public a_newly_created_npc() { space = new Space(); space.AddSector(1, new[] { 2 }); space.AddSector(2, new[] { 1 }); npc = new NPC("x", 1, (decide: 1, move: 1), space); }
public When_calculating_routes_in_space() { space = new Space(); space.AddSector(1, new[] { 2 }); space.AddSector(2, new[] { 1, 3 }); space.AddSector(3, new[] { 2, 4 }); space.AddSector(4, new[] { 1, 5 }); space.AddSector(5, new[] { 2 }); }
public an_npc_after_its_first_update() { space = new Space(); space.AddSector(1, new[] { 2 }); space.AddSector(2, new[] { 1 }); npc = new NPC("x", 1, (decide: 1, move: 1), space); npc.Update(0, space); }
public an_npc_with_a_plan() { space = new Space(); space.AddSector(1, new[] { 2 }); space.AddSector(2, new[] { 1 }); npc = new NPC("x", 1, (decide: 1, move: 1), space); // first update sets a plan npc.Update(0, space); // we expect the npc to move npc.Update(0, space); }