public void PathExistsTest() { // Add a row of three hexagons including player PartData partData = new PartData(); Part player = new Part { shape = new GameObject(), type = 1 }; Part hexagon = new Part { shape = new GameObject(), type = 0 }; AxialCoordinate playerCoord = new AxialCoordinate { x = 0, y = 0 }; AxialCoordinate hexCoord = new AxialCoordinate { x = -1, y = 0 }; AxialCoordinate hex2Coord = new AxialCoordinate { x = -2, y = 1 }; partData.addPart(playerCoord, player); partData.addPart(hexCoord, hexagon); partData.addPart(hex2Coord, hexagon); // Find all destroyed parts if middle hexagon hit List <AxialCoordinate> neighbours = partData.findDestroyedPartLocations(hexCoord); // If 2 object destroyed, pass Assert.True(neighbours.Count == 2); }
public void FullTriangleTest() { // Add a traingle to a hexagon, then test traingle PartData partData = new PartData(); Part player = new Part { shape = new GameObject(), type = 1 }; Part triangle = new Part { shape = new GameObject(), type = 0 }; AxialCoordinate playerCoord = new AxialCoordinate { x = 0, y = 0 }; AxialCoordinate triangleCoord = new AxialCoordinate { x = -1, y = 0 }; partData.addPart(playerCoord, player); partData.addPart(triangleCoord, triangle); // Get all full neighbours (ie, places to attach objects - there should be // 1 for a triangle) List <AxialCoordinate> neighbours = partData.getFullNeighbors(triangleCoord); // If 1 object attached, pass Assert.True(neighbours.Count == 1); }
public void FullPlayerTest() { // Add a heaxgon to player, then test player PartData partData = new PartData(); Part player = new Part { shape = new GameObject(), type = 1 }; Part hexagon = new Part { shape = new GameObject(), type = 0 }; AxialCoordinate playerCoord = new AxialCoordinate { x = 0, y = 0 }; AxialCoordinate hexCoord = new AxialCoordinate { x = -1, y = 0 }; partData.addPart(playerCoord, player); partData.addPart(hexCoord, hexagon); // Get all attached neighbours List <AxialCoordinate> neighbours = partData.getFullNeighbors(playerCoord); // If 1 attached neighbour, pass Assert.True(neighbours.Count == 1); }
public void AddPartTest() { // Test randomly attached part PartData partData = new PartData(); AxialCoordinate coord = new AxialCoordinate { x = -1, y = 0 }; Part addedPart = new Part { shape = new GameObject(), type = -1 }; partData.addPart(coord, addedPart); // If false, means coord is occupied Assert.False(partData.checkPart(coord)); }
public void RemovePartTest() { // Test randomly attached part PartData partData = new PartData(); AxialCoordinate coord = new AxialCoordinate { x = -1, y = 0 }; Part addedPart = new Part { shape = new GameObject(), type = -1 }; partData.addPart(coord, addedPart); partData.removePart(coord); // If null, part is not present Assert.Null(partData.getPart(coord)); }
public void EmptyHexagonTest() { // Add player PartData partData = new PartData(); Part hexagon = new Part { shape = new GameObject(), type = 0 }; AxialCoordinate coord = new AxialCoordinate { x = 0, y = 0 }; partData.addPart(coord, hexagon); // Get all empty neighbours (ie, places to attach objects) List <AxialCoordinate> neighbours = partData.getEmptyNeighbors(coord); // If 6 free edges, pass Assert.True(neighbours.Count == 6); }
public void EmptyTriangleTest() { // Add player PartData partData = new PartData(); Part triangle = new Part { shape = new GameObject(), type = -1 }; AxialCoordinate coord = new AxialCoordinate { x = 0, y = 0 }; partData.addPart(coord, triangle); // Get all empty neighbours (ie, places to attach objects - there should be // 0 for a triangle) List <AxialCoordinate> neighbours = partData.getEmptyNeighbors(coord); // If 0 free edges, pass Assert.True(neighbours.Count == 0); }