public void CanPerformPlayerAction_ShouldReturnTrue_GivenPlayerInGameAndStayAction() { var map = CreateMap(100, 100); var sut = new MapUtils(map); var playerInGame = map.CharacterInfos.First().Id; var result = sut.CanPlayerPerformAction(playerInGame, Action.Stay); Assert.True(result); }
public void CanPerformPlayerAction_ShouldReturnFalse_GivenPlayerNotInGame() { var map = CreateMap(100, 100); var sut = new MapUtils(map); var randomAction = _fixture.Create <Action>(); var result = sut.CanPlayerPerformAction("player-not-in-game", randomAction); Assert.False(result); }
public void CanPerformPlayerAction_ShouldReturnFalse_GivenDownMoveWhenPlayerIsAtTheBottom() { var map = CreateMap(100, 100); var sut = new MapUtils(map); var playerInGame = map.CharacterInfos.First(); playerInGame.Position = 10000; var result = sut.CanPlayerPerformAction(playerInGame.Id, Action.Down); Assert.False(result); }
public void CanPerformPlayerAction_ShouldReturnFalse_GivenExplodeActionAndPlayerNotCarryingPowerUp() { var map = CreateMap(100, 100); var sut = new MapUtils(map); var playerInGame = map.CharacterInfos.First(); playerInGame.CarryingPowerUp = false; var result = sut.CanPlayerPerformAction(playerInGame.Id, Action.Explode); Assert.False(result); }
public void CanPerformPlayerAction_ShouldReturnTrue_GivenValidUpMove() { var map = CreateMap(100, 100); var playerInGame = map.CharacterInfos.First(); playerInGame.Position = 101; var sut = new MapUtils(map); var result = sut.CanPlayerPerformAction(playerInGame.Id, Action.Up); Assert.True(result); }