Exemple #1
0
        private bool checkIfValidMove(IPosition currentPosition, IPosition newPosition, ILayer layer)
        {
            bool characterDoesNotExist = layer.GetCharacter(currentPosition) == null;

            if (characterDoesNotExist)
            {
                return(false);
            }

            bool newPositionIsNotValid = layer.PositionIsValid(newPosition) == false;

            if (newPositionIsNotValid)
            {
                return(false);
            }

            ICharacter characterOnNewPos    = layer.GetCharacter(newPosition);
            bool       newPositionIsNotFree = characterOnNewPos != null;

            if (newPositionIsNotFree)
            {
                return(false);
            }

            bool newPositionIsNotWalkable = layer.GetTile(newPosition).Walkable == false;

            if (newPositionIsNotWalkable)
            {
                return(false);
            }
            return(true);
        }
Exemple #2
0
 //Moves a character in the layer from oldPosition to newPosition
 //If move is invalid return false
 //If successful returns true
 public bool MoveCharacter(IPosition currentPosition, IPosition newPosition, ILayer layer)
 {
     if (checkIfValidMove(currentPosition, newPosition, layer))
     {
         ICharacter characterToMove = layer.GetCharacter(currentPosition);
         layer.RemoveCharacter(characterToMove);
         characterToMove.Position = newPosition;
         layer.AddCharacter(characterToMove);
         return(true);
     }
     return(false);
 }
        public void MovementTest_PlayerMoves_CharacterIsUpdated()
        {
            _layer.PositionIsValid(Arg.Any <IPosition>()).Returns(true);
            _layer.GetCharacter(Arg.Is <IPosition>(c => c == _currentPosition)).Returns(_character);
            _layer.GetCharacter(Arg.Is <IPosition>(c => c == _targetPosition)).Returns((ICharacter)null);
            _layer.GetTile(Arg.Any <IPosition>()).Walkable.Returns(true);

            _currentPosition = Substitute.For <IPosition>();
            _currentPosition.X.Returns(3);
            _currentPosition.Y.Returns(3);

            _targetPosition = Substitute.For <IPosition>();
            _targetPosition.X.Returns(4);
            _targetPosition.Y.Returns(3);

            _character.Position.X.Returns(3);
            _character.Position.Y.Returns(3);

            _uut.MoveCharacter(_currentPosition, _targetPosition, _layer);


            Assert.AreEqual(_targetPosition, _character.Position);
        }
 private void MoveCharacter(ICharacter movingCharacter, IPosition targetPosition, ILayer layer)
 {
     //Attempt to move character, will return false if tile is not walkable or is already occupied
     if (!_movement.MoveCharacter(movingCharacter.Position, targetPosition, layer))
     {
         //Moving didn't work, find out if failure was because it was occupied
         ICharacter characterOnTile = layer.GetCharacter(targetPosition);
         if (characterOnTile != null)
         {
             _combatHandler.Fight(movingCharacter, characterOnTile, layer);
             // Try to move again will succed if opponent is dead
             _movement.MoveCharacter(movingCharacter.Position, targetPosition, layer);
         }
     }
 }