public void Initialise() { // Required by any tests which use new BeatArg() SetEntryAssembly(Assembly.GetExecutingAssembly()); // Ensure heartbeat returns valid by default _mockHeartbeat.Setup(m => m.Beat(ref It.Ref <BeatArg> .IsAny)) .Callback(new SendHeartbeat((ref BeatArg arg) => arg.Status = BeatResult.Beat)); _mockConfig.Setup(m => m.WatchPath).Returns(TestHelper.GetFullPath("Watch")); _mockConfig.Setup(m => m.ArchiveWatchPath).Returns(TestHelper.GetFullPath("Watch\\Archive")); _mockConfig.Setup(m => m.InternalBufferSize).Returns(8192); _mockConfig.Setup(m => m.WaitSeconds).Returns(1); _startArg = new StartArg( _mockUserService.Object, _mockFile.Object, _mockConfig.Object, _mockLogger.Object, _mockHeartbeat.Object); }
public Ship[] CreateAttackerShips(int playerId, ApiJoinGameInfo attackerJoinGameInfo, StartArg startArg) { var constraints = attackerJoinGameInfo.ShipConstraints; return(initialAttackerShips.Select( x => new Ship( playerId, (int)x.ShipId, (int)constraints.MaxFuelBurnSpeed, x.Matter.ToShipMatter(), x.Position, x.Velocity, (int)constraints.CriticalTemperature, (int)x.Temperature) ).ToArray()); }
public Ship[] CreateAttackerShips(int playerId, ApiJoinGameInfo attackerJoinGameInfo, StartArg startArg) { var constraints = attackerJoinGameInfo.ShipConstraints; return(startArg.ShipMatter == null ? new Ship[0] : new[] { new Ship(ownerPlayerId: playerId, uid: 1, maxFuelBurnSpeed: (int)constraints.MaxFuelBurnSpeed, startArg.ShipMatter.ToShipMatter(), position: -initialDefenderPosition, velocity: new V(0, 0), criticalTemperature: (int)constraints.CriticalTemperature, temperature: 0) }); }
public Ship[] CreateDefenderShips(int playerId, ApiJoinGameInfo defenderJoinGameInfo, StartArg startArg) { defenderPlayerId = playerId; return(startArg.ShipMatter == null ? new Ship[0] : new[] { new Ship(ownerPlayerId: playerId, uid: 0, maxFuelBurnSpeed: (int)defenderJoinGameInfo.ShipConstraints.MaxFuelBurnSpeed, startArg.ShipMatter.ToShipMatter(), position: initialDefenderPosition, velocity: new V(0, 0), (int)defenderJoinGameInfo.ShipConstraints.CriticalTemperature, 0) }); }