 0f);
}
[Fact]
public void The_weather_field_covers_the_whole_map_and_varies_across_it()
{
using var simulation = WorldSimulation.Create(ReadySummary(), catchUp: false);
var field = simulation.SnapshotWeatherField();
Assert.Equal(ClimateKind.CentralEuropean, field.Climate);
Assert.Equal(WorldSimulation.WeatherGridSize, field.Size);
Assert.Equal(field.Size * field.Size, field.Nodes.Count);
// A drifting pressure system means the corners cannot all read the same pressure.
var pressures = field.Nodes.Select(static node => node.PressureHpa).Distinct().Count();
Assert.True(pressures > 1, "The field is uniform - the pressure systems are not being sampled.");
}
[Fact]
public void Neighbouring_field_nodes_stay_close_together()
{
using var simulation = WorldSimulation.Create(ReadySummary(), catchUp: false);
var field = simulation.SnapshotWeatherField();
// Gaussian bumps are smooth, so a coarse grid is safe to interpolate between on the client.
for (var row = 0; row < field.Size; row++)
{
for (var column = 1; column < field.Size; column++)
{
var left = field.Nodes[(row * field.Size) + column - 1];
var right = field.Nodes[(row * field.Size) + column];
Assert.True(
Math.Abs(left.TemperatureC - right.TemperatureC) < 6,
$"Nodes {column - 1} and {column} of row {row} jump by more than six degrees.");
}
}
}
private static WorldSummaryDto ReadySummary() => new()
{
Id = "town-aaaaaaaa",
Name = "Town",
Latitude = 31.9,
Longitude = -100.5,
SizeMeters = 10_000,
Status = WorldStatus.Ready,
CreatedAt = DateTimeOffset.UtcNow,
Clock = WorldSimulation.DefaultClock(),
Climate = ClimateKind.CentralEuropean,
LastTickedAt = DateTimeOffset.UtcNow,
};
}