Ejemplo n.º 1
0
        public void Should_return_an_error_if_there_is_an_invalid_movement()
        {
            const string movementsArgs = "RMLMA";
            var          moveParser    = new MovementsParser();

            moveParser.Invoking(x => x.Parse(movementsArgs)).Should().Throw <InvalidMovementException>();
        }
Ejemplo n.º 2
0
        public void KnightCanValidateMovementsTheory(string movementString)
        {
            // Arrange
            Knight    knight        = new Knight();
            Exception expectedError = null;
            Movement  movement      = new Movement()
            {
                MovementInputString = movementString,
                PieceType           = MovementsParser.getTypeFromCharacter(movementString[0]),
                OriginCell          = new Cell()
                {
                    Row    = MovementsParser.getRowFromSecondCharacterInMovement(movementString[2]),
                    Column = MovementsParser.getColumnFromFirstCharacterInMovement(movementString[1])
                },
                DestinationCell = new Cell()
                {
                    Row    = MovementsParser.getRowFromSecondCharacterInMovement(movementString[5]),
                    Column = MovementsParser.getColumnFromFirstCharacterInMovement(movementString[4])
                }
            };

            // Act
            try
            {
                knight.ProcessMovement(movement, chessBoard);
            }
            catch (Exception ex)
            {
                expectedError = ex;
            }

            // Assert
            Assert.Null(expectedError);
        }
Ejemplo n.º 3
0
        static void Main(string[] args)
        {
            Piece[,] chessBoard = new Piece[, ]
            {
                { null, null, null, null, null, null, null, new Piece {
                      Color = Color.White, Type = Models.Type.Rook
                  } },
                { null, null, new Piece {
                      Color = Color.Black, Type = Models.Type.Pawn
                  }, null, null, null, null, null },
                { null, null, null, null, null, null, null, null },
                { null, new Piece {
                      Color = Color.White, Type = Models.Type.Knight
                  }, null, null, null, null, null, new Piece {
                      Color = Color.White, Type = Models.Type.Rook
                  } },
                { null, null, null, null, null, null, null, null },
                { null, null, null, null, null, null, null, null },
                { null, null, null, null, null, null, null, null },
                { null, null, null, null, null, null, null, null },
            };

            List <Movement> validMovements   = MovementsParser.ParseFile("C:\\validMoves.txt");
            List <Movement> invalidMovements = MovementsParser.ParseFile("C:\\invalidMoves.txt");

            Console.WriteLine("*************************");
            Console.WriteLine("*  Movimiento  Validos  *");
            Console.WriteLine("*************************");
            ChessMovementsSimulator.SimulateMovements(chessBoard, validMovements);

            Console.WriteLine("*************************");
            Console.WriteLine("*  Movimiento Invalidos *");
            Console.WriteLine("*************************");
            ChessMovementsSimulator.SimulateMovements(chessBoard, invalidMovements);
        }
Ejemplo n.º 4
0
        public void Should_receive_movements_in_a_string_and_return_a_list_with_individual_movements_preserving_the_sequence()
        {
            const string movements         = "RMLM";
            var          moveParser        = new MovementsParser();
            var          expectedMovements = new List <MovementType>()
            {
                MovementType.Right,
                MovementType.Forward,
                MovementType.Left,
                MovementType.Forward
            };

            var parsed = moveParser.Parse(movements);

            parsed.SequenceEqual(expectedMovements).Should().BeTrue();
        }