示例#1
0
        public void GivenNpcAndEmptyFieldUnderNpc_WhenMoveNpcDown_ThenMovesNpcDownInTheMap()
        {
            //Arrange
            _testMap[0, 1] = new MapElementContainer(0, 1, new EmptyField());

            // Act
            _npcToUpMover.MoveNpcUp(_testNpc);

            // Assert
            Check.That(_testMap[1, 1].MapElement).IsInstanceOf <EmptyField>();
            Check.That(_testMap[0, 1].MapElement).IsInstanceOf <NonPlayableCharacter>();
        }
        public void MoveNpc(NonPlayableCharacter npc)
        {
            while (npc.IsAlive)
            {
                Thread.Sleep(npc.Speed);
                switch (npc.MoveDirection)
                {
                case MoveDirection.Up:
                    if (!_npcToUpMover.MoveNpcUp(npc))
                    {
                        if (_npcToLeftMover.MoveNpcLeft(npc))
                        {
                            npc.MoveDirection = MoveDirection.Left;
                        }
                        else
                        {
                            npc.MoveDirection = _npcToRightMover.MoveNpcRight(npc) ? MoveDirection.Right : MoveDirection.Down;
                        }
                    }
                    break;

                case MoveDirection.Down:
                    if (!_npcToDownMover.MoveNpcDown(npc))
                    {
                        if (_npcToRightMover.MoveNpcRight(npc))
                        {
                            npc.MoveDirection = MoveDirection.Right;
                        }
                        else
                        {
                            npc.MoveDirection = _npcToUpMover.MoveNpcUp(npc) ? MoveDirection.Up : MoveDirection.Left;
                        }
                    }
                    break;

                case MoveDirection.Right:
                    if (!_npcToRightMover.MoveNpcRight(npc))
                    {
                        if (_npcToDownMover.MoveNpcDown(npc))
                        {
                            npc.MoveDirection = MoveDirection.Down;
                        }
                        else
                        {
                            npc.MoveDirection = _npcToUpMover.MoveNpcUp(npc) ? MoveDirection.Up : MoveDirection.Left;
                        }
                    }
                    break;

                case MoveDirection.Left:
                    if (!_npcToLeftMover.MoveNpcLeft(npc))
                    {
                        if (_npcToUpMover.MoveNpcUp(npc))
                        {
                            npc.MoveDirection = MoveDirection.Up;
                        }
                        else
                        {
                            npc.MoveDirection = _npcToDownMover.MoveNpcDown(npc) ? MoveDirection.Down : MoveDirection.Right;
                        }
                    }
                    break;

                default:
                    throw new ArgumentOutOfRangeException();
                }
                NotifyUiDrawerMoveHappened();
            }
            _npcDeleter.DeleteKilledNpc(npc);
            NotifyUiDrawerMoveHappened();
        }