public void Play() { this.writer.Start(Message.Instance.Start()); Hands.Unicode player = HandMaker.Instance.Random(); Hands.Unicode npc = HandMaker.Instance.Random(); this.writer.Hand(Message.Instance.Hand(player, npc)); Rule.Result result = Rule.Instance.Judge(player, npc); this.writer.Result(Message.Instance.Result(result)); }
public void Judge_vs2_ReturnResult(Hands.Unicode player, Hands.Unicode npc, Rule.Result playerResult, Rule.Result npcResult) { var input = new List <Hands.Unicode>() { player, npc }; var actual = Rule.Instance.Judge(input); var expected = new List <Rule.Result>() { playerResult, npcResult }; Assert.That(expected, Is.EqualTo(actual)); }
/// <summary> /// Returns whether there is sufficient disk space quota for the requested space. /// </summary> /// <param name="space">Amount of space requested.</param> /// <returns>True if the requested space is under the quota limit. Otherwise false is returned.</returns> public bool Allowed(long space) { bool hasSpace = true; // Check the overall domain/member policy first to make sure that there // is space available. if (memberPolicy != null) { // Apply the rule to see if there is space available. Rule.Result result = memberPolicy.Apply(usedDiskSpace + space, DiskSpaceQuotaPolicyID); if (result == Rule.Result.Allow) { // If there is a collection policy, let it update the // used disk space. if (collectionPolicy == null) { // Update the snapshot. usedDiskSpace += space; } } else { hasSpace = false; } } // See if there is a collection policy that limits the amount of data // in the collection. if ((collectionPolicy != null) && (hasSpace == true)) { // Apply the rule to see if there is space available in the collection. Rule.Result result = collectionPolicy.Apply(collectionSpace + space, null); if (result == Rule.Result.Allow) { usedDiskSpace += space; collectionSpace += space; } else { hasSpace = false; } } return(hasSpace); }
/// <summary>勝敗メッセージを返す</summary> /// <param name="result">勝敗</param> /// <returns>勝敗メッセージ</returns> public string Result(Rule.Result result) { if (result == Rule.Result.Draw) { return("Draw"); } else if (result == Rule.Result.Win) { return("Win!"); } else if (result == Rule.Result.Lose) { return("Lose..."); } else { throw new Exception("Not Exist Rule.Result"); } }
public void Judge_vs3_ReturnResult(Hands.Unicode p1, Hands.Unicode p2, Hands.Unicode p3, Rule.Result r1, Rule.Result r2, Rule.Result r3) { var input = new List <Hands.Unicode>() { p1, p2, p3 }; var actual = Rule.Instance.Judge(input); var expected = new List <Rule.Result>() { r1, r2, r3 }; Assert.That(expected, Is.EqualTo(actual)); }
public void Judge_vsNPC_ReturnResult(Hands.Unicode player, Hands.Unicode npc, Rule.Result expected) { var actual = Rule.Instance.Judge(player, npc); Assert.AreEqual(expected, actual); }
public void Result_Match_ReturnMessage(Rule.Result input, string expected) { var actual = Janken.Message.Instance.Result(input); Assert.AreEqual(expected, actual); }