public void GivenWorldState_WhenApplyAfterTickStateChanges_ReturnWormholesOutOfRadiusRemoved() { WorldStateService.GenerateStartingWorld(); var state = WorldStateService.GetState(); List <Tuple <GameObject, GameObject> > wormholes = state.WormholePairs; var wormhole = wormholes[0].Item1; var distanceFromOrigin = VectorCalculatorService.GetDistanceBetween(new Position(0, 0), wormhole.Position); for (var i = 0; i < EngineConfigFake.Value.MapRadius - distanceFromOrigin; i++) { WorldStateService.ApplyAfterTickStateChanges(); } Assert.Null(WorldStateService.GetWormholePair(wormhole.Id)); }