private void CreateTroopAi() { board = new Board(5, 5); troopMap = new TroopMap(board); troopAi = new TroopAi(troopMap, board); wb = new WavesBuilder(); }
private void CreateValidator() { board = new Board(5, 5); troopMap = new TroopMap(board); player0 = PlayerSide.Red; wb = new WavesBuilder(); validator = new MoveValidator(troopMap, board, player0); validator.ToggleActivePlayer(); }
public void Should_ControlTroopWithAI_When_ExitsBoard() { Waves waves = new WavesBuilder() .Add(1, 4, 3, PlayerSide.Blue) .Add(1, 5, 3, PlayerSide.Red) .GetWaves(); CreateGameController(waves, 5, 5); Move(PlayerSide.Blue, 4, 3, Forward); Assert.IsTrue(5 == 5); }
public void Should_AllowEnteringFriend_When_Blocked() { Waves waves = new WavesBuilder() .Add(1, 0, 3, PlayerSide.Blue) .Add(1, 1, 2, PlayerSide.Blue) .Add(1, 1, 3, PlayerSide.Blue) .Add(1, 1, 4, PlayerSide.Blue) .Add(1, 5, 3, PlayerSide.Red) .GetWaves(); CreateGameController(waves, 10, 10); Move(PlayerSide.Blue, 0, 3, Forward); Assert.AreEqual(1, 1); }
public void Should_EndGame_When_OneSideLosesAllTroops() { Waves waves = new WavesBuilder() .Add(1, 3, 3, PlayerSide.Blue) .Add(1, 2, 3, PlayerSide.Blue) .Add(1, 5, 3, PlayerSide.Red) .GetWaves(); CreateGameController(waves, 10, 10); Move(PlayerSide.Blue, 3, 3, Forward); Move(PlayerSide.Blue, 4, 3, Forward); Move(PlayerSide.Blue, 6, 3, Forward); Move(PlayerSide.Blue, 2, 3, Forward); Move(PlayerSide.Blue, 3, 3, Forward); Move(PlayerSide.Blue, 4, 3, Forward); Assert.IsTrue(true); }
public void Should_ContinueGame_When_MoreTroopsWillSpawn() { Waves waves = new WavesBuilder() .Add(1, 3, 3, PlayerSide.Blue) .Add(1, 2, 3, PlayerSide.Blue) .Add(1, 5, 3, PlayerSide.Red) .Add(4, 1, 1, PlayerSide.Red) .GetWaves(); CreateGameController(waves, 10, 10); Move(PlayerSide.Blue, 3, 3, Forward); Move(PlayerSide.Blue, 4, 3, Forward); Move(PlayerSide.Blue, 6, 3, Forward); Move(PlayerSide.Blue, 2, 3, Forward); Move(PlayerSide.Blue, 3, 3, Forward); Move(PlayerSide.Blue, 4, 3, Forward); Assert.AreEqual(1, 1); }