forked from github/server
additional testing for race-related production rules.
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require 'tests.e2.production'
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require 'tests.e2.adamantium'
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require 'tests.e2.undead'
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require 'tests.e2.shiplanding'
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require "lunit"
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module("tests.e2.production", package.seeall, lunit.testcase )
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function setup()
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eressea.game.reset()
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eressea.settings.set("rules.food.flags", "4") -- food is free
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eressea.settings.set("NewbieImmunity", "0")
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end
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local function create_faction(race)
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return faction.create(race .. '@eressea.de', race, "de")
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end
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function test_laen_needs_mine()
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-- some resources require a building
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-- i.e. you cannot create laen without a mine
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local r = region.create(0, 0, "mountain")
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local f = create_faction('human')
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local u = unit.create(f, r, 1)
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turn_begin()
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r:set_resource('laen', 100)
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u:add_order("MACHE Laen")
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u:set_skill('mining', 7)
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turn_process()
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assert_equal(0, u:get_item('laen'))
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assert_equal(100, r:get_resource('laen'))
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assert_equal(1, f:count_msg_type("error104")) -- requires building
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u.building = building.create(u.region, "mine")
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u.building.working = true
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u.building.size = 10
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turn_process()
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assert_equal(1, u:get_item('laen'))
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assert_equal(99, r:get_resource('laen'))
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turn_end()
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end
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function test_mine_laen_bonus()
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-- some buildings grant a bonus on the production skill
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-- i.e. a mine adds +1 to mining
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local r = region.create(0, 0, 'mountain')
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local f = create_faction('human')
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local u = unit.create(f, r, 1)
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turn_begin()
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r:set_resource('laen', 100)
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assert_equal(100, r:get_resource('laen'))
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u:add_order("MACHE Laen")
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u:set_skill('mining', 6)
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u.building = building.create(u.region, "mine")
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u.building.working = true
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u.building.size = 10
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u.number = 2
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turn_process() -- T6 is not enough for laen
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assert_equal(0, u:get_item('laen'))
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assert_equal(100, r:get_resource('laen'))
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assert_equal(1, f:count_msg_type("manufacture_skills"))
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u:set_skill('mining', 13)
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turn_process() -- T13 is enough, the +1 produces one extra Laen
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assert_equal(4, u:get_item('laen')) -- FAIL (3)
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assert_equal(96, r:get_resource('laen'))
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turn_end()
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end
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function test_mine_iron_bonus()
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-- some buildings grant a bonus on the production skill
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-- i.e. a mine adds +1 to mining iron
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--
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local r = region.create(0, 0, 'mountain')
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local f = create_faction('human')
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local u = unit.create(f, r, 1)
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turn_begin()
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r:set_resource('iron', 100)
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assert_equal(100, r:get_resource('iron'))
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u:add_order("MACHE Eisen")
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u:set_skill('mining', 1)
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u.building = building.create(u.region, "mine")
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u.building.working = false
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u.building.size = 10
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u.number = 2
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turn_process() -- iron can be made without a working mine
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assert_equal(2, u:get_item('iron'))
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assert_equal(98, r:get_resource('iron'))
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u.building.working = true
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turn_process()
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assert_equal(6, u:get_item('iron'))
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assert_equal(96, r:get_resource('iron'))
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turn_end()
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end
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function test_quarry_bonus()
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-- a quarry grants +1 to quarrying, and saves 50% stone
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--
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local r = region.create(0, 0, 'mountain')
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local f = create_faction('human')
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local u = unit.create(f, r, 1)
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turn_begin()
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r:set_resource('stone', 100)
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assert_equal(100, r:get_resource('stone'))
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u:add_order("MACHE Stein")
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u:set_skill('quarrying', 1)
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u.number = 2
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u.building = building.create(u.region, 'quarry')
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u.building.working = false
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u.building.size = 10
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turn_process()
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assert_equal(2, u:get_item('stone'))
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assert_equal(98, r:get_resource('stone'))
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u.building.working = true
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turn_process()
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assert_equal(6, u:get_item('stone'))
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assert_equal(96, r:get_resource('stone'))
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turn_end()
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end
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function test_smithy_bonus_iron()
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-- a smithy adds +1 to weaponsmithing, and saves 50% iron
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local r = region.create(0, 0, 'mountain')
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local f = create_faction('human')
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local u = unit.create(f, r, 1)
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turn_begin()
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u.building = building.create(u.region, 'smithy')
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u.building.working = false
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u.building.size = 10
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u:set_skill('weaponsmithing', 5) -- needs 3
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u:add_item('iron', 100)
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u:add_order("MACHE Schwert")
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turn_process() -- building disabled
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assert_equal(1, u:get_item('sword'))
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assert_equal(99, u:get_item('iron'))
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u.building.working = true
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turn_process() -- building active
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assert_equal(3, u:get_item('sword'))
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assert_equal(98, u:get_item('iron'))
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turn_end()
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end
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function test_smithy_bonus_mixed()
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-- a smithy adds +1 to weaponsmithing, and saves 50% iron
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-- it does not save any other resource, though.
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local r = region.create(0, 0, 'mountain')
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local f = create_faction('human')
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local u = unit.create(f, r, 1)
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turn_begin()
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u.building = building.create(u.region, 'smithy')
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u.building.working = false
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u.building.size = 10
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u:set_skill('weaponsmithing', 5) -- needs 3
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u:add_item('iron', 100)
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u:add_item('log', 100)
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u:add_order("MACHE Kriegsaxt")
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turn_process() -- building disabled
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assert_equal(1, u:get_item('axe'))
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assert_equal(99, u:get_item('iron'))
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assert_equal(99, u:get_item('log'))
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u.building.working = true
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turn_process() -- building active
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assert_equal(3, u:get_item('axe'))
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assert_equal(98, u:get_item('iron'))
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assert_equal(97, u:get_item('log'))
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turn_end()
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end
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function test_greatbow_needs_elf()
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-- only elves can build a greatbow
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local r = region.create(0, 0, 'mountain')
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local f = create_faction('human')
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local u = unit.create(f, r, 1)
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turn_begin()
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u:set_skill('weaponsmithing', 5)
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u:add_item('mallorn', 2)
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u:add_order("MACHE Elfenbogen")
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turn_process() -- humans cannot do it
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assert_equal(1, f:count_msg_type("error_cannotmake"))
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assert_equal(0, u:get_item('greatbow'))
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assert_equal(2, u:get_item('mallorn'))
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u.race = 'elf'
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turn_process() -- but elves can
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assert_equal(1, u:get_item('greatbow'))
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assert_equal(0, u:get_item('mallorn'))
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end
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function test_troll_quarrying_bonus()
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-- Von Trollen abgebaute Steine werden nur zu 75% vom "Regionsvorrat" abgezogen.
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-- Dieser Effekt ist kumulativ zu einem Steinbruch.
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local r = region.create(0, 0, 'mountain')
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local f = create_faction('human')
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local u = unit.create(f, r, 1)
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turn_begin()
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r:set_resource("stone", 100)
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u:set_skill('quarrying', 4)
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u:add_order("MACHE Steine")
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turn_process() -- humans get no bonus
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write_report(f)
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assert_equal(4, u:get_item('stone'))
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assert_equal(96, r:get_resource('stone'))
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u.race = 'troll'
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u:set_skill('quarrying', 2)
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turn_process() -- trolls have +2 to quarrying, and save 25%
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assert_equal(8, u:get_item('stone'))
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assert_equal(93, r:get_resource('stone'))
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end
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function test_dwarf_mining_bonus()
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-- Von Zwergen abgebautes Eisen wird nur zu 60% vom "Regionsvorrat" abgezogen.
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-- Dieser Effekt ist kumulativ zu einem Bergwerk (siehe hier und hier).
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end
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