Beispiel #1
0
        public void NotBuildField_WhenThereAreTooManyShips()
        {
            shipsCount = new Dictionary <ShipType, int> {
                { ShipType.Submarine, 1 }, { ShipType.Destroyer, 2 }
            };
            rules   = new GameRules(fieldSize, shipsCount);
            builder = new GameFieldBuilder(rules);

            var cells = new[]
            {
                new CellPosition(0, 0),
                new CellPosition(7, 2),
                new CellPosition(9, 7),

                new CellPosition(6, 4),
                new CellPosition(6, 5),

                new CellPosition(2, 1),
                new CellPosition(2, 2)
            };

            foreach (var cell in cells)
            {
                builder.TryAddShipCell(cell);
            }

            foreach (var shipType in Enum.GetValues(typeof(ShipType)).Cast <ShipType>())
            {
                shipsCount[shipType] = 0;
            }

            builder.Build().Should().BeNull();
        }
Beispiel #2
0
        public void BuildField_WhenDataCorrect()
        {
            shipsCount = new Dictionary <ShipType, int> {
                { ShipType.Submarine, 3 }, { ShipType.Destroyer, 2 }
            };
            rules   = new GameRules(fieldSize, shipsCount);
            builder = new GameFieldBuilder(rules);

            var cells = new[]
            {
                new CellPosition(0, 0),
                new CellPosition(7, 2),
                new CellPosition(9, 7),

                new CellPosition(6, 4),
                new CellPosition(6, 5),

                new CellPosition(2, 1),
                new CellPosition(2, 2)
            };

            foreach (var cell in cells)
            {
                builder.TryAddShipCell(cell);
            }

            builder.Build().Should().NotBeNull();
        }
        private static IGameField FromLines(GameRules rules, string[] lines)
        {
            var builder = new GameFieldBuilder(rules);

            for (var row = 0; row < rules.FieldSize.Height; row++)
            {
                for (var column = 0; column < rules.FieldSize.Width; column++)
                {
                    if (lines[row][column] == 'X')
                    {
                        builder.TryAddShipCell(new CellPosition(row, column));
                    }
                }
            }
            return(builder.Build());
        }
Beispiel #4
0
        public void BuildCorrectField()
        {
            shipsCount = new Dictionary <ShipType, int> {
                { ShipType.Submarine, 3 }, { ShipType.Destroyer, 2 }
            };
            rules   = new GameRules(fieldSize, shipsCount);
            builder = new GameFieldBuilder(rules);

            var cells = new[]
            {
                new CellPosition(0, 0),
                new CellPosition(7, 2),
                new CellPosition(9, 7),

                new CellPosition(6, 4),
                new CellPosition(6, 5),

                new CellPosition(2, 1),
                new CellPosition(2, 2)
            };

            foreach (var cell in cells)
            {
                builder.TryAddShipCell(cell);
            }

            foreach (var shipType in Enum.GetValues(typeof(ShipType)).Cast <ShipType>())
            {
                shipsCount[shipType] = 0;
            }

            var field = builder.Build();

            foreach (var cell in field.EnumeratePositions())
            {
                cells.Contains(cell).Should().Be(field[cell] is IShipCell);
            }
        }