generated from GarandPLG/rust-flake-template
- Updated CLI, README and documentation to use `--starting-metal` with `--starting-iron` retained as an alias. - Introduced `Resources` struct and constants for wood delivery and mine production. - Added new structures `Mine` and `MineConstruction` with cost, production and cancel logic. - Implemented building view for constructing mines and recruitment view for spawning miners. - Extended keybindings with `Building` and `Recruitment` actions and updated action availability logic. - Modified game state, board, units and UI widgets to handle metal resources and new construction mechanics. - Updated tests and increased total test count to 82, covering resources, construction, recruitment and context‑aware keybindings.
339 lines
12 KiB
Rust
339 lines
12 KiB
Rust
use clap::Parser;
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use ratatui::{
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Terminal,
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backend::TestBackend,
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buffer::Cell,
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crossterm::event::{KeyCode, KeyEvent, KeyModifiers},
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layout::Rect,
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};
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use std::sync::mpsc::{Receiver, Sender, channel};
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use war_in_tunnels::{
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app::{
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Action, App, GameStates, View, available_skirmish_actions, handle_keybindings,
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states::{
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SkirmishState,
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skirmish_states::{
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MoveFocusedCell, Players, Resources,
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structures::{BaseBuilding, Structures, Tunnel},
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units::{MinerUnit, Unit, Units},
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},
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},
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threads::{AudioCmd, TICK_MS},
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},
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cli::Cli,
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};
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fn app() -> App {
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let args: Cli = Cli::try_parse_from(["game", "--disable-audio"]).unwrap();
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let (tx, _rx): (Sender<AudioCmd>, Receiver<AudioCmd>) = channel();
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let mut app: App = App::new(args, tx);
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app.view = View::Skirmish;
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app.window_area = Rect::new(0, 0, 160, 50);
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app.states = Some(GameStates::new(&app.args, &app.window_area));
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app
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}
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fn base(game: &SkirmishState, coords: (usize, usize)) -> BaseBuilding {
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let Structures::Base(base) = game.board.cells[coords.0][coords.1].get_structure() else {
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panic!("base missing");
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};
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base
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}
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fn press(app: &mut App, code: KeyCode, modifiers: KeyModifiers) -> () {
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handle_keybindings(app, KeyEvent::new(code, modifiers));
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}
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#[test]
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fn recruitment_is_owned_by_base_and_invalid_requests_do_not_charge() -> () {
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let mut app: App = app();
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let game: &mut SkirmishState = &mut app.states_mut().unwrap().skirmish;
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let before: Resources = game.player_resources;
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for coords in [(5, 39), (0, 0), (usize::MAX, 2)] {
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assert!(!game.recruit_miner(coords, Players::Player));
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assert_eq!(game.player_resources, before);
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}
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assert!(!game.recruit_miner((5, 2), Players::Unclaimed));
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assert!(game.recruit_miner((5, 2), Players::Player));
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assert_eq!(game.player_resources, Resources::new(40, 10));
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assert_eq!(game.enemy_resources, Resources::new(50, 25));
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assert_eq!(base(game, (5, 2)).queued_miners(), 1);
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}
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#[test]
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fn recruitment_requires_both_resources_and_charges_each_queue_entry() -> () {
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let mut app: App = app();
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let game: &mut SkirmishState = &mut app.states_mut().unwrap().skirmish;
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for resources in [
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Resources { wood: 9, metal: 15 },
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Resources {
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wood: 10,
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metal: 14,
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},
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] {
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game.player_resources = resources;
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assert!(!game.can_recruit_miner((5, 2), Players::Player));
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assert!(!game.recruit_miner((5, 2), Players::Player));
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assert_eq!(game.player_resources, resources);
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assert_eq!(base(game, (5, 2)).queued_miners(), 0);
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}
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game.player_resources = Resources::new(20, 30);
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assert!(game.recruit_miner((5, 2), Players::Player));
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assert!(game.recruit_miner((5, 2), Players::Player));
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assert_eq!(base(game, (5, 2)).queued_miners(), 2);
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assert_eq!(game.player_resources, Resources::new(0, 0));
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assert!(!game.recruit_miner((5, 2), Players::Player));
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}
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#[test]
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fn first_recruit_waits_at_full_progress_and_following_recruits_pause_until_departure() -> () {
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let mut app: App = app();
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let game: &mut SkirmishState = &mut app.states_mut().unwrap().skirmish;
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game.player_resources = Resources::new(100, 100);
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assert!(game.recruit_miner((5, 2), Players::Player));
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assert!(game.recruit_miner((5, 2), Players::Player));
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let original: Option<Units> = game.board.cells[5][2].get_option_unit();
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for _ in 0..2 * BaseBuilding::RECRUITMENT_TICKS {
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game.tick_update();
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}
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assert_eq!(base(game, (5, 2)).queued_miners(), 2);
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assert_eq!(base(game, (5, 2)).recruitment_progress(), 100);
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assert_eq!(game.board.cells[5][2].get_option_unit(), original);
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game.board.cells[5][2].get_mut_option_unit().take();
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game.tick_update();
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let spawned: Option<Units> = game.board.cells[5][2].get_option_unit();
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assert_eq!(spawned.get_owner(), Players::Player);
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assert_eq!(spawned.get_coords(), (5, 2));
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assert!(spawned.get_ref_tasks().is_empty());
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assert_eq!(base(game, (5, 2)).queued_miners(), 1);
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for _ in 0..2 * BaseBuilding::RECRUITMENT_TICKS {
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game.tick_update();
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}
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assert_eq!(base(game, (5, 2)).queued_miners(), 1);
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assert_eq!(base(game, (5, 2)).recruitment_progress(), 0);
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assert_eq!(game.board.cells[5][2].get_option_unit(), spawned);
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game.board.cells[5][2].get_mut_option_unit().take();
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for _ in 1..BaseBuilding::RECRUITMENT_TICKS {
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game.tick_update();
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}
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assert!(game.board.cells[5][2].get_ref_option_unit().is_none());
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assert_eq!(base(game, (5, 2)).recruitment_progress(), 99);
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game.tick_update();
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assert_eq!(base(game, (5, 2)).queued_miners(), 0);
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assert_eq!(
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game.board.cells[5][2].get_ref_option_unit().get_owner(),
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Players::Player
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);
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}
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#[test]
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fn walking_out_of_base_resumes_recruitment_and_new_miner_can_receive_tasks() -> () {
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let mut app: App = app();
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let game: &mut SkirmishState = &mut app.states_mut().unwrap().skirmish;
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assert!(game.recruit_miner((5, 2), Players::Player));
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game.board.cells[5][3].set_structure(Structures::Tunnel(Tunnel::new()));
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game.board.change_focused_cell(MoveFocusedCell::Left);
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game.board.toggle_marking();
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game.board.change_focused_cell(MoveFocusedCell::Right);
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game.board.toggle_marking();
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for _ in 0..3000_u16.div_ceil(u16::from(TICK_MS)) {
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game.tick_update();
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}
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assert!(game.board.cells[5][2].get_ref_option_unit().is_none());
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for _ in 3000_u16.div_ceil(u16::from(TICK_MS))..BaseBuilding::RECRUITMENT_TICKS - 1 {
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game.tick_update();
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}
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assert!(game.board.cells[5][2].get_ref_option_unit().is_none());
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assert_eq!(base(game, (5, 2)).recruitment_progress(), 99);
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game.tick_update();
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assert_eq!(base(game, (5, 2)).queued_miners(), 0);
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assert_eq!(
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game.board.cells[5][2].get_ref_option_unit().get_coords(),
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(5, 2)
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);
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assert_eq!(
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game.board.cells[5][3].get_ref_option_unit().get_coords(),
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(5, 3)
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);
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game.board.change_focused_cell(MoveFocusedCell::Left);
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game.board.toggle_marking();
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game.board.change_focused_cell(MoveFocusedCell::Down);
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game.board.toggle_marking();
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assert_eq!(
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game.board.cells[5][2]
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.get_ref_option_unit()
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.get_ref_tasks()
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.len(),
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1
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);
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}
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#[test]
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fn arrival_during_training_does_not_overwrite_visitor_and_ready_recruit_spawns_after_departure()
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-> () {
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let mut app: App = app();
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let game: &mut SkirmishState = &mut app.states_mut().unwrap().skirmish;
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game.board.cells[5][2].get_mut_option_unit().take();
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assert!(game.recruit_miner((5, 2), Players::Player));
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for _ in 0..100 {
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game.tick_update();
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}
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let visitor: Units = Units::Miner(MinerUnit::new(Players::Enemy, (5, 2)));
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*game.board.cells[5][2].get_mut_option_unit() = Some(visitor.clone());
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for _ in 0..BaseBuilding::RECRUITMENT_TICKS {
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game.tick_update();
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}
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assert_eq!(base(game, (5, 2)).recruitment_progress(), 100);
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assert_eq!(game.board.cells[5][2].get_option_unit(), Some(visitor));
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game.board.cells[5][2].get_mut_option_unit().take();
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game.tick_update();
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assert_eq!(base(game, (5, 2)).queued_miners(), 0);
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assert_eq!(
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game.board.cells[5][2].get_ref_option_unit().get_owner(),
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Players::Player
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);
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}
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#[test]
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fn bases_have_independent_queues_costs_and_spawn_ownership() -> () {
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let mut app: App = app();
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let game: &mut SkirmishState = &mut app.states_mut().unwrap().skirmish;
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for (coords, owner) in [((5, 2), Players::Player), ((5, 39), Players::Enemy)] {
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game.board.cells[coords.0][coords.1]
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.get_mut_option_unit()
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.take();
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assert!(game.recruit_miner(coords, owner));
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}
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assert_eq!(game.player_resources.metal, 10);
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assert_eq!(game.enemy_resources.metal, 10);
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for _ in 0..BaseBuilding::RECRUITMENT_TICKS {
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game.tick_update();
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}
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for (coords, owner) in [((5, 2), Players::Player), ((5, 39), Players::Enemy)] {
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assert_eq!(base(game, coords).queued_miners(), 0);
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assert_eq!(
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game.board.cells[coords.0][coords.1]
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.get_ref_option_unit()
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.get_owner(),
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owner
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);
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assert_eq!(
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game.board.cells[coords.0][coords.1]
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.get_ref_option_unit()
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.get_coords(),
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coords
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);
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}
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}
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#[test]
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fn recruitment_panel_queues_with_enter_shows_ready_state_and_closes_without_losing_queue() -> () {
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let mut app: App = app();
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press(&mut app, KeyCode::Left, KeyModifiers::NONE);
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assert!(
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available_skirmish_actions(&app.states_ref().unwrap().skirmish).contains(&Action::Recruitment)
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);
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press(&mut app, KeyCode::Char(' '), KeyModifiers::ALT);
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assert!(app.states_ref().unwrap().skirmish.recruitment_view);
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press(&mut app, KeyCode::Enter, KeyModifiers::NONE);
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press(&mut app, KeyCode::Enter, KeyModifiers::NONE);
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assert_eq!(
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base(&app.states_ref().unwrap().skirmish, (5, 2)).queued_miners(),
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1
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);
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assert!(
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!available_skirmish_actions(&app.states_ref().unwrap().skirmish).contains(&Action::Enter)
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);
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press(&mut app, KeyCode::Right, KeyModifiers::NONE);
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press(&mut app, KeyCode::Char(' '), KeyModifiers::CONTROL);
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assert_eq!(
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app
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.states_ref()
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.unwrap()
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.skirmish
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.board
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.get_focused_cell()
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.get_coords(),
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(5, 2)
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);
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assert!(!app.states_ref().unwrap().skirmish.building_view);
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for _ in 0..BaseBuilding::RECRUITMENT_TICKS {
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app.states_mut().unwrap().skirmish.tick_update();
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}
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let mut terminal: Terminal<TestBackend> = Terminal::new(TestBackend::new(160, 50)).unwrap();
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terminal
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.draw(|frame: &mut ratatui::Frame<'_>| -> () {
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frame.render_widget(&mut app, frame.area());
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})
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.unwrap();
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let text: String = terminal
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.backend()
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.buffer()
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.content
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.iter()
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.map(|cell: &Cell| -> &str { cell.symbol() })
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.collect();
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assert!(text.contains("Cost: 10 Wood + 15 Metal"));
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assert!(text.contains("Queued Miners: 1"));
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assert!(text.contains("Current progress: 100%"));
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assert!(text.contains("Ready: waiting for free base cell"));
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assert!(text.contains("Close recruitment"));
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press(&mut app, KeyCode::Esc, KeyModifiers::NONE);
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assert!(!app.states_ref().unwrap().skirmish.recruitment_view);
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assert_eq!(app.view, View::Skirmish);
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press(&mut app, KeyCode::Char(' '), KeyModifiers::ALT);
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press(&mut app, KeyCode::Char(' '), KeyModifiers::ALT);
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assert!(!app.states_ref().unwrap().skirmish.recruitment_view);
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assert_eq!(
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base(&app.states_ref().unwrap().skirmish, (5, 2)).queued_miners(),
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1
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);
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}
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#[test]
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fn recruitment_panel_is_unavailable_off_base_and_during_route_selection() -> () {
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let mut app: App = app();
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press(&mut app, KeyCode::Char('r'), KeyModifiers::NONE);
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assert!(!app.states_ref().unwrap().skirmish.recruitment_view);
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press(&mut app, KeyCode::Char(' '), KeyModifiers::ALT);
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assert!(!app.states_ref().unwrap().skirmish.recruitment_view);
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press(&mut app, KeyCode::Left, KeyModifiers::NONE);
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press(&mut app, KeyCode::Char(' '), KeyModifiers::NONE);
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press(&mut app, KeyCode::Char('r'), KeyModifiers::NONE);
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assert!(!app.states_ref().unwrap().skirmish.recruitment_view);
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press(&mut app, KeyCode::Char(' '), KeyModifiers::ALT);
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assert!(!app.states_ref().unwrap().skirmish.recruitment_view);
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assert!(
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app
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.states_ref()
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.unwrap()
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.skirmish
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.board
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.marked_cells
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.marking_cells
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);
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press(&mut app, KeyCode::Esc, KeyModifiers::NONE);
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press(&mut app, KeyCode::Char(' '), KeyModifiers::ALT);
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press(&mut app, KeyCode::Char('c'), KeyModifiers::CONTROL);
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assert!(app.exit);
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}
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#[test]
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fn recruitment_fallback_opens_queues_and_closes_on_own_base() -> () {
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let mut app: App = app();
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press(&mut app, KeyCode::Left, KeyModifiers::NONE);
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press(&mut app, KeyCode::Char('r'), KeyModifiers::NONE);
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assert!(app.states_ref().unwrap().skirmish.recruitment_view);
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press(&mut app, KeyCode::Enter, KeyModifiers::NONE);
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press(&mut app, KeyCode::Char('r'), KeyModifiers::NONE);
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assert!(!app.states_ref().unwrap().skirmish.recruitment_view);
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assert_eq!(
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base(&app.states_ref().unwrap().skirmish, (5, 2)).queued_miners(),
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1
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);
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assert_eq!(
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app.states_ref().unwrap().skirmish.player_resources,
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Resources::new(40, 10)
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);
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}
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