- New turn order: produce -> transfer -> move -> collision resolution - Collisions now destroy weaker pieces (status > level > mutual destruction) instead of halting the simulation. SimPhase.Collision removed. - Add piece Level property (all level 1 in proto, prepared for future) - Production fires every turn (interval concept removed), buffer = Amount (default 1, future 2-4), leftovers overwritten each turn - Transfer tiebreaker: status > level > clockwise direction (alternating even/odd turns in y-up coords), replaces distance-to-production - Demands always accept matching cargo even when already satisfied - TurnNumber added to all turn events for animation grouping - Simultaneous animations: produce flash, cargo slide, parallel piece moves - Camera centering fix + middle-click pan - GDD updated with new rules + lore section added Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
87 lines
3.2 KiB
C#
87 lines
3.2 KiB
C#
using Chessistics.Engine.Model;
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using Chessistics.Engine.Rules;
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using Xunit;
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namespace Chessistics.Tests.Rules;
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public class CollisionResolverTests
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{
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[Fact]
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public void NoCollision_PiecesOnDifferentCells()
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{
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var pieces = new List<PieceState>
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{
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new(1, PieceKind.Rook, new Coords(0, 0), new Coords(1, 0), 0) { CurrentCell = new Coords(0, 0) },
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new(2, PieceKind.Rook, new Coords(2, 0), new Coords(3, 0), 1) { CurrentCell = new Coords(2, 0) }
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};
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var results = CollisionResolver.ResolveCollisions(pieces);
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Assert.Empty(results);
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}
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[Fact]
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public void HigherStatus_Survives()
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{
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var cell = new Coords(1, 0);
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var rook = new PieceState(1, PieceKind.Rook, new Coords(0, 0), cell, 0) { CurrentCell = cell };
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var knight = new PieceState(2, PieceKind.Knight, new Coords(2, 0), cell, 1) { CurrentCell = cell };
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var pieces = new List<PieceState> { rook, knight };
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var results = CollisionResolver.ResolveCollisions(pieces);
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Assert.Single(results);
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var (survivor, destroyed, resultCell) = results[0];
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Assert.Equal(rook, survivor);
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Assert.Single(destroyed);
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Assert.Equal(knight, destroyed[0]);
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Assert.Equal(cell, resultCell);
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}
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[Fact]
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public void SameStatusAndLevel_MutualDestruction()
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{
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var cell = new Coords(1, 0);
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var pieces = new List<PieceState>
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{
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new(1, PieceKind.Knight, new Coords(0, 0), cell, 0) { CurrentCell = cell },
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new(2, PieceKind.Bishop, new Coords(2, 0), cell, 1) { CurrentCell = cell }
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};
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var results = CollisionResolver.ResolveCollisions(pieces);
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Assert.Single(results);
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var (survivor, destroyed, _) = results[0];
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Assert.Null(survivor);
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Assert.Equal(2, destroyed.Count);
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}
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[Fact]
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public void HigherLevel_SurvivesWhenSameStatus()
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{
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var cell = new Coords(1, 0);
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var knightL2 = new PieceState(1, PieceKind.Knight, new Coords(0, 0), cell, 0, level: 2) { CurrentCell = cell };
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var knightL1 = new PieceState(2, PieceKind.Knight, new Coords(2, 0), cell, 1, level: 1) { CurrentCell = cell };
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var pieces = new List<PieceState> { knightL1, knightL2 };
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var results = CollisionResolver.ResolveCollisions(pieces);
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Assert.Single(results);
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var (survivor, destroyed, _) = results[0];
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Assert.Equal(knightL2, survivor);
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Assert.Single(destroyed);
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Assert.Equal(knightL1, destroyed[0]);
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}
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[Fact]
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public void ThreePieces_StrongestSurvives_OthersDestroyed()
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{
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var cell = new Coords(1, 0);
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var rook = new PieceState(1, PieceKind.Rook, new Coords(0, 0), cell, 0) { CurrentCell = cell };
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var bishop = new PieceState(2, PieceKind.Bishop, new Coords(2, 0), cell, 1) { CurrentCell = cell };
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var knight = new PieceState(3, PieceKind.Knight, new Coords(3, 0), cell, 2) { CurrentCell = cell };
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var pieces = new List<PieceState> { rook, bishop, knight };
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var results = CollisionResolver.ResolveCollisions(pieces);
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Assert.Single(results);
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var (survivor, destroyed, _) = results[0];
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Assert.Equal(rook, survivor);
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Assert.Equal(2, destroyed.Count);
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}
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}
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