public void EngineShouldGenerateCorrectCollapseWheel(int level)
        {
            var config              = new Configuration();
            var spinResult          = GenerateWinningSpinResult(level);
            var referenceWheel      = MainGameEngine.GetTargetWheel(level, config);
            var removedWinPositions = CollapsingBonusEngine.GetRemoveWinPositions(spinResult.WinPositions);
            var collapsingRemoves   = CollapsingBonusEngine.GetCollapseRemoveItems(removedWinPositions);
            var newTopIndices       = CollapsingBonusEngine.GetCollapseTopIndices(referenceWheel, spinResult.TopIndices, collapsingRemoves);
            var collapsingAdds      = CollapsingBonusEngine.GetCollapseAddItems(referenceWheel, newTopIndices, collapsingRemoves);
            var collapsingWheel     = CollapsingBonusEngine.GenerateCollapsedWheel(spinResult.Wheel, collapsingRemoves, collapsingAdds);
            var newWheel            = spinResult.Wheel.Copy();

            foreach (var removeItem in collapsingRemoves)
            {
                var cleanReel = newWheel[removeItem.Key];

                foreach (var index in removeItem.Value.OrderByDescending(val => val))
                {
                    cleanReel.RemoveAt(index);
                }

                newWheel[removeItem.Key] = collapsingAdds[removeItem.Key].Concat(cleanReel).ToList();
            }

            foreach (var reelIndex in collapsingWheel.Reels.Select((Value, Index) => new { Value, Index }))
            {
                var referenceReel = newWheel[reelIndex.Index];

                Assert.IsTrue(!referenceReel.Except(reelIndex.Value).Any());
            }


            newWheel.Equals(collapsingWheel);
        }
        public void EngineShouldGenerateCorrectCollapseAddItems(int level)
        {
            var config              = new Configuration();
            var spinResult          = GenerateWinningSpinResult(level);
            var referenceWheel      = MainGameEngine.GetTargetWheel(level, config);
            var removedWinPositions = CollapsingBonusEngine.GetRemoveWinPositions(spinResult.WinPositions);
            var collapsingRemoves   = CollapsingBonusEngine.GetCollapseRemoveItems(removedWinPositions);
            var newTopIndices       = CollapsingBonusEngine.GetCollapseTopIndices(referenceWheel, spinResult.TopIndices, collapsingRemoves);
            var collapsingAdds      = CollapsingBonusEngine.GetCollapseAddItems(referenceWheel, newTopIndices, collapsingRemoves);

            for (var widthIndex = 0; widthIndex < spinResult.Wheel.Width; widthIndex++)
            {
                var referenceReel = referenceWheel[widthIndex];
                var targetReel    = collapsingAdds[widthIndex];

                Assert.IsTrue(!targetReel.Except(referenceReel).Any());
            }
        }
        public void EngineShouldGenerateCorrectNewTopIndices(int level)
        {
            var config              = new Configuration();
            var spinResult          = GenerateNonWinningSpinResult(level);
            var referenceWheel      = MainGameEngine.GetTargetWheel(level, config);
            var removedWinPositions = CollapsingBonusEngine.GetRemoveWinPositions(spinResult.WinPositions);
            var collapsingRemoves   = CollapsingBonusEngine.GetCollapseRemoveItems(removedWinPositions);
            var newTopIndices       = CollapsingBonusEngine.GetCollapseTopIndices(referenceWheel, spinResult.TopIndices, collapsingRemoves);

            for (var widthIndex = 0; widthIndex < spinResult.Wheel.Width; widthIndex++)
            {
                var previousTopIndex = spinResult.TopIndices[widthIndex];
                var currentTopIndex  = newTopIndices[widthIndex];

                var tempIndex           = previousTopIndex - collapsingRemoves[widthIndex].Count;
                var expectedNewTopIndex = tempIndex >= 0 ? tempIndex : referenceWheel[widthIndex].Count + tempIndex;

                Assert.AreEqual(expectedNewTopIndex, currentTopIndex);
            }
        }
Exemplo n.º 4
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        public void EngineShouldGenerateCorrectCollapseAddItems(int level)
        {
            var config                  = new Configuration();
            var referenceWheel          = config.Wheels[level];
            var spinResult              = GenerateWinningSpinResult(level);
            var removedWinPositions     = CollapsingBonusEngine.GetRemoveWinPositions(spinResult.WinPositions);
            var matchingSymbolPositions = MainGameEngine.GenerateMatchingSymbolPositions(config.SymbolCollapsePairs, spinResult.WinPositions.Select(wp => wp.Symbol).ToList(), spinResult.Wheel);
            var bombAndStopperPositions = MainGameEngine.GenerateBombAndStopperPositions(spinResult.Wheel, spinResult.WinPositions);
            var collapsingRemoves       = CollapsingBonusEngine.GetCollapseRemoveItems(removedWinPositions, matchingSymbolPositions, bombAndStopperPositions);
            var newTopIndices           = CollapsingBonusEngine.GetCollapseTopIndices(referenceWheel, spinResult.TopIndices, collapsingRemoves);
            var collapsingAdds          = CollapsingBonusEngine.GetCollapseAddItems(referenceWheel, newTopIndices, collapsingRemoves);

            for (var widthIndex = 0; widthIndex < spinResult.Wheel.Width; widthIndex++)
            {
                var referenceReel = referenceWheel[widthIndex];
                var targetReel    = collapsingAdds[widthIndex];

                Assert.IsTrue(!targetReel.Except(referenceReel).Any());
            }
        }
Exemplo n.º 5
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        public void EngineShouldGenerateCorrectNewTopIndices(int level)
        {
            var config                  = new Configuration();
            var referenceWheel          = MainGameEngine.GetTargetWheel(level, config);
            var spinResult              = GenerateWinningNonBonusSpinResult(level);
            var removedWinPositions     = CollapsingBonusEngine.GetRemoveWinPositions(spinResult.WinPositions);
            var matchingSymbolPositions = MainGameEngine.GenerateMatchingSymbolPositions(config.SymbolCollapsePairs, spinResult.WinPositions.Select(wp => wp.Symbol).ToList(), spinResult.Wheel);
            var bombAndStopperPositions = MainGameEngine.GenerateBombAndStopperPositions(spinResult.Wheel, spinResult.WinPositions);
            var collapsingRemoves       = CollapsingBonusEngine.GetCollapseRemoveItems(removedWinPositions, matchingSymbolPositions, bombAndStopperPositions);
            var newTopIndices           = CollapsingBonusEngine.GetCollapseTopIndices(referenceWheel, spinResult.TopIndices, collapsingRemoves);

            for (var widthIndex = 0; widthIndex < spinResult.Wheel.Width; widthIndex++)
            {
                var previousTopIndex = spinResult.TopIndices[widthIndex];
                var currentTopIndex  = newTopIndices[widthIndex];

                var tempIndex           = previousTopIndex - collapsingRemoves[widthIndex].Count;
                var expectedNewTopIndex = tempIndex >= 0 ? tempIndex : referenceWheel[widthIndex].Count + tempIndex;

                Assert.AreEqual(expectedNewTopIndex, currentTopIndex);
            }
        }