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);
    }