public void Should_BeEqual() { var d1 = new IntRange(10, 50); var d2 = new IntRange(10, 50); var d3 = new IntRange(20, 50); d1.Equals(d2).Should().BeTrue(); d1.Equals(d3).Should().BeFalse(); }
public void Comparison() { IntRange rangeA = new IntRange(1, 1); IntRange rangeB = new IntRange(1, 1); IntRange rangeC = new IntRange(2, 2); Assert.IsTrue(rangeA.Equals(rangeB)); Assert.IsFalse(rangeA.Equals(rangeC)); Assert.IsFalse(rangeB.Equals(rangeC)); Assert.AreEqual(rangeA, rangeB); Assert.AreNotEqual(rangeA, rangeC); Assert.AreNotEqual(rangeB, rangeC); }
public void EqualityOperatorTest( int min1, int max1, int min2, int max2, bool areEqual ) { IntRange range1 = new IntRange( min1, max1 ); IntRange range2 = new IntRange( min2, max2 ); Assert.AreEqual( range1.Equals( range2 ), areEqual ); Assert.AreEqual( range1 == range2, areEqual ); Assert.AreEqual( range1 != range2, !areEqual ); }
public void EqualityOperatorTest(int min1, int max1, int min2, int max2, bool areEqual) { IntRange range1 = new IntRange(min1, max1); IntRange range2 = new IntRange(min2, max2); Assert.AreEqual(range1.Equals(range2), areEqual); Assert.AreEqual(range1 == range2, areEqual); Assert.AreEqual(range1 != range2, !areEqual); }
public static IntVec3 TryFindWatchBuildingPosition(Pawn pawn, Building building, IntRange standDistanceRange, bool desireToSit, out Thing chair) { chair = null; if (standDistanceRange.Equals(IntRange.zero)) { return(building.Position); } List <IntVec3> foundCells = FindAllWatchBuildingCells(building, standDistanceRange); for (int j = 0; j < foundCells.Count; j++) { IntVec3 intVec = foundCells[j]; bool flag = false; if (desireToSit) { chair = intVec.GetEdifice(pawn.Map); if (chair != null && chair.def.building.isSittable && pawn.CanReserve(chair, 1)) { flag = true; } else { // Not sittable or reservable => null chair = null; } } else if (intVec.InBounds(pawn.Map) && intVec.Standable(pawn.Map) && !intVec.IsForbidden(pawn) && pawn.CanReserve(intVec, 1) && pawn.Map.pawnDestinationReservationManager.CanReserve(intVec, pawn)) { flag = true; } if (flag && GenSight.LineOfSight(intVec, building.Position, pawn.Map, false)) { return(intVec); } } return(IntVec3.Invalid); }