public void PickDirectionToProceed_NoElementsInSolutionPathAndDirectionUpIsOutsideBoundariesOfMaze_PicksDirectionDown()
        {
            var currentMazeGridpoint =
                new MazeGridpoint(new CartesianCoordinate(2, 0), new DirectionsAvailable(), false, false, false);

            var listOfMazeGridpoints = new List <MazeGridpoint>
            {
                new MazeGridpoint(new CartesianCoordinate(2, 0), new DirectionsAvailable(), true, false, false),
                new MazeGridpoint(new CartesianCoordinate(0, 2), new DirectionsAvailable(), false, false, true),

                new MazeGridpoint(new CartesianCoordinate(1, 1), new DirectionsAvailable(), false, false, false),
                new MazeGridpoint(new CartesianCoordinate(2, 1), new DirectionsAvailable(), false, false, false),
                new MazeGridpoint(new CartesianCoordinate(3, 1), new DirectionsAvailable(), false, false, false),
                new MazeGridpoint(new CartesianCoordinate(1, 2), new DirectionsAvailable(), false, false, false),

                new MazeGridpoint(new CartesianCoordinate(2, 2), new DirectionsAvailable(), false, false, false),

                new MazeGridpoint(new CartesianCoordinate(3, 2), new DirectionsAvailable(), false, false, false),
                new MazeGridpoint(new CartesianCoordinate(1, 3), new DirectionsAvailable(), false, false, false),
                new MazeGridpoint(new CartesianCoordinate(2, 3), new DirectionsAvailable(), false, false, false),
                new MazeGridpoint(new CartesianCoordinate(3, 3), new DirectionsAvailable(), false, false, false),

                new MazeGridpoint(new CartesianCoordinate(4, 2), new DirectionsAvailable(), false, false, false),
                new MazeGridpoint(new CartesianCoordinate(2, 4), new DirectionsAvailable(), false, true, false)
            };

            var mazeToTest      = new Maze(listOfMazeGridpoints.ToDictionary(m => m.Position, m => m));
            var directionPicker = new BaseDirectionPicker(mazeToTest);
            var mazeSolution    = new List <MazeSolutionElement>();

            var directionToProceed = directionPicker.PickDirectionToProceed(mazeSolution, currentMazeGridpoint);

            Assert.AreEqual(directionToProceed, DirectionEnum.Down);
        }
 public BruteForceMazeSolution(Maze mazeToSolve) : base(mazeToSolve)
 {
     DirectionPickerLogic = new BaseDirectionPicker(mazeToSolve);
     PreTreatmentLogics   = new List <PreTreatmentLogic>
     {
         new DetermineAllOpenPathsAtStartPoint(mazeToSolve)
     };
 }
        public void PickDirectionToProceed_CannotProceedInAnydirection_PicksDirectionNone()
        {
            var currentMazeGridpoint =
                new MazeGridpoint(new CartesianCoordinate(2, 2), new DirectionsAvailable(), false, false, false);

            var solutionPath = new List <MazeSolutionElement>
            {
                new MazeSolutionElement
                {
                    MazeGridpoint = new MazeGridpoint(new CartesianCoordinate(2, 0), new DirectionsAvailable(), true, false, false)
                },
                new MazeSolutionElement
                {
                    MazeGridpoint = new MazeGridpoint(new CartesianCoordinate(2, 1), new DirectionsAvailable(), true, false, false)
                }
            };

            var listOfMazeGridpoints = new List <MazeGridpoint>
            {
                new MazeGridpoint(new CartesianCoordinate(2, 0), new DirectionsAvailable(), true, false, false),
                new MazeGridpoint(new CartesianCoordinate(0, 2), new DirectionsAvailable(), false, false, true),

                new MazeGridpoint(new CartesianCoordinate(1, 1), new DirectionsAvailable(), false, false, false),
                new MazeGridpoint(new CartesianCoordinate(2, 1), new DirectionsAvailable(), false, false, false),
                new MazeGridpoint(new CartesianCoordinate(3, 1), new DirectionsAvailable(), false, false, false),
                new MazeGridpoint(new CartesianCoordinate(1, 2), new DirectionsAvailable(), false, false, false),

                currentMazeGridpoint,

                new MazeGridpoint(new CartesianCoordinate(3, 2), new DirectionsAvailable(), false, false, false),
                new MazeGridpoint(new CartesianCoordinate(1, 3), new DirectionsAvailable(), false, false, false),
                new MazeGridpoint(new CartesianCoordinate(2, 3), new DirectionsAvailable(), false, false, false),
                new MazeGridpoint(new CartesianCoordinate(3, 3), new DirectionsAvailable(), false, false, false),

                new MazeGridpoint(new CartesianCoordinate(4, 2), new DirectionsAvailable(), false, false, false),
                new MazeGridpoint(new CartesianCoordinate(2, 4), new DirectionsAvailable(), false, true, false)
            };

            var mazeToTest      = new Maze(listOfMazeGridpoints.ToDictionary(m => m.Position, m => m));
            var directionPicker = new BaseDirectionPicker(mazeToTest);

            currentMazeGridpoint.DirectionsAvailable[DirectionEnum.Down]  = false;
            currentMazeGridpoint.DirectionsAvailable[DirectionEnum.Left]  = false;
            currentMazeGridpoint.DirectionsAvailable[DirectionEnum.Right] = false;

            var directionToProceed = directionPicker.PickDirectionToProceed(solutionPath, currentMazeGridpoint);

            Assert.AreEqual(directionToProceed, DirectionEnum.None);
        }
        public void PickDirectionToProceed_CannotProceedInDirectionUpSinceItIsConsideredBacktracking_PicksDirectionDown()
        {
            var currentMazeGridpoint =
                new MazeGridpoint(new CartesianCoordinate(2, 2), new DirectionsAvailable(), false, false, false);

            var solutionPath = new List <MazeSolutionElement>
            {
                new MazeSolutionElement
                {
                    MazeGridpoint = new MazeGridpoint(new CartesianCoordinate(2, 0), new DirectionsAvailable(), true, false, false)
                },
                new MazeSolutionElement
                {
                    MazeGridpoint = new MazeGridpoint(new CartesianCoordinate(2, 1), new DirectionsAvailable(), true, false, false)
                }
            };

            var listOfMazeGridpoints = new List <MazeGridpoint>
            {
                new MazeGridpoint(new CartesianCoordinate(2, 0), new DirectionsAvailable(), true, false, false),
                new MazeGridpoint(new CartesianCoordinate(0, 2), new DirectionsAvailable(), false, false, true),

                new MazeGridpoint(new CartesianCoordinate(1, 1), new DirectionsAvailable(), false, false, false),
                new MazeGridpoint(new CartesianCoordinate(2, 1), new DirectionsAvailable(), false, false, false),
                new MazeGridpoint(new CartesianCoordinate(3, 1), new DirectionsAvailable(), false, false, false),
                new MazeGridpoint(new CartesianCoordinate(1, 2), new DirectionsAvailable(), false, false, false),

                currentMazeGridpoint,

                new MazeGridpoint(new CartesianCoordinate(3, 2), new DirectionsAvailable(), false, false, false),
                new MazeGridpoint(new CartesianCoordinate(1, 3), new DirectionsAvailable(), false, false, false),
                new MazeGridpoint(new CartesianCoordinate(2, 3), new DirectionsAvailable(), false, false, false),
                new MazeGridpoint(new CartesianCoordinate(3, 3), new DirectionsAvailable(), false, false, false),

                new MazeGridpoint(new CartesianCoordinate(4, 2), new DirectionsAvailable(), false, false, false),
                new MazeGridpoint(new CartesianCoordinate(2, 4), new DirectionsAvailable(), false, true, false)
            };

            var mazeToTest      = new Maze(listOfMazeGridpoints.ToDictionary(m => m.Position, m => m));
            var directionPicker = new BaseDirectionPicker(mazeToTest);

            var directionToProceed = directionPicker.PickDirectionToProceed(solutionPath, currentMazeGridpoint);

            Assert.AreEqual(directionToProceed, DirectionEnum.Down);
        }
        public void PickDirectionToProceed_PassIncorrectTypeOfSolutionElements_ThrowsException()
        {
            var currentMazeGridpoint =
                new MazeGridpoint(new CartesianCoordinate(2, 2), new DirectionsAvailable(), false, false, false);

            var listOfMazeGridpoints = new List <MazeGridpoint>
            {
                currentMazeGridpoint,
                new MazeGridpoint(new CartesianCoordinate(2, 0), new DirectionsAvailable(), true, false, false),
                new MazeGridpoint(new CartesianCoordinate(2, 4), new DirectionsAvailable(), false, true, false)
            };

            var mazeToTest      = new Maze(listOfMazeGridpoints.ToDictionary(m => m.Position, m => m));
            var directionPicker = new BaseDirectionPicker(mazeToTest);
            var mazeSolution    = new MazeSolutionElementTree();

            directionPicker.PickDirectionToProceed(mazeSolution, currentMazeGridpoint);
        }