Inheritance: IMapService
Esempio n. 1
0
        public void TilesInRadius()
        {
            var mapService = new MapService();
            mapService.mapModel = new MapModel()
            {
                name = "test map",
                maxPlayers = 0,
                root = null,
                tiles = CreateTiles(10, 10)
            };

            var tilesInRadius = mapService.GetTilesInRadius(new Vector2(2, 2), 2);
            var expectedTiles = new List<Vector2>()
            {
                new Vector2(2, 2),
                new Vector2(1, 2),
                new Vector2(0, 2),
                new Vector2(3, 2),
                new Vector2(4, 2),
                new Vector2(2, 3),
                new Vector2(2, 4),
                new Vector2(2, 1),
                new Vector2(2, 0),
                new Vector2(1, 1),
                new Vector2(3, 3),
                new Vector2(1, 3),
                new Vector2(3, 1),
            };

            CollectionAssert.AreEqual(
                tilesInRadius.Select(x => x.Key).OrderBy(v => v.x).ThenBy(v => v.y).ToList(),
                expectedTiles.OrderBy(v => v.x).ThenBy(v => v.y).ToList());
        }
Esempio n. 2
0
        public void FindPath()
        {
            var mapService = new MapService();
            mapService.mapModel = new MapModel()
            {
                name = "test map",
                maxPlayers = 0,
                root = null,
                tiles = CreateTiles(10, 10)
            };
            mapService.pieces = new PiecesModel()
            {
                Pieces = new List<PieceModel>()
                {
                    MockPiece(new Vector2(1, 2), false),
                    MockPiece(new Vector2(2, 3), true),
                    MockPiece(new Vector2(3, 2), true),
                    MockPiece(new Vector2(4, 2), true),
                    MockPiece(new Vector2(5, 2), false)
                }
            };

            var start = mapService.mapModel.tiles[new Vector2(2,2)];

            //test to walk around enemy
            var enemyEnd = mapService.mapModel.tiles[new Vector2(0,2)];

            var enemyPath = mapService.FindPath(start, enemyEnd, 4, 1);
            var expectedEnemyPath = new List<Vector2>()
            {
                new Vector2(2, 3),
                new Vector2(1, 3),
                new Vector2(0, 3),
                new Vector2(0, 2),
            };

            CollectionAssert.AreEqual(
                enemyPath.Select(t => t.position).ToList(),
                expectedEnemyPath
            );

            //test to walk through friendly
            var end = mapService.mapModel.tiles[new Vector2(2,4)];
            var tilePath = mapService.FindPath(start, end, 2, 1);
            var expectedTiles = new List<Vector2>()
            {
                new Vector2(2, 3),
                new Vector2(2, 4)
            };

            CollectionAssert.AreEqual(
                tilePath.Select(t => t.position).ToList(),
                expectedTiles
            );

            //test to attack enemy but not land on a friendly
            var passThroughEnd = mapService.mapModel.tiles[new Vector2(5,2)];
            var passTilePath = mapService.FindPath(start, passThroughEnd, 6, 1);
            var passExpectedTiles = new List<Vector2>()
            {
                new Vector2(3, 2),
                new Vector2(3, 3),
                new Vector2(4, 3),
                new Vector2(5, 3),
                new Vector2(5, 2)
            };

            CollectionAssert.AreEqual(
                passTilePath.Select(t => t.position).ToList(),
                passExpectedTiles
            );
        }