Exemplo n.º 1
0
        public static void AssertVisibility(LevelComponent level, string expectedVisibleMap, byte[] actualVisibility)
        {
            var expectedFragment =
                new NormalMapFragment
            {
                Map    = expectedVisibleMap,
                Width  = level.Width,
                Height = level.Height
            };

            expectedFragment.EnsureInitialized(level.Game);

            var expectedVisibility = new byte[level.Height * level.Width];

            Point?mismatchedPoint = null;

            expectedFragment.WriteMap(
                new Point(0, 0),
                level,
                (c, point, l, _) =>
            {
                var expectedVisible = c == ' ' ? (byte)0 : (byte)255;
                var i = l.PointToIndex[point.X, point.Y];
                expectedVisibility[i] = expectedVisible;
                var actualVisible     = actualVisibility[i] == 0 ? 0 : 255;
                if (expectedVisible != actualVisible &&
                    mismatchedPoint == null)
                {
                    mismatchedPoint = point;
                }
            },
                (object)null);

            if (mismatchedPoint.HasValue)
            {
                Assert.False(true, $"Mismatch at ({mismatchedPoint.Value.X}, {mismatchedPoint.Value.Y})" + @"
Expected map:
" + PrintMap(level, expectedVisibility) + @"
Actual map:
" + PrintMap(level, actualVisibility) + @"
Seed: " + level.Game.InitialSeed);
            }
        }
Exemplo n.º 2
0
        public static void AssertTerrain(LevelComponent level, string expectedMap, byte[] actualTerrain)
        {
            var expectedFragment = new NormalMapFragment
            {
                Map    = expectedMap,
                Width  = level.Width,
                Height = level.Height
            };

            expectedFragment.EnsureInitialized(level.Game);

            var expected = new byte[level.Height * level.Width];
            var matched  = true;

            expectedFragment.WriteMap(
                new Point(0, 0),
                level,
                (c, point, l, _) =>
            {
                var expectedFeature = (byte)ToMapFeature(c);
                var i       = l.PointToIndex[point.X, point.Y];
                expected[i] = expectedFeature;
                if (expectedFeature != actualTerrain[i] &&
                    (expectedFeature == (byte)MapFeature.Default ||
                     expectedFeature == (byte)MapFeature.Unexplored) &&
                    !(actualTerrain[i] == (byte)MapFeature.Default ||
                      actualTerrain[i] == (byte)MapFeature.Unexplored))
                {
                    matched = false;
                }
            },
                (object)null);

            Assert.True(matched, @"Expected:
" + PrintMap(level, null, expected) + @"
Actual:
" + PrintMap(level, null, actualTerrain) + @"
Seed: " + level.Game.InitialSeed);
        }