321 lines
13 KiB
C#
321 lines
13 KiB
C#
using TheLivingWorld.Api.Simulation;
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using TheLivingWorld.Core.Contracts;
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using TheLivingWorld.Core.Simulation;
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namespace TheLivingWorld.Tests;
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public sealed class WorldSimulationTests
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{
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[Fact]
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public void Create_starts_at_default_morning_and_ticks_at_x1()
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{
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using var simulation = WorldSimulation.Create(ReadySummary(), catchUp: false);
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var before = simulation.SnapshotClock();
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Assert.Equal(GameTime.DefaultStart, before.GameTime);
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Assert.Equal(1, before.TimeScale);
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Assert.False(before.Paused);
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simulation.Tick(TimeSpan.FromSeconds(2));
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var after = simulation.SnapshotClock();
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Assert.Equal(GameTime.DefaultStart.AddMinutes(10), after.GameTime);
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Assert.True(simulation.IsDirty);
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}
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[Fact]
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public void Tick_does_not_advance_while_paused()
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{
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var summary = ReadySummary() with
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{
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Clock = WorldSimulation.DefaultClock() with { Paused = true },
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};
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using var simulation = WorldSimulation.Create(summary, catchUp: false);
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simulation.Tick(TimeSpan.FromSeconds(5));
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Assert.Equal(GameTime.DefaultStart, simulation.SnapshotClock().GameTime);
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Assert.False(simulation.IsDirty);
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}
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[Fact]
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public void Update_bakes_elapsed_time_before_changing_scale()
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{
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using var simulation = WorldSimulation.Create(ReadySummary(), catchUp: false);
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simulation.Tick(TimeSpan.FromSeconds(1));
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var clock = simulation.Update(new UpdateClockRequest { TimeScale = 2 });
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Assert.Equal(2, clock.TimeScale);
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// Tick advanced 5 game minutes; Update may bake a few extra wall-clock milliseconds.
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Assert.InRange(
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clock.GameTime,
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GameTime.DefaultStart.AddMinutes(5),
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GameTime.DefaultStart.AddMinutes(5).AddSeconds(30));
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Assert.True(simulation.IsDirty);
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}
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[Fact]
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public void Update_rejects_invalid_time_scale()
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{
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using var simulation = WorldSimulation.Create(ReadySummary(), catchUp: false);
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Assert.Throws<ArgumentOutOfRangeException>(() =>
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simulation.Update(new UpdateClockRequest { TimeScale = 5 }));
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}
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[Fact]
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public void Catch_up_advances_from_last_ticked_at()
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{
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var lastTickedAt = DateTimeOffset.UtcNow - TimeSpan.FromSeconds(3);
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var summary = ReadySummary() with { LastTickedAt = lastTickedAt };
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using var simulation = WorldSimulation.Create(summary, catchUp: true);
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// ~3 real seconds at x1 → ~15 game minutes (allow a little wall-clock drift).
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var actual = simulation.SnapshotClock().GameTime;
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Assert.InRange(
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actual,
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GameTime.DefaultStart.AddMinutes(14),
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GameTime.DefaultStart.AddMinutes(17));
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}
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[Fact]
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public void Catch_up_skips_a_world_that_was_paused_when_the_host_went_down()
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{
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var summary = ReadySummary() with
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{
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Clock = WorldSimulation.DefaultClock() with { Paused = true },
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LastTickedAt = DateTimeOffset.UtcNow - TimeSpan.FromHours(6),
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};
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using var simulation = WorldSimulation.Create(summary, catchUp: true);
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Assert.Equal(GameTime.DefaultStart, simulation.SnapshotClock().GameTime);
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// Unpausing must not replay the six hours spent paused offline either.
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var resumed = simulation.Update(new UpdateClockRequest { Paused = false });
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Assert.False(resumed.Paused);
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Assert.InRange(resumed.GameTime, GameTime.DefaultStart, GameTime.DefaultStart.AddMinutes(5));
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}
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[Fact]
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public void OverlayForApi_projects_the_stored_world_and_adds_live_weather()
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{
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using var simulation = WorldSimulation.Create(ReadySummary(), catchUp: false);
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var overlaid = simulation.OverlayForApi(ReadySummary());
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Assert.NotNull(overlaid.Clock);
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Assert.Equal(ClimateKind.CentralEuropean, overlaid.Climate);
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Assert.NotNull(overlaid.Weather);
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Assert.InRange(overlaid.Weather.Humidity, 0, 1);
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Assert.InRange(overlaid.Weather.CloudCover, 0, 1);
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Assert.InRange(overlaid.Weather.WindDirectionDeg, 0, 360);
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}
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[Fact]
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public void Climate_defaults_to_the_latitude_when_the_world_never_picked_one()
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{
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var summary = ReadySummary() with { Latitude = 78.22, Climate = null };
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using var simulation = WorldSimulation.Create(summary, catchUp: false);
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Assert.Equal(ClimateKind.Tundra, simulation.Climate);
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}
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[Fact]
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public void ApplyTo_persists_the_climate_and_the_drifting_pressure_systems()
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{
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using var simulation = WorldSimulation.Create(ReadySummary(), catchUp: false);
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simulation.Tick(TimeSpan.FromSeconds(30));
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var stored = simulation.ApplyTo(ReadySummary());
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Assert.Equal(ClimateKind.CentralEuropean, stored.Climate);
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Assert.NotNull(stored.WeatherState);
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Assert.NotEmpty(stored.WeatherState.Systems);
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Assert.NotEqual(0ul, stored.WeatherState.RngState);
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}
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/// <summary>
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/// The projection is one-way on purpose: the storage type carries the bookkeeping, the wire type has no
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/// field that could hold it, and derived weather never reaches the file.
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/// </summary>
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[Fact]
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public void The_stored_shape_and_the_wire_shape_carry_different_things()
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{
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var storedFields = typeof(StoredWorldDto).GetProperties().Select(static p => p.Name).ToHashSet();
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var wireFields = typeof(WorldSummaryDto).GetProperties().Select(static p => p.Name).ToHashSet();
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Assert.Contains("LastTickedAt", storedFields);
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Assert.Contains("WeatherState", storedFields);
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Assert.DoesNotContain("LastTickedAt", wireFields);
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Assert.DoesNotContain("WeatherState", wireFields);
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Assert.Contains("Weather", wireFields);
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Assert.DoesNotContain("Weather", storedFields);
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}
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[Fact]
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public void A_restart_resumes_the_sky_it_had_rather_than_rolling_a_new_one()
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{
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using var before = WorldSimulation.Create(ReadySummary(), catchUp: false);
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before.Tick(TimeSpan.FromSeconds(45));
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var persisted = before.ApplyTo(ReadySummary());
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var weatherBefore = before.SnapshotWeather();
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using var after = WorldSimulation.Create(persisted with { LastTickedAt = null }, catchUp: false);
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var weatherAfter = after.SnapshotWeather();
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Assert.Equal(weatherBefore.PressureHpa, weatherAfter.PressureHpa, 1);
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Assert.Equal(weatherBefore.Condition, weatherAfter.Condition);
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}
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[Fact]
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public void A_week_of_downtime_only_costs_the_world_the_capped_amount_of_game_time()
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{
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var summary = ReadySummary() with { LastTickedAt = DateTimeOffset.UtcNow - TimeSpan.FromDays(7) };
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var options = new SimulationOptions { MaxCatchUpGameHours = 24 };
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using var simulation = WorldSimulation.Create(summary, catchUp: true, options);
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// Uncapped this would be about six game years; the world wakes up one day older instead.
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var advanced = simulation.SnapshotClock().GameTime - GameTime.DefaultStart;
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Assert.InRange(advanced, TimeSpan.FromHours(24), TimeSpan.FromHours(24.2));
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}
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[Fact]
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public void A_zero_cap_means_the_world_replays_everything_it_missed()
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{
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var summary = ReadySummary() with { LastTickedAt = DateTimeOffset.UtcNow - TimeSpan.FromHours(1) };
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var options = new SimulationOptions { MaxCatchUpGameHours = 0 };
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using var simulation = WorldSimulation.Create(summary, catchUp: true, options);
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// One real hour at x1 is 12.5 game days, and nothing trims it.
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var advanced = simulation.SnapshotClock().GameTime - GameTime.DefaultStart;
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Assert.InRange(advanced, TimeSpan.FromDays(12), TimeSpan.FromDays(13));
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}
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[Fact]
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public void A_world_is_watched_when_it_attaches_and_goes_idle_once_nobody_asks()
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{
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using var simulation = WorldSimulation.Create(ReadySummary(), catchUp: false);
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var now = DateTimeOffset.UtcNow;
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Assert.False(simulation.IsIdle(now, TimeSpan.FromSeconds(20)));
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Assert.True(simulation.IsIdle(now + TimeSpan.FromMinutes(5), TimeSpan.FromSeconds(20)));
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simulation.Touch();
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Assert.False(simulation.IsIdle(DateTimeOffset.UtcNow, TimeSpan.FromSeconds(20)));
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// A zero threshold turns the whole idea off: everything stays watched.
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Assert.False(simulation.IsIdle(now + TimeSpan.FromDays(1), TimeSpan.Zero));
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}
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[Fact]
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public void Ticking_lazily_lands_on_the_same_game_time_as_ticking_often()
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{
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using var lazy = WorldSimulation.Create(ReadySummary(), catchUp: false);
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using var eager = WorldSimulation.Create(ReadySummary(), catchUp: false);
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lazy.Tick(TimeSpan.FromSeconds(5));
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for (var i = 0; i < 50; i++) eager.Tick(TimeSpan.FromMilliseconds(100));
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// The tick rate is a cost decision, not a correctness one: a step is driven by elapsed wall time.
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Assert.Equal(lazy.SnapshotClock().GameTime, eager.SnapshotClock().GameTime);
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}
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[Fact]
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public void A_long_absence_rolls_a_fresh_sky_instead_of_stepping_through_it()
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{
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// Six real hours is roughly two and a half game months - the systems that were drifting are long gone.
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var summary = ReadySummary() with { LastTickedAt = DateTimeOffset.UtcNow - TimeSpan.FromHours(6) };
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using var simulation = WorldSimulation.Create(summary, catchUp: true);
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var stored = simulation.ApplyTo(summary);
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Assert.NotNull(stored.WeatherState);
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Assert.Equal(ClimateCatalog.CentralEuropean.Storminess, stored.WeatherState.Systems.Count);
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// A reseeded pool is caught mid-life over the map, not parked at age zero off the edge.
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Assert.Contains(stored.WeatherState.Systems, static system => system.AgeHours > 0f);
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}
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[Fact]
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public void The_weather_field_covers_the_whole_map_and_varies_across_it()
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{
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using var simulation = WorldSimulation.Create(ReadySummary(), catchUp: false);
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var field = simulation.SnapshotWeatherField();
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Assert.Equal(ClimateKind.CentralEuropean, field.Climate);
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Assert.Equal(WorldSimulation.WeatherGridSize, field.Size);
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Assert.Equal(field.Size * field.Size, field.Nodes.Count);
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// A drifting pressure system means the corners cannot all read the same pressure.
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var pressures = field.Nodes.Select(static node => node.PressureHpa).Distinct().Count();
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Assert.True(pressures > 1, "The field is uniform - the pressure systems are not being sampled.");
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}
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/// <summary>
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/// The whole point of a field is that it has shape. A system wide enough to cover the map evenly reads
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/// as one flat value with no edge, which is what makes a front invisible however carefully it is drawn.
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/// </summary>
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[Fact]
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public void A_stormy_world_has_real_structure_across_the_map()
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{
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var summary = ReadySummary() with { Climate = ClimateKind.Oceanic, Latitude = 51.51 };
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// Sample a few independent skies: any one roll can happen to be flat, a dozen cannot.
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var structured = 0;
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for (var attempt = 0; attempt < 12; attempt++)
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{
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using var simulation = WorldSimulation.Create(
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summary with { Id = $"storm-{attempt:00000000}" }, catchUp: false);
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var pressures = simulation.SnapshotWeatherField().Nodes
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.Select(static node => node.PressureHpa)
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.ToArray();
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if (pressures.Max() - pressures.Min() > 2.0) structured++;
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}
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Assert.True(structured >= 8, $"Only {structured}/12 skies had any shape across the map.");
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}
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[Fact]
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public void Neighbouring_field_nodes_stay_close_together()
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{
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using var simulation = WorldSimulation.Create(ReadySummary(), catchUp: false);
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var field = simulation.SnapshotWeatherField();
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// Gaussian bumps are smooth, so a coarse grid is safe to interpolate between on the client.
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for (var row = 0; row < field.Size; row++)
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{
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for (var column = 1; column < field.Size; column++)
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{
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var left = field.Nodes[(row * field.Size) + column - 1];
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var right = field.Nodes[(row * field.Size) + column];
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Assert.True(
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Math.Abs(left.TemperatureC - right.TemperatureC) < 6,
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$"Nodes {column - 1} and {column} of row {row} jump by more than six degrees.");
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}
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}
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}
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private static StoredWorldDto ReadySummary() => new()
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{
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Id = "town-aaaaaaaa",
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Name = "Town",
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Latitude = 31.9,
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Longitude = -100.5,
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SizeMeters = 10_000,
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Status = WorldStatus.Ready,
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CreatedAt = DateTimeOffset.UtcNow,
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Clock = WorldSimulation.DefaultClock(),
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Climate = ClimateKind.CentralEuropean,
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LastTickedAt = DateTimeOffset.UtcNow,
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};
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}
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