public float Constructor_GetZ_Test(float y, float?z) { AGSLocation location = new AGSLocation(15f, y, z); Assert.AreEqual(15f, location.X); Assert.AreEqual(y, location.Y); return(location.Z); }
private bool testPathFinder(IPathFinder pathFinder, bool[][] array, float fromX, float fromY, float toX, float toY) { if (array != null) { pathFinder.Init(array); } AGSLocation from = new AGSLocation(fromX, fromY); AGSLocation to = new AGSLocation(toX, toY); IEnumerable <ILocation> points = pathFinder.GetWalkPoints(from, to); if (!points.Any()) { return(false); } foreach (ILocation point in points) { Assert.IsTrue(array[(int)point.X][(int)point.Y]); } return(true); }
public async Task WalkTest(float fromX, float fromY, bool fromWalkable, float toX, float toY, bool toWalkable, float closeToX, float closeToY, bool hasCloseToWalkable) { //Setup: Mock <IEntity> entity = new Mock <IEntity>(); Mock <ITranslateComponent> translate = new Mock <ITranslateComponent>(); Mock <IHasRoomComponent> hasRoom = new Mock <IHasRoomComponent>(); Mock <IOutfitComponent> outfitHolder = new Mock <IOutfitComponent> (); Mock <IOutfit> outfit = new Mock <IOutfit> (); Mock <IDrawableInfoComponent> drawable = new Mock <IDrawableInfoComponent>(); Mock <IPathFinder> pathFinder = new Mock <IPathFinder> (); Mock <IFaceDirectionComponent> faceDirection = new Mock <IFaceDirectionComponent> (); Mock <IObjectFactory> objFactory = new Mock <IObjectFactory> (); Mock <IRoom> room = new Mock <IRoom> (); Mock <IViewport> viewport = new Mock <IViewport>(); Mock <IArea> area = new Mock <IArea> (); Mock <IWalkableArea> walkableArea = new Mock <IWalkableArea>(); Mock <IMask> mask = new Mock <IMask> (); Mock <ICutscene> cutscene = new Mock <ICutscene> (); Mock <IGameState> gameState = new Mock <IGameState> (); Mock <IGame> game = new Mock <IGame>(); Mock <IGameEvents> gameEvents = new Mock <IGameEvents>(); Mock <IGLUtils> glUtils = new Mock <IGLUtils>(); gameEvents.Setup(g => g.OnRepeatedlyExecute).Returns(_onRepeatedlyExecute); game.Setup(g => g.State).Returns(gameState.Object); game.Setup(g => g.Events).Returns(gameEvents.Object); gameState.Setup(s => s.Cutscene).Returns(cutscene.Object); gameState.Setup(r => r.Viewport).Returns(viewport.Object); room.Setup(r => r.Areas).Returns(new AGSBindingList <IArea>(1) { area.Object }); walkableArea.Setup(w => w.IsWalkable).Returns(true); area.Setup(a => a.Enabled).Returns(true); area.Setup(a => a.IsInArea(It.Is <AGS.API.PointF>(p => p.X == fromX && p.Y == fromY))).Returns(fromWalkable); area.Setup(a => a.IsInArea(It.Is <AGS.API.PointF>(p => p.X == toX && p.Y == toY))).Returns(toWalkable); area.Setup(a => a.IsInArea(It.Is <AGS.API.PointF>(p => p.X == toX - 1 && p.Y == toY - 1))).Returns(toWalkable); area.Setup(a => a.IsInArea(It.Is <AGS.API.PointF>(p => p.X == toX + 1 && p.Y == toY + 1))).Returns(toWalkable); area.Setup(a => a.IsInArea(It.Is <AGS.API.PointF>(p => p.X == closeToX && p.Y == closeToY))).Returns(hasCloseToWalkable); area.Setup(a => a.Mask).Returns(mask.Object); area.Setup(a => a.GetComponent <IWalkableArea>()).Returns(walkableArea.Object); float distance = 1f; area.Setup(a => a.FindClosestPoint(It.Is <AGS.API.PointF>(p => p.X == toX && p.Y == toY), out distance)).Returns(new AGS.API.PointF(closeToX, closeToY)); mask.Setup(m => m.Width).Returns(10); outfitHolder.Setup(o => o.Outfit).Returns(outfit.Object); float x = fromX; float y = fromY; hasRoom.Setup(o => o.Room).Returns(room.Object); translate.Setup(o => o.X).Returns(() => x); translate.Setup(o => o.Y).Returns(() => y); translate.Setup(o => o.Location).Returns(() => new AGSLocation(x, y)); translate.SetupSet(o => o.X = It.IsAny <float>()).Callback <float>(f => x = f); translate.SetupSet(o => o.Y = It.IsAny <float>()).Callback <float>(f => y = f); Mocks.Bind(entity, hasRoom); Mocks.Bind(entity, translate); Mocks.Bind(entity, faceDirection); Mocks.Bind(entity, outfitHolder); Mocks.Bind(entity, drawable); ILocation toLocation = new AGSLocation(toX, toY); ILocation closeLocation = new AGSLocation(closeToX, closeToY); pathFinder.Setup(p => p.GetWalkPoints(It.Is <ILocation>(l => l.X == fromX && l.Y == fromY), It.Is <ILocation>(l => l.X == toX && l.Y == toY))).Returns(toWalkable ? new List <ILocation> { toLocation } : new List <ILocation>()); pathFinder.Setup(p => p.GetWalkPoints(It.Is <ILocation>(l => l.X == fromX && l.Y == fromY), It.Is <ILocation>(l => l.X == closeToX && l.Y == closeToY))).Returns(hasCloseToWalkable ? new List <ILocation> { closeLocation } : new List <ILocation>()); AGSWalkComponent walk = new AGSWalkComponent(pathFinder.Object, objFactory.Object, game.Object, glUtils.Object) { WalkStep = new PointF(4f, 4f), MovementLinkedToAnimation = false }; bool walkShouldSucceed = fromWalkable && (toWalkable || hasCloseToWalkable); walk.Init(entity.Object); walk.AfterInit(); //Act: bool walkSucceded = await walk.WalkAsync(toLocation); //Test: Assert.AreEqual(walkShouldSucceed, walkSucceded); if (walkShouldSucceed) { Assert.AreEqual(toWalkable ? toX : closeToX, x, 0.1f); Assert.AreEqual(toWalkable ? toY : closeToY, y, 0.1f); } }