public void ConstructorTest() { TrueCondition target = new TrueCondition(); // TODO: Implement code to verify target Assert.Inconclusive("TODO: Implement code to verify target"); }
protected void VisitChildren() { Test = TestCondition.AcceptVisitor(Visitor, ParentScope); IfTrue = TrueCondition.AcceptVisitor(Visitor, ParentScope); IfFalse = FalseCondition.AcceptVisitor(Visitor, ParentScope); InternalType = IfTrue.Type; }
private void addPurchasingPolicyTrue() { bridge.Login(getStoreOwner1(), password); IBooleanExpression policy = new TrueCondition(); string json = JsonHandler.SerializeObject(policy); policyId = bridge.addPurchasingPolicy(storeId, json); Assert.IsTrue(policyId >= 0); }
public void AcceptTest() { TrueCondition target = new TrueCondition(); IVisitor visitor = null; // TODO: Initialize to an appropriate value target.Accept(visitor); Assert.Inconclusive("A method that does not return a value cannot be verified."); }
public void Test___Method_Check___Value_False() { var testee = new TrueCondition { Value = new AnyVariable <bool>() { Value = false } }; Assert.IsFalse(testee.Check()); }
public static Policystatus removeSystemPolicy(User user, int policyid) { if (user is SystemAdmin) { IBooleanExpression temp = new TrueCondition(); temp.id = policyid; if (SystemPolicies.Remove(temp)) { return(Policystatus.Success); } } return(Policystatus.UnauthorizedUser); }
public void checkConsistency() { int min = 10, max = 5; TrueCondition trueCondition = new TrueCondition(); FalseCondition falseCondition = new FalseCondition(); Assert.IsFalse(trueCondition.checkConsistent(falseCondition), "1"); Assert.IsFalse(falseCondition.checkConsistent(trueCondition), "2"); MinAmount minAmount = new MinAmount(min, new AllProductsFilter()); MaxAmount maxAmount = new MaxAmount(max, new AllProductsFilter()); Assert.IsFalse(minAmount.checkConsistent(maxAmount), "3"); Assert.IsFalse(maxAmount.checkConsistent(minAmount), "4"); List <IBooleanExpression> list = new List <IBooleanExpression>(); list.Add(trueCondition); list.Add(minAmount); Assert.IsFalse(IBooleanExpression.confirmListConsist(falseCondition, list)); Assert.IsFalse(IBooleanExpression.confirmListConsist(maxAmount, list)); List <int> list1 = new List <int>(); list1.Add(1); List <int> list2 = new List <int>(); list2.Add(2); ProductListFilter f1 = new ProductListFilter(list1); ProductListFilter f2 = new ProductListFilter(list2); MinAmount minAmount2 = new MinAmount(min, f1); MaxAmount maxAmount2 = new MaxAmount(max, f2); Assert.IsFalse(maxAmount.checkConsistent(minAmount2)); Assert.IsTrue(maxAmount2.checkConsistent(minAmount2)); f2.productIds = list1; Assert.IsFalse(maxAmount2.checkConsistent(minAmount2)); minAmount.amount = max; maxAmount.amount = min; Assert.IsTrue(minAmount.checkConsistent(maxAmount), "5"); }
public void ANDevaluateTest() { FalseCondition falseCondition = new FalseCondition(); TrueCondition trueCondition = new TrueCondition(); AndExpression and = new AndExpression(); and.addChildren(trueCondition, trueCondition); Assert.IsTrue(and.evaluate(list, user)); and.addChildren(falseCondition, trueCondition); Assert.IsFalse(and.evaluate(list, user)); and.addChildren(trueCondition, falseCondition); Assert.IsFalse(and.evaluate(list, user)); and.addChildren(falseCondition, falseCondition); Assert.IsFalse(and.evaluate(list, user)); }
public void XORevaluateTest() { FalseCondition falseCondition = new FalseCondition(); TrueCondition trueCondition = new TrueCondition(); XorExpression xor = new XorExpression(); xor.addChildren(trueCondition, trueCondition); Assert.IsFalse(xor.evaluate(list, user)); xor.addChildren(trueCondition, falseCondition); Assert.IsTrue(xor.evaluate(list, user)); xor.addChildren(falseCondition, trueCondition); Assert.IsTrue(xor.evaluate(list, user)); xor.addChildren(falseCondition, falseCondition); Assert.IsFalse(xor.evaluate(list, user)); }
/// <summary> /// Creates Game1. /// </summary> public GMGame CreateGame1() { //create games and add triggers GMGame game = new GMGame("game1"); //create conditions ACondition cond1 = new TestCondition("Test-Cond-1", true); //ACondition cond2 = new TestCondition("Test-Cond-2", true); ACondition falseCond = new FalseCondition(); ACondition trueCond = new TrueCondition(); ACondition relTimeCond = new TimerCondition(TimerType.Relative, 1, game.TimeSource); //true after 1sec //create triggers ScriptTrigger<int> trigger1 = new ScriptTrigger<int>( 2, 500, trueCond.Check, null, TestScriptFunctionInt, 111); ScriptTrigger<int> trigger2 = new ScriptTrigger<int>(); trigger2.Value = 222; trigger2.Function = TestScriptFunctionInt; trigger2.Priority = 3; trigger2.Repeat = 3; trigger2.FireCondition = cond1.Check; //this will only be fired, when both fireCondition is true at the same time ScriptTrigger<string> trigger3 = new ScriptTrigger<string>(); trigger3.Value = "game2"; trigger3.Function = TestScriptFunctionString; trigger3.Priority = 1; trigger3.Repeat = 1; //only fire once trigger3.FireCondition += trueCond.Check; //always true, but you can check sg extra here trigger3.FireCondition += relTimeCond.Check; //should fire only when time reached trigger3.DeleteCondition = falseCond.Check; //don't remove until repeating game.AddTrigger(trigger1); game.AddTrigger(trigger2); Debug.Log ("Added trigger 3"); game.AddTrigger(trigger3); return game; }
/// <summary> /// Creates Game2. /// </summary> public GMGame CreateGame2() { //create conditions ACondition falseCond = new FalseCondition(); ACondition trueCond = new TrueCondition(); ScriptCondition<bool> scriptCond = new ScriptCondition<bool>(TestScriptConditionEvaulateBool, true); //create triggers ScriptTrigger<int> trigger1 = new ScriptTrigger<int>(2, 2, trueCond.Check, trueCond.Check, TestScriptFunctionInt, 1); ScriptTrigger<float> trigger2 = new ScriptTrigger<float>(5, 10, trueCond.Check, falseCond.Check, TestScriptFunctionFloat, 2.2f); ScriptTrigger<string> trigger3 = new ScriptTrigger<string>(1, 3, null, null, TestScriptFunctionString, "no conditions"); DialogTrigger trigger4 = new DialogTrigger(1, 3, scriptCond.Check, null, "myDialog"); //create games and add triggers GMGame game = new GMGame("game2"); game.AddTrigger(trigger1); game.AddTrigger(trigger2); game.AddTrigger(trigger3); game.AddTrigger(trigger4); return game; }
//temporary method for retrieving app. menu elements public void IdentifyMenuElements() { AutomationElement appMenu = appWindow.FindFirstByXPath($"*[@AutomationId='menu']"); FlaUI.Core.Conditions.TrueCondition condition = new TrueCondition(); FlaUI.Core.Definitions.TreeScope scope = FlaUI.Core.Definitions.TreeScope.Children; string menu = "Menu", menuItem = "", Item = ""; int idx = 0; AutomationElement[] cts = appMenu.FindAll(scope, condition); for (int x = 0; x < cts.LongCount(); x++) { if (cts[x].Properties.ControlType.ToString().Equals("MenuItem")) { menuItem = cts[x].Name; idx++; AutomationElement[] mnsi = cts[x].FindAllChildren(); for (int h = 0; h < mnsi.LongCount(); h++) { AutomationElement menuItemObject = mnsi[h]; mnsi[h].Click(); AutomationElement[] subComps = cts[x].FindAllChildren(); for (int d = 0; d < subComps.LongCount(); d++) { Item = subComps[d].Name; if (Item == null || Item.Equals("") || menuItem.Equals(Item)) { continue; } SaveElementAttributes("SceneComposer", menu, menuItem, menuItemObject, Item, idx++, subComps[d].FindFirstChild()); } } } } FileContent = objectDetails.ToString(); }
public void Test___Method_Check___Value_null() { var testee = new TrueCondition(); Assert.IsTrue(testee.Check()); }
// public float radiusAlert = 40f;//radio para alertarse // public float radiusRun = 35f;//radio para huir void Start() { //INICIALIZAMOS LA DATA DEL EXTERIOR kineticsAgent = agent.kineticsAgent; steeringAgent = agent.steeringAgent; kineticsTrainer = trainer.kineticsAgent; kineticsRival = rival.kineticsAgent; sightSensor = sightComponent.sensor; sightSensorPokemon = sightComponentPokemon.sensor; soundSensor = soundComponent.sensor; //Piedras stones = GameObject.FindGameObjectsWithTag("Stone"); List <GameObject> stonesList = new List <GameObject>(stones); //Inicializamos grafo y A* graph = graphComponent.graph; aStar = new PathFindAStar(graph, null, null, null, walkable); //Inicializamos seek seek = new Seek(kineticsAgent, kineticsAgent, maxAccel); //Inicializamos lookwehereyougoing look = new LookWhereYouAreGoing(kineticsAgent); //Obstaculos GameObject[] obstacles = GameObject.FindGameObjectsWithTag("Obstacle"); obstacle_data[] obstaclesData = new obstacle_data[obstacles.Length]; for (int k = 0; k < obstacles.Length; k++) { obstaclesData[k] = obstacles[k].GetComponent <obstacle_data>(); } //Puntos estrategicos strategicPoints = pointsComponent.coverNodes; //COMENZAMOS A CONSTRUIR LA MAQUINA DE ESTADOS //1. ACCIONES: //acciones relacionadas a astar FollowPathOfPoints followPath = new FollowPathOfPoints(steeringAgent, seek, null, false); UpdateFollowPathWithAstar updateFollow = new UpdateFollowPathWithAstar(followPath, aStar, obstaclesData); UpdateAstarBestCoverPoint updateAstarCover = new UpdateAstarBestCoverPoint(strategicPoints, transform, new Transform[] { kineticsRival.transform, kineticsTrainer.transform }, obstaclesData, graph, aStar, walkable); UpdateAStarSeenStone updateAstarStone = new UpdateAStarSeenStone(sightSensor, aStar, graph, transform, walkable); //acciones de manejo de giros SetAngularSpeed setDefaultRotation = new SetAngularSpeed(kineticsAgent, 10f); SetAngularSpeed setZeroRotation = new SetAngularSpeed(kineticsAgent, 0f); StopMoving stop = new StopMoving(kineticsAgent, steeringAgent); LookWhereGoing lookAction = new LookWhereGoing(look, steeringAgent); //acciones de manejo de srpites ShowDefaultSprite defaultSprite = new ShowDefaultSprite(pokemonData); RunSprite showRunSprite = new RunSprite(pokemonData); Evolve2 evolve; ShowIcon showExclamation = new ShowIcon(this.gameObject, "Exclamation"); DisableIcon disableExclamation = new DisableIcon(this.gameObject, "Exclamation"); ShowIcon showSweat = new ShowIcon(this.gameObject, "Sweat"); DisableIcon disableSweat = new DisableIcon(this.gameObject, "Sweat"); //acciones de asistencia ResetSensor resetSight = new ResetSensor(sightSensor); ResetSensor resetSightPokemon = new ResetSensor(sightSensorPokemon); ResetSensor resetSound = new ResetSensor(soundSensor); ResetSensorList resetSensors = new ResetSensorList(new List <ResetSensor>() { resetSight, resetSound, resetSightPokemon }); //acciones de tiempo SetTimer setAlertTime; //acciones que modifican la maquina de estados misma RemoveStateTransition removeTouchStone; RemoveStateTransition removeSawStone; RemoveStateTransition removeSawStone2; RemoveAction removeDefaultSpriteAction; RemoveAction removeRunSpriteAction; RemoveAction removeRunSpriteAction2; //2. ESTADOS: List <Action> entryActions; //aqui iremos guardanndo todas las acciondes de entrada List <Action> exitActions; //aqui iremos guardanndo todas las acciones de salida List <Action> actions; //aqui guardaremos todas las acciones intermedias //2.a estado para esperar sin hacer nada //durante este estado eevee estara quieto hasta que algun humano lo haga reaccionar entryActions = new List <Action>() { stop, defaultSprite, setZeroRotation, resetSensors }; //al entrar al estado debemos parar y sentarnos removeDefaultSpriteAction = new RemoveAction(defaultSprite, entryActions); actions = new List <Action>() { }; //hacer guardia girando exitActions = new List <Action>() { }; State wait = new State(actions, entryActions, exitActions); //2.b estado para sorprenderse //durante este estado eevee dara vueltas en alterta angustiado porque escucho algo, este estado durara solo cierto tiempo entryActions = new List <Action>() { showExclamation, setDefaultRotation }; //al entrar al estado debemos sorprendernos actions = new List <Action>() { }; exitActions = new List <Action>() { disableExclamation, setZeroRotation }; //al salir dejamos de sorprendernos State alert = new State(actions, entryActions, exitActions); //2.c estado para perseguir piedra //durante este estado eevee se concentrara unicamente en buscar las piedra que vio entryActions = new List <Action>() { updateAstarStone, updateFollow, showExclamation, showRunSprite }; //al entrar al estado debemos actualizar el a* y luego el camino removeRunSpriteAction2 = new RemoveAction(showRunSprite, entryActions); actions = new List <Action>() { followPath, lookAction }; //durante la accion seguimos el camino exitActions = new List <Action>() { disableExclamation }; //al salir no hacemos nada State followStone = new State(actions, entryActions, exitActions); //2.d estado para perseguir punto de encuentro //durante este estado eevee buscara donde esconderse, puede verse interrumpido si accidentalmente toca una piedra o se comprometio su escondite entryActions = new List <Action>() { updateAstarCover, updateFollow, showSweat, showRunSprite, resetSensors }; //al entrar al estado debemos actualizar el a* y luego el camino removeRunSpriteAction = new RemoveAction(showRunSprite, entryActions); actions = new List <Action>() { followPath, lookAction }; //durante la accion seguimos el camino exitActions = new List <Action>() { disableSweat }; //al salir no hacemos nada State followCoverPoint = new State(actions, entryActions, exitActions); //2.extra dummy states //estos estados son de relleno para facilitar la activacion de ciertas acciones en le orden adecuado entryActions = new List <Action>(); //al entrar al estado debemos parar y sentarnos actions = new List <Action>(); //hacer guardia girando exitActions = new List <Action>(); //al salir no hacemos nada State evolveState1 = new State(actions, entryActions, exitActions); State evolveState2 = new State(actions, entryActions, exitActions); //3. CONDICIONES: SawSomething sawStone = new SawSomething(sightSensor, "Stone"); //si vemos una piedra evolutiva SawSomething sawHuman = new SawSomething(sightSensor, "Human"); //si vemos una persona HeardSomething heardHumanClose = new HeardSomething(soundSensor, "Human", 0f); //si escuchamos a un humano cerca HeardSomething heardHumanVeryClose = new HeardSomething(soundSensor, "Human", 5f); //si escuchamos a un humanos muy cerca TouchedGameObjects touchedStone = new TouchedGameObjects(stonesList, transform, "Sun"); //si tocamos una piedra evolutiva evolve = new Evolve2(pokemonData, touchedStone, updateAstarCover, aStar); FollowArrived arrived = new FollowArrived(followPath, transform); //si llegamos al objetivo de follow PokemonInCoverPoint otherInMyCover = new PokemonInCoverPoint(aStar, sightSensorPokemon, transform); //si vemos que un pokemon se metio en nuestro escondite TimeOut alertTimeOut = new TimeOut(5f); setAlertTime = new SetTimer(alertTimeOut); TrueCondition alwaysTrue = new TrueCondition(); //4. TRANSICIONES: List <Action> transitionsActions; List <Action> noActions = new List <Action>(); transitionsActions = new List <Action>() { setAlertTime }; Transition heardCloseHuman = new Transition(heardHumanClose, transitionsActions, alert); Transition seemsSafe = new Transition(alertTimeOut, noActions, wait); Transition heardVeryCloseHuman = new Transition(heardHumanVeryClose, noActions, followCoverPoint); transitionsActions = new List <Action>() { }; Transition sawAhuman = new Transition(sawHuman, transitionsActions, followCoverPoint); Transition sawAstone = new Transition(sawStone, transitionsActions, followStone); Transition pokemonInMyCover = new Transition(otherInMyCover, transitionsActions, followCoverPoint); //transiciones dummy transitionsActions = new List <Action>() { evolve }; Transition evolving1 = new Transition(alwaysTrue, transitionsActions, followCoverPoint); Transition evolving2 = new Transition(alwaysTrue, transitionsActions, wait); transitionsActions = new List <Action>() { evolve, removeDefaultSpriteAction, removeRunSpriteAction, removeRunSpriteAction2 }; Transition touchStone1 = new Transition(touchedStone, transitionsActions, evolveState1); Transition touchStone2 = new Transition(touchedStone, transitionsActions, evolveState2); //si evolucionamos debemos quitar las transiciones relacionadas a las stones removeSawStone = new RemoveStateTransition(sawAstone, followCoverPoint); removeSawStone2 = new RemoveStateTransition(sawAstone, alert); removeTouchStone = new RemoveStateTransition(touchStone1, followCoverPoint); transitionsActions.Add(removeSawStone); transitionsActions.Add(removeSawStone2); transitionsActions.Add(removeTouchStone); Transition arrivedFollowEnd = new Transition(arrived, noActions, wait); //4.1 AGREGAMOS TRANSICIONES A ESTADOS List <Transition> transitions; transitions = new List <Transition>() { sawAhuman, heardCloseHuman }; wait.transitions = transitions; transitions = new List <Transition>() { sawAhuman, sawAstone, heardVeryCloseHuman, seemsSafe }; alert.transitions = transitions; transitions = new List <Transition>() { evolving1 }; evolveState1.transitions = transitions; transitions = new List <Transition>() { evolving2 }; evolveState2.transitions = transitions; transitions = new List <Transition>() { touchStone1, sawAstone, pokemonInMyCover, arrivedFollowEnd, sawAhuman }; followCoverPoint.transitions = transitions; transitions = new List <Transition>() { touchStone2, arrivedFollowEnd, pokemonInMyCover }; followStone.transitions = transitions; //5 MAQUINA DE ESTADOS State[] states = new State[] { wait, alert, followCoverPoint, followStone, evolveState1, evolveState2 }; eeveeMachine = new StateMachine(states, wait); }
public void TrueevaluateTest() { TrueCondition trueCondition = new TrueCondition(); Assert.IsTrue(trueCondition.evaluate(list, user)); }
/// <summary> /// Visits the true. /// </summary> /// <remarks> /// Generate a 1, a true value /// </remarks> /// <param name="t">The t.</param> public void VisitTrue(TrueCondition trueObject) { Instructions.Add(Worker.Create(OpCodes.Ldc_I4_1)); }