public void Alive_And_Overpopulated_Should_Die(string neighbours) { // Arrange CellStatus currentStatus = CellStatus.Alive; // Act CellStatusResult result = Rules.OverPopulated(neighbours, currentStatus); // Assert Assert.AreEqual(CellStatusResult.Die, result); }
public void Not_Well_Populated_Dead_No_Change(string neighbours) { // Arrange CellStatus currentStatus = CellStatus.Dead; // Act CellStatusResult result = Rules.WellPopulated(neighbours, currentStatus); // Assert Assert.AreEqual(CellStatusResult.NoChange, result); }
public void Underpopulated_Dead_Stays_Dead(string neighbours) { // Arrange CellStatus currentStatus = CellStatus.Dead; // Act CellStatusResult result = Rules.Underpopulated(neighbours, currentStatus); // Assert Assert.AreEqual(CellStatusResult.NoChange, result); }
public void Well_Populated_Alive_Stays_Alive(string neighbours) { // Arrange CellStatus currentStatus = CellStatus.Alive; // Act CellStatusResult result = Rules.WellPopulated(neighbours, currentStatus); // Assert Assert.AreEqual(CellStatusResult.Live, result); }
public void Dead_And_InCorrect_Amount_Of_Neighbours_Dead_Stays_Dead(string neighbours) { // Arrange CellStatus currentStatus = CellStatus.Dead; // Act CellStatusResult result = Rules.Reproduce(neighbours, currentStatus); // Assert Assert.AreEqual(CellStatusResult.NoChange, result); }