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 WallHuggingDirectionPicker(mazeToTest); var mazeSolution = new List <MazeSolutionElement>(); var directionToProceed = directionPicker.PickDirectionToProceed(mazeSolution, currentMazeGridpoint); Assert.AreEqual(directionToProceed, DirectionEnum.Down); }
public void PickDirectionToProceed_CannotProceedInDirectionUpDownOrLeftAndLeftIsWallAdjacent_PicksDirectionRight() { var currentMazeGridpoint = new MazeGridpoint(new CartesianCoordinate(2, 2), new DirectionsAvailable(), false, false, false); var solutionPath = new List <MazeSolutionElement> { new MazeSolutionElement { DirectionProceeded = DirectionEnum.Down, MazeGridpoint = new MazeGridpoint(new CartesianCoordinate(2, 0), new DirectionsAvailable(), true, false, false) }, new MazeSolutionElement { DirectionProceeded = DirectionEnum.Down, 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 WallHuggingDirectionPicker(mazeToTest); currentMazeGridpoint.DirectionsAvailable[DirectionEnum.Down] = false; currentMazeGridpoint.DirectionsAvailable[DirectionEnum.Left] = false; var directionToProceed = directionPicker.PickDirectionToProceed(solutionPath, currentMazeGridpoint); Assert.AreEqual(directionToProceed, DirectionEnum.Right); }
public void PickDirectionToProceed_NoCellsAreWallAdjacentAndLastDirectionProceededWasDown_PicksDirectionDown() { var currentMazeGridpoint = new MazeGridpoint(new CartesianCoordinate(2, 2), new DirectionsAvailable(), false, false, false); var solutionPath = new List <MazeSolutionElement> { new MazeSolutionElement { DirectionProceeded = DirectionEnum.Down, MazeGridpoint = new MazeGridpoint(new CartesianCoordinate(2, 0), new DirectionsAvailable(), true, false, false) }, new MazeSolutionElement { DirectionProceeded = DirectionEnum.Down, 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, false), 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 WallHuggingDirectionPicker(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 WallHuggingDirectionPicker(mazeToTest); var mazeSolution = new MazeSolutionElementTree(); directionPicker.PickDirectionToProceed(mazeSolution, currentMazeGridpoint); }
public BruteForceWallHuggingMazeSolution(Maze mazeToSolve) : base(mazeToSolve) { DirectionPickerLogic = new WallHuggingDirectionPicker(mazeToSolve); }