Ejemplo n.º 1
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        public void Init()
        {
            // Create the basic actor instances and behavior for test.
            this.witnessThing = new Thing() { Name = "WitnessThing", ID = TestThingID.Generate("testthing") };
            this.actingThing = new Thing() { Name = "ActingThing", ID = TestThingID.Generate("testthing") };
            this.openableThing = new Thing() { Name = "OpenableThing", ID = TestThingID.Generate("testthing") };
            this.opensClosesBehavior = new OpensClosesBehavior();

            // Set up the actors inside another (which we'll call a "room" although it needn't actually be a room).
            this.room = new Thing() { Name = "Room", ID = TestThingID.Generate("room") };
            this.room.Add(witnessThing);
            this.room.Add(actingThing);
            this.room.Add(openableThing);

            // Prepare to verify correct eventing occurs.
            this.witnessThing.Eventing.MiscellaneousRequest += (root, e) => { this.lastWitnessRequest = e; };
            this.witnessThing.Eventing.MiscellaneousEvent += (root, e) => { this.lastWitnessEvent = e; };
            this.actingThing.Eventing.MiscellaneousRequest += (root, e) => { this.lastActorRequest = e; };
            this.actingThing.Eventing.MiscellaneousEvent += (root, e) => { this.lastActorEvent = e; };
        }
Ejemplo n.º 2
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        public void TestOpeningAndClosingOfLockedAndUnlockedThings()
        {
            // Make our lockable thing also openable.
            var opensClosesBehavior = new OpensClosesBehavior();
            this.lockableThing.Behaviors.Add(opensClosesBehavior);
            this.lockableThing.Behaviors.Add(this.locksUnlocksBehavior);

            // Verify that the thing is still in the default locked state.
            Verify.IsTrue(this.locksUnlocksBehavior.IsLocked);

            // Verify that attempts to open the locked thing do not work.
            // (Note that adding player-convenience features like automatic unlock attempts on behalf of the
            // player when trying to open something, depending on their settings or whatnot, may require such
            // tests to become much more robust here.)
            opensClosesBehavior.Open(this.actingThing);
            Verify.IsTrue(this.locksUnlocksBehavior.IsLocked);
            Verify.IsTrue(!opensClosesBehavior.IsOpen);

            // Verify that attempts to open an unlocked thing do work though.
            this.locksUnlocksBehavior.Unlock(this.actingThing);
            opensClosesBehavior.Open(this.actingThing);
            Verify.IsTrue(!this.locksUnlocksBehavior.IsLocked);
            Verify.IsTrue(opensClosesBehavior.IsOpen);

            // Verify that trying to lock an open thing is either cancelled (leaving it open and unlocked)
            // or is automatically closed for the actor since the intent could be implied.
            this.locksUnlocksBehavior.Lock(this.actingThing);
            bool isClosedAndLocked = !opensClosesBehavior.IsOpen && this.locksUnlocksBehavior.IsLocked;
            bool isOpenAndUnlocked = opensClosesBehavior.IsOpen && !this.locksUnlocksBehavior.IsLocked;
            Verify.IsTrue(isClosedAndLocked || isOpenAndUnlocked);
        }
Ejemplo n.º 3
0
 /// <summary>Initializes a new instance of the OpensClosesBehaviorCommands class.</summary>
 /// <param name="opensClosesBehavior">The OpensClosesBehavior this class belongs to.</param>
 public OpensClosesBehaviorCommands(OpensClosesBehavior opensClosesBehavior)
     : base()
 {
     this.opensClosesBehavior = opensClosesBehavior;
 }
Ejemplo n.º 4
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        public void TestOpeningClosingAndMovementForExits()
        {
            // Create two one-way exits and two rooms to attach them to.
            var openableExitA = new Thing() { Name = "OpenableExitA", ID = TestThingID.Generate("testthing") };
            var openableExitB = new Thing() { Name = "OpenableExitB", ID = TestThingID.Generate("testthing") };
            var roomA = new Thing(new RoomBehavior()) { Name = "Room A", ID = TestThingID.Generate("testroom") };
            var roomB = new Thing(new RoomBehavior()) { Name = "Room B", ID = TestThingID.Generate("testroom") };
            roomA.Add(openableExitA);
            roomB.Add(openableExitB);

            // Attach ExitBehavior and OpensClosesBehaviors in different orders though, to verify in test that
            // eventing and such work correctly regardless of attachment order.
            var exitBehaviorA = new ExitBehavior();
            var exitBehaviorB = new ExitBehavior();
            var opensClosesBehaviorB = new OpensClosesBehavior();
            openableExitA.Behaviors.Add(exitBehaviorA);
            openableExitA.Behaviors.Add(this.opensClosesBehavior);
            openableExitB.Behaviors.Add(opensClosesBehaviorB);
            openableExitB.Behaviors.Add(exitBehaviorB);

            // Rig up behaviors so the actor can move, and move from one A to B, and from B to A.
            this.actingThing.Behaviors.Add(new MovableBehavior());
            exitBehaviorA.AddDestination("toB", roomB.ID);
            exitBehaviorB.AddDestination("toA", roomA.ID);

            // Ensure that the actingThing cannot move through either exit while it is in default (closed) state.
            roomA.Add(this.actingThing);
            exitBehaviorA.MoveThrough(this.actingThing);
            Verify.AreSame(roomA, this.actingThing.Parent);

            roomB.Add(this.actingThing);
            exitBehaviorB.MoveThrough(this.actingThing);
            Verify.AreSame(roomB, this.actingThing.Parent);

            // Ensure that the actingThing can open and move through each openable exit to get between rooms.
            opensClosesBehaviorB.Open(this.actingThing);
            exitBehaviorB.MoveThrough(this.actingThing);
            Verify.AreSame(roomA, this.actingThing.Parent);

            this.opensClosesBehavior.Open(this.actingThing);
            exitBehaviorA.MoveThrough(this.actingThing);
            Verify.AreSame(roomB, this.actingThing.Parent);
        }
Ejemplo n.º 5
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 /// <summary>
 /// Initializes a new instance of the OpensClosesBehaviorCommands class.
 /// </summary>
 /// <param name="opensClosesBehavior">The OpensClosesBehavior this class belongs to.</param>
 public OpensClosesBehaviorCommands(OpensClosesBehavior opensClosesBehavior)
     : base()
 {
     this.opensClosesBehavior = opensClosesBehavior;
 }