Index: binaries/data/mods/public/simulation/components/tests/test_UpgradeModification.js
===================================================================
--- /dev/null
+++ binaries/data/mods/public/simulation/components/tests/test_UpgradeModification.js
@@ -0,0 +1,169 @@
+Engine.LoadHelperScript("Player.js");
+Engine.LoadHelperScript("ValueModification.js");
+Resources = {
+ "GetCodes": () => ["food", "metal", "stone", "wood"],
+ "GetResource": () => ({}),
+ "BuildSchema": (type) => {
+ let schema = "";
+ for (let res of Resources.GetCodes())
+ schema +=
+ "" +
+ "" +
+ "" +
+ "" +
+ "";
+ return "" + schema + "";
+ }
+};
+
+Engine.LoadComponentScript("interfaces/AuraManager.js");
+Engine.LoadComponentScript("interfaces/TechnologyManager.js");
+Engine.LoadComponentScript("interfaces/Timer.js");
+Engine.LoadComponentScript("interfaces/Upgrade.js");
+
+Engine.LoadComponentScript("Upgrade.js");
+
+// Input (bare minimum needed for tests)
+let techs = {
+ "alter_tower_upgrade_cost": {
+ "modifications": [
+ { "value": "Upgrade/Cost/stone", "add": 60.0 },
+ { "value": "Upgrade/Cost/wood", "multiply": 0.5 },
+ { "value": "Upgrade/Time", "replace": 90 }
+ ],
+ "affects": ["Tower"]
+ }
+};
+let template = {
+ "Identity": {
+ "Classes": { '@datatype': "tokens", "_string": "Tower" },
+ "VisibleClasses": { '@datatype': "tokens", "_string": "" }
+ },
+ "Upgrade": {
+ "Tower": {
+ "Cost": { "stone": "100", "wood": "50" },
+ "Entity": "structures/{civ}_defense_tower",
+ "RequiredTechnology": "phase_town",
+ "Time": "100",
+ "Tooltip": "Reinforce with stone and upgrade to a defense tower."
+ }
+ }
+};
+let civCode = "pony";
+
+// Usually, the tech modifications would be worked out by the TechnologyManager
+// with assistance from globalscripts. This test is not about testing the
+// TechnologyManager, so the modifications (both with and without the technology
+// researched) are worked out before hand and placed here.
+let isResearched = false;
+let templateTechModifications = {
+ 'Upgrade/Cost/stone': [{ "affects": [["Tower"]], "add": 60 }],
+ 'Upgrade/Cost/wood': [{ "affects": [["Tower"]], "multiply": 0.5 }],
+ 'Upgrade/Time': [{ "affects": [["Tower"]], "replace": 90 }]
+};
+let entityTechModifications = {
+ "without": {
+ 'Upgrade/Cost/stone': { 20: { "origValue": 100, "newValue": 100 } },
+ 'Upgrade/Cost/wood': { 20: { "origValue": 50, "newValue": 50 } },
+ 'Upgrade/Time': { 20: { "origValue": 100, "newValue": 100 } }
+ },
+ "with": {
+ 'Upgrade/Cost/stone': { 20: { "origValue": 100, "newValue": 160 } },
+ 'Upgrade/Cost/wood': { 20: { "origValue": 50, "newValue": 25 } },
+ 'Upgrade/Time': { 20: { "origValue": 100, "newValue": 90 } }
+ }
+};
+
+/**
+ * Initialise various bits
+ */
+// System Entities
+AddMock(SYSTEM_ENTITY, IID_AuraManager, null);
+AddMock(SYSTEM_ENTITY, IID_DataTemplateManager, {
+ "GetAllTechs": () => techs,
+ "GetTechnologyTemplate": (template) => techs[template] || {}
+});
+AddMock(SYSTEM_ENTITY, IID_PlayerManager, {
+ "GetPlayerByID": (pID) => 10
+});
+AddMock(SYSTEM_ENTITY, IID_RangeManager, {
+ "GetEntitiesByPlayer": (pID) => []
+});
+AddMock(SYSTEM_ENTITY, IID_TemplateManager, {
+ "GetCurrentTemplateName": (ent) => "{civ}_sentry_tower",
+ "GetTemplate": () => template
+});
+AddMock(SYSTEM_ENTITY, IID_Timer, {
+ "SetInterval": () => 1,
+ "CancelTimer": () => {}
+});
+
+// Init Player
+AddMock(10, IID_Player, {
+ "AddResources": () => {},
+ "GetPlayerID": () => 1,
+ "GetCheatTimeMultiplier": () => 1.0,
+ "TrySubtractResources": () => true
+});
+AddMock(10, IID_TechnologyManager, {
+ "ResearchTechnology": (tech) => { isResearched = true; },
+ "ApplyModificationsTemplate": (valueName, curValue, template) => {
+ let mods = isResearched ? templateTechModifications : {};
+ return GetTechModifiedProperty(mods, GetIdentityClasses(template.Identity), valueName, curValue);
+ },
+ "ApplyModifications": (valueName, curValue, ent) => {
+ let mods = isResearched ? entityTechModifications.with : entityTechModifications.without;
+ return mods[valueName][ent].newValue;
+ }
+});
+let cmpPlayer = Engine.QueryInterface(10, IID_Player);
+let cmpTechnologyManager = Engine.QueryInterface(10, IID_TechnologyManager);
+
+// Create an entity with an Upgrade Component
+AddMock(20, IID_Ownership, {
+ "GetOwner": () => cmpPlayer.GetPlayerID()
+});
+AddMock(20, IID_Identity, {
+ "GetClassesList": () => GetIdentityClasses(template.Identity),
+ "GetCiv": () => civCode
+});
+let cmpUpgrade = ConstructComponent(20, "Upgrade", template.Upgrade);
+cmpUpgrade.owner = cmpPlayer.GetPlayerID();
+
+
+/**
+ * Now to start the test proper
+ * To start with, no techs are researched...
+ */
+// T1: Check the cost of the upgrade without a player value being passed (as it would be in the structree)
+let parsed_template = GetTemplateDataHelper(template, null, {}, Resources);
+TS_ASSERT_UNEVAL_EQUALS(parsed_template.upgrades[0].cost, {"stone": 100, "wood": 50, "time": 100});
+
+// T2: Check the value, with a player ID (as it would be in-session)
+parsed_template = GetTemplateDataHelper(template, cmpPlayer.GetPlayerID(), {}, Resources);
+TS_ASSERT_UNEVAL_EQUALS(parsed_template.upgrades[0].cost, {"stone": 100, "wood": 50, "time": 100});
+
+// T3: Check that the value is correct within the Update Component
+TS_ASSERT_UNEVAL_EQUALS(cmpUpgrade.GetUpgrades()[0].cost, {"stone": 100, "wood": 50, "time": 100});
+
+/**
+ * Tell the Upgrade component to start the Upgrade,
+ * then research the technology that will alter the value of the upgrade cost.
+ */
+cmpUpgrade.Upgrade("structures/"+civCode+"_defense_tower");
+cmpTechnologyManager.ResearchTechnology("alter_tower_upgrade_cost");
+
+// T4: Check that the player-less value hasn't increased...
+parsed_template = GetTemplateDataHelper(template, null, {}, Resources);
+TS_ASSERT_UNEVAL_EQUALS(parsed_template.upgrades[0].cost, {"stone": 100, "wood": 50, "time": 100});
+
+// T5: ...but the player-backed value has.
+parsed_template = GetTemplateDataHelper(template, cmpPlayer.GetPlayerID(), {}, Resources);
+TS_ASSERT_UNEVAL_EQUALS(parsed_template.upgrades[0].cost, {"stone": 160, "wood": 25, "time": 90});
+
+// T6: The upgrade component should still be using the old resource cost (but new time cost) for the upgrade in progress...
+TS_ASSERT_UNEVAL_EQUALS(cmpUpgrade.GetUpgrades()[0].cost, {"stone": 100, "wood": 50, "time": 90});
+
+// T7: ...but with the upgrade cancelled, it now uses the modified value.
+cmpUpgrade.CancelUpgrade(cmpPlayer.GetPlayerID());
+TS_ASSERT_UNEVAL_EQUALS(cmpUpgrade.GetUpgrades()[0].cost, {"stone": 160, "wood": 25, "time": 90});