Esempio n. 1
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        public void DetermineShipDamage()
        {
            SpaceShip = new SpaceShip("Test", 1, 15, 1, 1, 1, new Random());
            Assert.That(SpaceShip.DamageStatus(), Is.EqualTo(ShipDamageEnum.Undamaged));
            SpaceShip.RecieveDamage(2);
            Assert.That(SpaceShip.DamageStatus(), Is.EqualTo(ShipDamageEnum.LightlyDamaged));

            SpaceShip.RecieveDamage(1);

            Assert.That(SpaceShip.DamageStatus(), Is.EqualTo(ShipDamageEnum.ModeratelyDamaged));

            SpaceShip.RecieveDamage(3);
            Assert.That(SpaceShip.DamageStatus(), Is.EqualTo(ShipDamageEnum.HeavilyDamaged));

            SpaceShip.RecieveDamage(2);
            Assert.That(SpaceShip.DamageStatus(), Is.EqualTo(ShipDamageEnum.HeavilyDamaged));

            SpaceShip.RecieveDamage(2);
            Assert.That(SpaceShip.DamageStatus(), Is.EqualTo(ShipDamageEnum.HeavilyDamaged));

            SpaceShip.RecieveDamage(2);
            Assert.That(SpaceShip.DamageStatus(), Is.EqualTo(ShipDamageEnum.VeryHeavilyDamaged));

            SpaceShip.RecieveDamage(2000);
            Assert.That(SpaceShip.DamageStatus(), Is.EqualTo(ShipDamageEnum.VeryHeavilyDamaged));
        }
Esempio n. 2
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 /// <summary>
 /// Add an new Spaceship to the array
 /// </summary>
 /// <param name="spaceShips"></param>
 /// <param name="objectToAdd"></param>
 /// <returns></returns>
 public static SpaceShip[] AddToArray(SpaceShip[] spaceShips, SpaceShip objectToAdd)
 {
     //            int previousLength = spaceShips.Length;
     Array.Resize(ref spaceShips, spaceShips.Length + 1);
     spaceShips[spaceShips.Length - 1] = objectToAdd;
     return spaceShips;
 }
Esempio n. 3
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 public Fleet(string fleetName, SpaceShip[] spaceShips, Random randomShipTargeter)
 {
     this.fleetName = fleetName;
     SpaceShipsInService = spaceShips;
     this.randomShipTargeter = randomShipTargeter;
     this.shipsHitInCurrentBattle = new int[0];
     DestroyedSpaceShips = new SpaceShip[0];
 }
Esempio n. 4
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 public Fleet(string fleetName, SpaceShip[] spaceShips, Random randomShipTargeter)
 {
     this.fleetName = fleetName;
     SpaceShipsInService = spaceShips;
     this.randomShipTargeter = randomShipTargeter;
     this.shipsHitInCurrentBattle = new int[0];
     DestroyedSpaceShips = new SpaceShip[0];
 }
Esempio n. 5
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 private SpaceShip[] CreateSpaceShips(int amount)
 {
     SpaceShip[] spaceShips = new SpaceShip[amount];
     for (int i = 0; i < amount; i++)
     {
         spaceShips[i] = CreateSpaceShip("Test" + i);
     }
     return spaceShips;
 }
Esempio n. 6
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 /// <summary>
 /// Each ship which is still in service and has not been hit 
 /// in the current battle regenerates it's
 /// shields. 
 /// </summary>
 private void RegenerateShields()
 {
     for (int index = 0; index < SpaceShipsInService.Length; index++)
     {
         if (HasShipBeenHitInCurrentBattle(index))
         {
             continue;
         }
         SpaceShip spaceShip = SpaceShipsInService[index];
         spaceShip.RegenerateShield();
     }
 }
Esempio n. 7
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 /// <summary>
 /// Fires the fleet's targeting missiles. 
 /// </summary>
 /// <returns></returns>
 public TargetingMissile[] FireTargetingMissiles()
 {
     TargetingMissile[] attackMissiles = new TargetingMissile[SpaceShipsInService.Length];
     for (int index = 0; index < SpaceShipsInService.Length; index++)
     {
         SpaceShip spaceShip = SpaceShipsInService[index];
         int damagePayload = spaceShip.FireWeapons();
         int enemyTargetPosition = DetermineEnemyTargetPosition();
         attackMissiles[index] = new TargetingMissile(damagePayload, enemyTargetPosition);
     }
     return attackMissiles;
 }
Esempio n. 8
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        /// <summary>
        /// Recives a incomming missile from the enemy fleet. The missile will
        /// deal it's specified damage to the target ship in this 
        /// fleet. This Fleet will also update it's battle information on the 
        /// ship that has been hit. Will have no effect if missile targets invalid ship
        /// </summary>
        /// <param name="incommingMissile"></param>
        public void RecieveFireFromEnemyFleet(TargetingMissile incommingMissile)
        {
            if (incommingMissile.TargetShipPosition > SpaceShipsInService.Length ||
                incommingMissile.TargetShipPosition < 0)
            {
                return;
            }
            SpaceShip spaceShipUnderAttack =
                SpaceShipsInService[incommingMissile.TargetShipPosition];

            spaceShipUnderAttack.RecieveDamage(incommingMissile.DamageAmount);
            UpdateBattleInformation(incommingMissile.TargetShipPosition);
        }
Esempio n. 9
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 /// <summary>
 /// Updates the list of ships destroyed and still in service. 
 /// Returns the list of ships class names which have been destroyed.  
 /// </summary>
 /// <returns></returns>
 private string[] UpdateDestroyedShips()
 {
     string[] destroyedShipNames = {};
     for (int index = 0; index < SpaceShipsInService.Length; index++)
     {
         SpaceShip spaceShip = SpaceShipsInService[index];
         if (spaceShip.IsDestroyed())
         {
             RemoveDestroyedShipFromService(spaceShip, index);
             destroyedShipNames = ArrayUtils.AddStringToArray(destroyedShipNames,
                 spaceShip.ShipClassName);
         }
     }
     return destroyedShipNames;
 }
Esempio n. 10
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 private SpaceShip[] CreateSpaceShips(int numberOfShips)
 {
     SpaceShip[] spaceShips = new SpaceShip[numberOfShips];
     for (int i = 0; i < numberOfShips; i++)
     {
         spaceShips[i] = new SpaceShip("Test" + i, 10, 15, 4, 10, 5, CommonRandom);
     }
     return spaceShips;
 }
Esempio n. 11
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 /// <summary>
 /// Cleans up the given array, by removing any null elements from the 
 /// given array.  
 /// </summary>
 /// <param name="arrayWithNulls"></param>
 /// <returns>New array with nulls removed</returns>
 public static SpaceShip[] RemoveNullsFromArray(SpaceShip[] arrayWithNulls)
 {
     SpaceShip[] spaceShips = {};
     if (arrayWithNulls == null)
     {
         return spaceShips;
     }
     foreach (SpaceShip spaceShip in arrayWithNulls)
     {
         if (spaceShip != null)
         {
             spaceShips = AddToArray(spaceShips, spaceShip);
         }
     }
     return spaceShips;
 }
Esempio n. 12
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 /// <summary>
 /// Sets the element at the spefified index to null. Once any further work on 
 /// the array that requires consistent indexs, has 
 /// been performed RemoveNullsFromArray can 
 /// be called to clean up the array. 
 /// </summary>
 /// <param name="spaceShips"></param>
 /// <param name="indexOfElement"></param>
 public static SpaceShip[] RemoveFromArray(SpaceShip[] spaceShips, int indexOfElement)
 {
     spaceShips[indexOfElement] = null;
     return spaceShips;
 }
Esempio n. 13
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        /// <summary>
        /// Creates an array of spaceships
        /// </summary>
        /// <param name="expectedNumberOfShips"></param>
        /// <returns></returns>
        private SpaceShip[] CreateSpaceShips(int expectedNumberOfShips)
        {
            SpaceShip[] spaceShips = new SpaceShip[expectedNumberOfShips];
            int shipsCreatedIndex = 0;
            int index = ShipInformationStartPostion;

            // while not created all ships
            while (shipsCreatedIndex != expectedNumberOfShips)
            {
                SpaceShip spaceShip = CreateSpaceShip(index);

                if (spaceShip == null)
                {
                    return null; // exit as soon as there is an invalid ship
                }
                spaceShips[shipsCreatedIndex] = spaceShip;
                shipsCreatedIndex++;
                index += NumberOfPropertiesPerShip;
            }

            if (ArrayUtils.HasValidElementsInArrayRange(fleetFileContents, index,
                fleetFileContents.Length))
            {
                // more content in the file than expected, reject
                ConsoleUtil.WriteMoreShipsThanExpected(fleetFileName);
                return null;
            }
            return spaceShips;
        }
Esempio n. 14
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 private void RemoveDestroyedShipFromService(SpaceShip destroyedSpaceShip, 
     int spaceShipIndex)
 {
     DestroyedSpaceShips = ArrayUtils.AddToArray(DestroyedSpaceShips, destroyedSpaceShip);
     SpaceShipsInService = ArrayUtils.RemoveFromArray(SpaceShipsInService, spaceShipIndex);
 }
Esempio n. 15
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 public void TestShipTakesDamageAndImpactsHull()
 {
     SpaceShip = new SpaceShip("Voyager", 20, 20, 5, 10, 10, new Random());
     SpaceShip.RecieveDamage(10);
     ExpectSpaceShipToBe(false, false);
     //shield should be at 10 now, 30 damage should destroy shield and destroy hull
     SpaceShip.RecieveDamage(30);
     ExpectSpaceShipToBe(true, true);
 }
Esempio n. 16
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 public void SetUp()
 {
     SpaceShip = new SpaceShip("Voyager", 10, 20, 5, 5, 10, new Random());
 }
Esempio n. 17
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 public void TestShipCanReturnWeaponDamage()
 {
     this.SpaceShip = new SpaceShip("Voyager", 10, 10, 10, 5, 30, new Random(50));
     Assert.That(SpaceShip.FireWeapons(), Is.EqualTo(30),
         "Expected the ship to return more than the base damage");
     Assert.That(SpaceShip.FireWeapons(), Is.EqualTo(19),
         "Expected the ship to return more than the base damage");
     Assert.That(SpaceShip.FireWeapons(), Is.EqualTo(26),
         "Expected the ship to return more than the base damage");
     Assert.That(SpaceShip.FireWeapons(), Is.EqualTo(11),
         "Expected the ship to return more than the base damage");
 }
Esempio n. 18
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 private void RemoveDestroyedShipFromService(SpaceShip destroyedSpaceShip, 
     int spaceShipIndex)
 {
     DestroyedSpaceShips = ArrayUtils.AddToArray(DestroyedSpaceShips, destroyedSpaceShip);
     SpaceShipsInService = ArrayUtils.RemoveFromArray(SpaceShipsInService, spaceShipIndex);
 }