public async Task Create_RealRandom_NoOverlapNodesAsync() { // ARRANGE var dice = new Dice(3245); var randomSource = new RoomGeneratorRandomSource(dice); var roomGenerator = new RoomGenerator(randomSource); var factory = new RoomMapFactory(roomGenerator); var sectorScheme = CreateSectorScheme(); // ACT var map = await factory.CreateAsync(sectorScheme); // ARRANGE var hexNodes = map.Nodes.Cast <HexNode>().ToArray(); foreach (var node in hexNodes) { var sameNode = hexNodes.Where(x => x != node && x.OffsetX == node.OffsetX && x.OffsetY == node.OffsetY); sameNode.Should().BeEmpty(); } }
public void Create_SimpleSnakeMaze_NoExceptions() { var roomGenerator = new TestSnakeRoomGenerator(); var factory = new RoomMapFactory(roomGenerator); var sectorScheme = CreateSectorScheme(); // ACT Func <Task> act = async() => { var map = await factory.CreateAsync(sectorScheme); }; // ARRANGE act.Should().NotThrow(); }
public void Create_SimpleSnakeMaze_NoExceptions() { var roomGenerator = new TestSnakeRoomGenerator(); var factory = new RoomMapFactory(roomGenerator); var sectorScheme = CreateSectorScheme(); var sectorFactoryOptions = new SectorMapFactoryOptions(sectorScheme.MapGeneratorOptions); // ACT Func <Task> act = async() => { await factory.CreateAsync(sectorFactoryOptions).ConfigureAwait(false); }; // ARRANGE act.Should().NotThrow(); }
public void Create_RealRoomRandom_NoExceptions(int diceSeed) { // ARRANGE var leanerDice = new LinearDice(diceSeed); var gaussDice = new GaussDice(diceSeed); var randomSource = new RoomGeneratorRandomSource(leanerDice, gaussDice); var roomGenerator = new RoomGenerator(randomSource); var factory = new RoomMapFactory(roomGenerator); var sectorScheme = CreateSectorScheme(); // ACT Func <Task> act = async() => { var map = await factory.CreateAsync(sectorScheme); }; // ARRANGE act.Should().NotThrow(); }
public async Task Create_RealRoomRandom_NoExceptions(int diceSeed) { // ARRANGE var leanerDice = new LinearDice(diceSeed); var gaussDice = new GaussDice(diceSeed); var randomSource = new RoomGeneratorRandomSource(leanerDice, gaussDice); var roomGenerator = new RoomGenerator(randomSource); var factory = new RoomMapFactory(roomGenerator); var sectorScheme = CreateSectorScheme(); var sectorFactoryOptions = new SectorMapFactoryOptions(sectorScheme.MapGeneratorOptions); // ACT Func <Task> act = async() => { await factory.CreateAsync(sectorFactoryOptions).ConfigureAwait(false); }; // ARRANGE await act.Should().NotThrowAsync().ConfigureAwait(false); }
public async Task Create_RealRoomRandom_NoOverlapNodesAsync() { // ARRANGE var linearDice = new LinearDice(3245); var gaussDice = new GaussDice(3245); var randomSource = new RoomGeneratorRandomSource(linearDice, gaussDice); var roomGenerator = new RoomGenerator(randomSource); var factory = new RoomMapFactory(roomGenerator); var sectorScheme = CreateSectorScheme(); var sectorFactoryOptions = new SectorMapFactoryOptions(sectorScheme.MapGeneratorOptions); // ACT var map = await factory.CreateAsync(sectorFactoryOptions).ConfigureAwait(false); // ARRANGE var hexNodes = map.Nodes.Cast <HexNode>().ToArray(); foreach (var node in hexNodes) { var sameNode = hexNodes.Where(x => x != node && x.OffsetCoords == node.OffsetCoords); sameNode.Should().BeEmpty(); } }