public IEnumerator MakeMove_executesValidMove()
    {
        Setup();
        Player nonHumanPlayer = game.players [2];

        game.currentPlayer = nonHumanPlayer;            //Set current player to the NonHumanPlayer
        game.currentPlayer.SetActive(true);             //Activate player

        foreach (Player player in game.players)
        {
            if (player != nonHumanPlayer)
            {
                for (int i = 0; i < player.units.Count; i++)                    //remove units from other players.
                {
                    player.units[i].DestroySelf();
                }
            }
        }

        int    expectedNumberOfSectorsOwned = nonHumanPlayer.ownedSectors.Count + 2;      //expected that the NonHumanPlayer will make a move into an unowned sector.
        Sector unitsOriginSector            = nonHumanPlayer.units[0].GetSector();

        NonHumanPlayer computerPlayer = (NonHumanPlayer)nonHumanPlayer;

        computerPlayer.makeMove(game.GetTurnState());

        Assert.AreEqual(expectedNumberOfSectorsOwned, nonHumanPlayer.ownedSectors.Count);
        Assert.AreNotSame(unitsOriginSector, nonHumanPlayer.units [0].GetSector());

        yield return(null);
    }
示例#2
0
 /**
  * nonHumanPlayerTurn():
  * ADDITION: 01/02/18
  * Checks to see if the current player is a non-human player, and if so, calls its makeMove method.
  * This has been added to allow for the AI functionality.
  */
 public void nonHumanPlayerTurn()
 {
     if (this.currentPlayer != null)
     {
         if (this.currentPlayer.GetType() == typeof(NonHumanPlayer))
         {
             NonHumanPlayer compPlayer = (NonHumanPlayer)this.currentPlayer;
             compPlayer.makeMove(this.turnState);
         }
     }
 }