docs: add comprehensive testing documentation and framework setup for City Builder game
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"""
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Fixed economy system tests - validates building costs, income calculations,
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road connectivity bonuses, and offline processing using isolated fixtures
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"""
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import pytest
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import asyncio
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from tests.test_client import test_clients as client_manager
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from server.models import BuildingType, BUILDING_CONFIGS
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class TestEconomySystemFixed:
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"""Test the economy system calculations and behaviors with proper isolation"""
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def test_building_costs(self, isolated_game_components):
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"""Test that building configurations have correct costs"""
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game_state, economy_engine, database = isolated_game_components
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player = game_state.get_or_create_player("test_player", "test_id_123")
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# Test known building costs
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assert BUILDING_CONFIGS[BuildingType.SMALL_HOUSE].cost == 5000
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assert BUILDING_CONFIGS[BuildingType.ROAD].cost == 500
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assert BUILDING_CONFIGS[BuildingType.POWER_PLANT].cost == 100000
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assert BUILDING_CONFIGS[BuildingType.MALL].cost == 80000
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# Test that player starts with enough money
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assert player.money == 100000
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assert player.can_afford(BUILDING_CONFIGS[BuildingType.SMALL_HOUSE].cost)
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# Player can afford power plant with starting money (exactly $100,000)
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assert player.can_afford(BUILDING_CONFIGS[BuildingType.POWER_PLANT].cost)
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def test_basic_building_placement_costs(self, isolated_game_components, unique_coordinates):
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"""Test that placing buildings deducts correct money"""
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game_state, economy_engine, database = isolated_game_components
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player = game_state.get_or_create_player("test_player", "test_id_123")
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initial_money = player.money
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# Get unique coordinates to avoid conflicts
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x1, y1 = unique_coordinates(0)
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x2, y2 = unique_coordinates(1)
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# Place a small house (costs $5000)
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result = game_state.place_building("test_id_123", "small_house", x1, y1)
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assert result["success"] == True
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assert player.money == initial_money - 5000
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# Place a road (costs $500)
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result = game_state.place_building("test_id_123", "road", x2, y2)
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assert result["success"] == True
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assert player.money == initial_money - 5000 - 500
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def test_insufficient_funds(self, isolated_game_components, unique_coordinates):
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"""Test that buildings can't be placed without enough money"""
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game_state, economy_engine, database = isolated_game_components
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player = game_state.get_or_create_player("test_player", "test_id_123")
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# Drain most money
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player.money = 1000
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# Try to place expensive building
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x, y = unique_coordinates(0)
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result = game_state.place_building("test_id_123", "power_plant", x, y)
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assert result["success"] == False
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assert "Not enough money" in result["error"]
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assert player.money == 1000 # Money unchanged
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def test_population_requirements(self, isolated_game_components, unique_coordinates):
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"""Test that commercial buildings require population"""
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game_state, economy_engine, database = isolated_game_components
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player = game_state.get_or_create_player("test_player", "test_id_123")
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x1, y1 = unique_coordinates(0)
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x2, y2 = unique_coordinates(1)
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# Try to place shop without population
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assert player.population == 0
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result = game_state.place_building("test_id_123", "small_shop", x1, y1)
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assert result["success"] == False
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assert "population" in result["error"].lower()
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# Add population via two houses (need 20+ population for small shop)
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game_state.place_building("test_id_123", "small_house", x2, y2)
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x3, y3 = unique_coordinates(2)
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game_state.place_building("test_id_123", "small_house", x3, y3)
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economy_engine.tick() # Update population
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assert player.population == 20 # 2 houses × 10 population each
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# Now shop should work
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result = game_state.place_building("test_id_123", "small_shop", x1, y1)
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assert result["success"] == True
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def test_power_requirements(self, isolated_game_components, unique_coordinates):
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"""Test that large buildings require power plant"""
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game_state, economy_engine, database = isolated_game_components
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player = game_state.get_or_create_player("test_player", "test_id_123")
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# Add enough money for power plant
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player.money = 200000
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x1, y1 = unique_coordinates(0)
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x2, y2 = unique_coordinates(1)
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# Try to place large factory without power plant
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result = game_state.place_building("test_id_123", "large_factory", x1, y1)
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assert result["success"] == False
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assert "power plant" in result["error"].lower()
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# Place power plant first
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game_state.place_building("test_id_123", "power_plant", x2, y2)
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# Now large factory should work
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result = game_state.place_building("test_id_123", "large_factory", x1, y1)
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assert result["success"] == True
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def test_basic_economy_tick(self, isolated_game_components, unique_coordinates):
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"""Test basic income/expense calculations"""
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game_state, economy_engine, database = isolated_game_components
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player = game_state.get_or_create_player("test_player", "test_id_123")
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x1, y1 = unique_coordinates(0)
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x2, y2 = unique_coordinates(1)
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x3, y3 = unique_coordinates(2)
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# Place houses for population first
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game_state.place_building("test_id_123", "small_house", x1, y1)
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game_state.place_building("test_id_123", "small_house", x2, y2)
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economy_engine.tick() # Update population
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money_after_houses = player.money
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# Place income-generating building (now we have 20 population)
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game_state.place_building("test_id_123", "small_shop", x3, y3)
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money_after_placement = player.money
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# Run economy tick
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economy_engine.tick()
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# Small shop generates +$100, two houses cost -$100 total = $0 net
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# But houses were already giving income before, so we expect same or slight change
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assert player.money >= money_after_placement - 100 # Allow for house costs
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def test_building_stats_calculation(self, isolated_game_components):
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"""Test building stats calculation for UI"""
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game_state, economy_engine, database = isolated_game_components
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stats = economy_engine.calculate_building_stats("test_id_123", BuildingType.SMALL_SHOP)
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expected_config = BUILDING_CONFIGS[BuildingType.SMALL_SHOP]
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assert stats["cost"] == expected_config.cost
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assert stats["income"] == expected_config.income
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assert stats["population"] == expected_config.population
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assert stats["power_required"] == expected_config.power_required
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assert stats["requires_population"] == expected_config.requires_population
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class TestEconomyIntegrationFixed:
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"""Integration tests for economy with WebSocket clients using fresh server state"""
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@pytest.mark.asyncio
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async def test_economy_through_websocket(self, unique_coordinates):
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"""Test economy system through WebSocket client actions"""
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async with client_manager("economy_test") as [client]:
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initial_money = client.get_money()
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# Note: initial money varies based on previous tests and economy ticks
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assert initial_money > 5000 # Ensure player has enough for a small house
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# Get unique coordinates
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x, y = unique_coordinates(0)
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# Place a building that costs money
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await client.place_building("small_house", x, y)
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# Wait for server response
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message = await client.receive_message(timeout=2.0)
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assert message is not None
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if message["type"] == "building_placed":
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# Success case - building was placed
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assert message["building"]["type"] == "small_house"
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# Wait for economy update (server triggers immediate economy tick after building placement)
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stats_message = await client.receive_message(timeout=2.0)
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if stats_message and stats_message["type"] == "player_stats_update":
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# Money should be deducted by building cost plus potential maintenance costs
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new_money = stats_message["player"]["money"]
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# Verify money decreased by at least the building cost (may be more due to maintenance)
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money_decrease = initial_money - new_money
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assert money_decrease >= 5000 # At least the building cost
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# Should be building cost + some maintenance, but exact amount depends on existing buildings
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elif message["type"] == "error":
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# Expected if coordinates conflict - that's ok for this test
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print(f"Building placement error (expected): {message['message']}")
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else:
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pytest.fail(f"Unexpected message type: {message['type']}")
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@pytest.mark.asyncio
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async def test_building_requirements_through_websocket(self, unique_coordinates):
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"""Test building requirements validation through WebSocket"""
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async with client_manager("requirements_test") as [client]:
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# Get unique coordinates
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x, y = unique_coordinates(0)
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# Try to place shop without population - should fail
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await client.place_building("small_shop", x, y)
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message = await client.receive_message(timeout=2.0)
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assert message is not None
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assert message["type"] == "error"
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# Check for either population error or coordinate conflict
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assert "population" in message["message"].lower() or "occupied" in message["message"].lower()
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