public void Setup()
        {
            TheWorld = new World();

            // Create a 3 x 3 room
            // which is really a 4 x 4 because the walls occupy
            // a single square unit a piece.
            var floorPlan = Room.CreateEmptyRoom(5, 5);
            floorPlan[2][2] = new EntryPoint();
            floorPlan[1][2] = new ExitPoint();

            TheRoom = TheWorld.CreateRoom(floorPlan);
            TheWarrior = TheWorld.CreateWarrior();
            TheWorld.EnterRoom(TheWarrior, TheRoom);

            Context();
            Because();
        }
 /// <summary>
 /// No one should create a warrior except the world.
 /// </summary>
 /// <param name="theWorld"></param>
 internal Warrior(World theWorld)
 {
     TheWorld = theWorld;
     CurrentDirection = AbsoluteDirections.North;
 }
        public void Setup()
        {
            TheWorld = new World();
            // Create a 3 x 3 room
            // which is really a 4 x 4 because the walls occupy
            // a single square unit a piece.
            var floorPlan = Room.CreateEmptyRoom(5, 5);
            floorPlan[2][2] = new EntryPoint();

            TheRoom = TheWorld.CreateRoom(floorPlan);

            TheWarrior = new DumbBot();
            Enemy = new EnemyBot();

            TheWorld.CreateEntity(TheWarrior);
            TheWorld.CreateEntity(Enemy);

            TheWorld.EnterRoom(TheWarrior, TheRoom);
            TheWorld.EnterRoom(Enemy, TheRoom, new WorldCoordinates(2,1));

            Enemy.CurrentDirection = AbsoluteDirections.West;

            Context();
            Because();
        }