public void Scouting_ShouldNotSeeScoutedTiles_OnNextTurn() { client.ScoutTile(new LocationInfo(7, 7)); var data = client.Wait(0.1); data.Map.Objects .Where(x => x.Location.ToLocation().EuclideanDistance(Location.Zero) > HommRules.Current.HeroViewRadius) .Should().BeEmpty(); }
public void Scouting_FarMapCorner_ShouldNotBeVisible_WithoutScouting() { var data = client.Wait(0.1); data.Map.Objects .Where(x => x.Location.ToLocation().EuclideanDistance(Location.Zero) > HommRules.Current.HeroViewRadius) .Should().BeEmpty(); data.Map.Objects .Should().HaveCount(24); }
public void FuzzyArmies_ShouldCountainRoughQuantitiesInArmyDictionary() { var data = client.Wait(0.1); foreach (var neutralArmy in data.Map.Objects.Where(x => x.NeutralArmy != null).Select(x => x.NeutralArmy)) { neutralArmy.Army.Count.Should().NotBe(0); neutralArmy.Army.Values.Should().AllBeOfType <RoughQuantity>(); } }