public void Simple2() { var map = ConstantMapGenerator.GenerateFilled(5, 3); var path = map.GetPath(map[0, 0], map[4, 2]); path.Length.Should().Be(4); }
public void Empty() { var map = ConstantMapGenerator.GenerateFilled(10, 10); var path = map.GetPath(map[1, 1], map[1, 1]); path.Should().BeEmpty(); }
public void Wall1() { var map = ConstantMapGenerator.GenerateFilled(5, 3); map[2, 1] = new Brick(new Vector2Int(2, 1)); var path = map.GetPath(map[0, 0], map[4, 2]); path.Length.Should().Be(5); }
public void Simple_OneStep() { var map = ConstantMapGenerator.GenerateFilled(5, 3); var path = map.GetPath(map[0, 0], map[1, 0]); var expected = new[] { new Vector2Int(1, 0) }; path.Select(x => x.Cords).Should().BeEquivalentTo(expected); }
public void BenchmarkTest() { var map = ConstantMapGenerator.GenerateFilled(100, 100); var random = new Random(); /*for (var i = 500_00000; i > 0; i--) * { * var x = random.Next(9999); * var y = random.Next(9999); * map[x, y] = new Brick(x, y); * }*/ var start = new Sand(0, 0); var end = new Sand(99, 99); Console.WriteLine(Test(() => map.GetPath(start, end))); }
public void Wall2() { var map = ConstantMapGenerator.GenerateFilled(5, 3); map[2, 1] = new Brick(new Vector2Int(2, 1)); map[2, 2] = new Brick(new Vector2Int(2, 2)); map[3, 1] = new Brick(new Vector2Int(3, 1)); map[3, 2] = new Brick(new Vector2Int(3, 2)); var path = map.GetPath(map[0, 0], map[4, 2]); var expected = new[] { new Vector2Int(1, 0), new Vector2Int(2, 0), new Vector2Int(3, 0), new Vector2Int(4, 0), new Vector2Int(4, 1), new Vector2Int(4, 2) }; path.Select(x => x.Cords).Should().BeEquivalentTo(expected); }
void Awake() { ResourceLoader.Initialize(); gameStateController = GameObject.Find(nameof(GameStateController))?.GetComponent <GameStateController>(); var map = ConstantMapGenerator.GenerateSimple(); Map = map; RenderMap(map); var player = EntityFactory.CreatePlayer(new EntityCreateOptions { Position = new Vector2(15, 5), Team = Team.Neutral, EntityType = EntityType.Medic, Damage = 20, Health = 100, HealingPower = 5, HealingRadius = 3 }); gameStateController.AddEntity(player); }