Пример #1
0
        public void GetGroupingMethod_ReturnsSingleton()
        {
            //arrange
            List <Region> regions = _regionFactory.GetRegions(EnumHelperMethods.GetAllValuesForEnum <WorldRegion>()).ToList();

            _mapManager.GetRegionalMap(regions.ToArray());

            Region desertRegion = regions.First(r => r.AreaId == WorldRegion.Desert);

            _mapManager.GetSubRegionalMap(WorldRegion.Desert, desertRegion.SubRegions);

            int regionalGroupingId = Globals.GroupingKeys.MainRegionalMapGroupingId;
            int groupingId         = Globals.GroupingKeys.FirstDesertGroupingId;

            MapGrouping <SubRegion, WorldSubRegion> originalSubRegionalGrouping = _mapManager.GetGrouping <SubRegion, WorldSubRegion>(groupingId);

            originalSubRegionalGrouping.Lock(sr => sr.AreaId != WorldSubRegion.Oasis);

            MapGrouping <Region, WorldRegion> originalRegionalGrouping = _mapManager.GetGrouping <Region, WorldRegion>(regionalGroupingId);

            originalRegionalGrouping.Lock(sr => sr.AreaId != WorldRegion.Casino);

            //act
            MapGrouping <SubRegion, WorldSubRegion> secondSubRegionalGrouping = _mapManager.GetGrouping <SubRegion, WorldSubRegion>(groupingId);
            MapGrouping <Region, WorldRegion>       secondRegionalGrouping    = _mapManager.GetGrouping <Region, WorldRegion>(regionalGroupingId);

            //Assert
            Assert.AreEqual(1, secondSubRegionalGrouping.GetAvaialableAreas().Count());
            Assert.AreEqual(1, secondRegionalGrouping.GetAvaialableAreas().Count());
        }
Пример #2
0
        private SubRegion ChooseDesertSubRegions(Team advancingTeam, MapGrouping <SubRegion, WorldSubRegion> grouping)
        {
            SubRegion ret;

            if (_groupingChoicesDictionary.ContainsKey(Globals.GroupingKeys.FirstDesertGroupingId))
            {
                WorldSubRegion selectedRegion = _groupingChoicesDictionary[Globals.GroupingKeys.FirstDesertGroupingId];
                ret = grouping.GetAvaialableAreas().First(sr => sr.AreaId == selectedRegion);
            }
            else
            {
                HumanFighter mazeSolver =
                    advancingTeam.Fighters.OfType <HumanFighter>()
                    .First(f => f.PersonalityFlags.Contains(PersonalityFlag.MazeSolver));

                HumanFighter notMazeSolver =
                    advancingTeam.Fighters.OfType <HumanFighter>()
                    .First(f => !f.PersonalityFlags.Contains(PersonalityFlag.MazeSolver));

                IEnumerable <WorldSubRegion> firstGroupingSubRegions =
                    WorldSubRegions.GetSubRegionsByGroupingId(Globals.GroupingKeys.FirstDesertGroupingId);

                IEnumerable <MenuAction> firstGroupingMenuActions =
                    firstGroupingSubRegions.Select(
                        sr => new TypedMenuAction <WorldSubRegion>(sr, GetDisplayTextForMenu(sr), GetCommandTextForMenu(sr), isHidden: sr == WorldSubRegion.Oasis));

                IMenu firstGroupingMenu = _menuFactory.GetMenu(MenuType.NonSpecificMenu, _input, _output,
                                                               allowHelp: false, allowBack: false, allowStatus: false,
                                                               prompt:
                                                               $"{Globals.OwnerReplaceText}: We should focus on forming a strategy for our next battle, we should...",
                                                               errorText: Globals.GenericErrorMessage,
                                                               menuActions: firstGroupingMenuActions.ToList(), chanceService: _chanceService, shuffleOptions: true);

                firstGroupingMenu.Build(mazeSolver, null, null, null);
                TypedMenuSelection <WorldSubRegion> firstMenuSelection =
                    firstGroupingMenu.GetInput() as TypedMenuSelection <WorldSubRegion>;

                if (firstMenuSelection == null)
                {
                    throw new InvalidCastException(
                              "DecisionManager.ChooseDesertSubRegions() should have generated menus that would return a TypedMenuSeleciton<WorldSubRegion> but it did not!");
                }

                WorldSubRegion firstSelectedSubRegionEnum = firstMenuSelection.Item;
                grouping.Lock(sr => sr.AreaId != firstSelectedSubRegionEnum);
                _relationshipManager.UpdateRelationship(mazeSolver,
                                                        WorldSubRegions.GetGodEnumBySubRegion(firstSelectedSubRegionEnum), 1);

                _groupingChoicesDictionary.Add(Globals.GroupingKeys.FirstDesertGroupingId, firstSelectedSubRegionEnum);

                IEnumerable <WorldSubRegion> secondGroupingSubRegions =
                    WorldSubRegions.GetSubRegionsByGroupingId(Globals.GroupingKeys.SecondDesertGroupingId);

                IEnumerable <MenuAction> secondGroupingMenuActions =
                    secondGroupingSubRegions.Select(
                        sr => new TypedMenuAction <WorldSubRegion>(sr, GetDisplayTextForMenu(sr), GetCommandTextForMenu(sr), isHidden: sr == WorldSubRegion.BeastTemple));

                IMenu secondGroupingMenu = _menuFactory.GetMenu(MenuType.NonSpecificMenu, _input, _output,
                                                                allowHelp: false, allowBack: false, allowStatus: false,
                                                                prompt: $"{Globals.OwnerReplaceText}: I was thinking about how we could improve, what if we...",
                                                                errorText: Globals.GenericErrorMessage, menuActions: secondGroupingMenuActions.ToList(),
                                                                chanceService: _chanceService, shuffleOptions: true);

                secondGroupingMenu.Build(notMazeSolver, null, null, null);
                TypedMenuSelection <WorldSubRegion> secondMenuSelection =
                    secondGroupingMenu.GetInput() as TypedMenuSelection <WorldSubRegion>;
                if (secondMenuSelection == null)
                {
                    throw new InvalidCastException(
                              "DecisionManager.ChooseDesertSubRegions() should have generated menus that would return a TypedMenuSeleciton<WorldSubRegion> but it did not!");
                }

                WorldSubRegion secondSelectedSubRegionEnum = secondMenuSelection.Item;
                grouping.Parent.MapPaths.First(path => path.To.GroupingId == Globals.GroupingKeys.SecondDesertGroupingId)
                .To.Lock(sr => sr.AreaId != secondSelectedSubRegionEnum);
                _relationshipManager.UpdateRelationship(notMazeSolver,
                                                        WorldSubRegions.GetGodEnumBySubRegion(secondSelectedSubRegionEnum), 1);

                _groupingChoicesDictionary.Add(Globals.GroupingKeys.SecondDesertGroupingId, secondSelectedSubRegionEnum);

                ret = grouping.GetAvaialableAreas().First(sr => sr.AreaId == firstSelectedSubRegionEnum);
            }

            return(ret);
        }
Пример #3
0
        public void CorrectlyMovesToNextSubRegion_TwoNextSubRegionsButOneIsLocked()
        {
            const MagicType firstBossEggType  = MagicType.Fire;
            const MagicType secondBossEggType = MagicType.Ice;

            TeamConfiguration firstBossConfiguration =
                new TeamConfiguration(new EnemyConfiguration(FighterType.Egg, 1, firstBossEggType));
            SubRegion subRegionA = new SubRegion(WorldSubRegion.Fields, 0, new ChanceEvent <int> [0], new FighterType[0],
                                                 new BattlefieldConfiguration(firstBossConfiguration));

            const string      secondRegionIntro       = "Who wants donuts?!?";
            TeamConfiguration secondBossConfiguration =
                new TeamConfiguration(new EnemyConfiguration(FighterType.Egg, 1, secondBossEggType));
            SubRegion subRegionB = new SubRegion(WorldSubRegion.DesertCrypt, 0, new ChanceEvent <int> [0],
                                                 new FighterType[0], new BattlefieldConfiguration(secondBossConfiguration), regionIntro: secondRegionIntro);

            const string      lockedRegionIntro         = "watch me do a flip!";
            TeamConfiguration lockedRegionConfiguration =
                new TeamConfiguration(new EnemyConfiguration(FighterType.Goblin, 1));
            SubRegion lockedSubRegion = new SubRegion(WorldSubRegion.AncientLibrary, 0, new ChanceEvent <int> [0],
                                                      new FighterType[0], new BattlefieldConfiguration(lockedRegionConfiguration), regionIntro: lockedRegionIntro);

            SubRegion[] subRegions = { subRegionA, subRegionB, lockedSubRegion };

            Region fakeFieldsRegion = new Region(WorldRegion.Fields, new BattleMove[0], subRegions);

            _regionFactory.SetRegion(WorldRegion.Fields, fakeFieldsRegion);

            AreaMap <Region, WorldRegion> regionMap = new AreaMap <Region, WorldRegion>(fakeFieldsRegion, new MapPath <Region, WorldRegion>(fakeFieldsRegion));

            MapGrouping <SubRegion, WorldSubRegion> grouping = new MapGrouping <SubRegion, WorldSubRegion>(0, subRegionB, lockedSubRegion);

            grouping.Lock(sr => sr.AreaId == WorldSubRegion.AncientLibrary);

            AreaMap <SubRegion, WorldSubRegion> subRegionMap = new AreaMap <SubRegion, WorldSubRegion>(subRegionA, new MapPath <SubRegion, WorldSubRegion>(subRegionA, grouping));

            _mapManager.SetRegionalMap(regionMap);
            _mapManager.SetSubRegionalMap(WorldRegion.Fields, subRegionMap);

            _regionManager = GetRegionManager();

            TestEnemyFighter target = (TestEnemyFighter)TestFighterFactory.GetFighter(TestFighterType.TestEnemy, 1);

            target.SetHealth(1, 0);

            _humanFighter1.SetMove(_basicAttackMove, 1);
            _humanFighter1.SetMove(_runawayMove, 1);
            _humanFighter1.SetMoveTarget(target);

            _humanFighter2.SetMove(_doNothingMove);

            _chanceService.PushAttackHitsNotCrit();

            _regionManager.Battle(_battleManager, _humanTeam);

            MockOutputMessage[] outputs = _output.GetOutputs();

            Assert.Null(outputs.FirstOrDefault(o => o.Message == lockedRegionIntro + "\n"));

            List <Team> enemyTeams = _battleManager.GetAllEnemyTeams();

            Assert.AreEqual(2, enemyTeams.Count);

            Goblin lockedBoss = enemyTeams[1].Fighters[0] as Goblin;

            Assert.Null(lockedBoss);
        }