コード例 #1
0
        //internal List<Generation> getHistoryBatch(int startGeneration, int endGeneration)
        //{
        //    var universe = new Universe(StartSeed);
        //    int generationNumber = 0;

        //    List<Generation> historyBatch = new List<Generation>();

        //    while (generationNumber <= endGeneration)
        //    {
        //        var cells = HsToList(universe.PopulateNextGen());
        //        generationNumber += 1;
        //        if (generationNumber >= startGeneration)
        //        {
        //            historyBatch.Add(new Generation() { Cells = cells, GenerationNumber = generationNumber });
        //        }
        //    }

        //    return historyBatch;
        //}

        public HashSet <Tuple <int, int> > PopulateNextGen()
        {
            PotentialCells.Clear();
            NextGenCells.Clear();

            foreach (var cell in CurrentGenCells)
            {
                if (Rules.ShouldLive(CheckNeighbours(cell.Item1, cell.Item2)))
                {
                    NextGenCells.Add(new Tuple <int, int>(cell.Item1, cell.Item2));
                }
            }

            var results = PotentialCells.Where(p => Rules.ShouldZombiefy(p.Value)).ToHashSet();

            foreach (var result in results)
            {
                NextGenCells.Add(new Tuple <int, int>(result.Key.Item1, result.Key.Item2));
            }

            GlobalHost.ConnectionManager.GetHubContext <GameHub>().Clients.All.nextUniverseStep(HsToList(CurrentGenCells));

            CurrentGenCells = NextGenCells;
            NextGenCells    = new HashSet <Tuple <int, int> >();

            return(CurrentGenCells);
        }
コード例 #2
0
        public void Overpopulation(int aliveNeighbours)
        {
            var result = Rules.ShouldLive(aliveNeighbours);

            Assert.IsFalse(result);
        }
コード例 #3
0
        public void Survive(int aliveNeighbours)
        {
            var result = Rules.ShouldLive(aliveNeighbours);

            Assert.IsTrue(result);
        }