public void Instance_Is_Object() { //Arrange var type = typeof(object); //Act var region = new ParentRegion(); //Assert Assert.IsInstanceOf(type, region); }
protected override void Generate(int NoOfSubRegions) { PercentAreWalls = 40; RandomFillMap(); for (int i = 0; i < NoOfIterations; i++) { MakeCaverns(); } Flood = new int[MapWidth + 1, MapHeight + 1]; FillCaves(); //Fill in all but the largest cave if (layer > 1) { //This is not at the top layer so I need to remove the outer tiles to avoid a block surrounding the cave. //TODO: Only do this depending on what the parent layer is like. if (ParentRegion != null) { if (ParentRegion.RegionType() == "Base") {//Do not clean up the border if in the middle of a solid region such as the base region return; } } CleanUpBorder(); } }