Chessistics/chessistics-tests/Rules/CollisionDetectorTests.cs

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using Chessistics.Engine.Model;
using Chessistics.Engine.Rules;
using Xunit;
namespace Chessistics.Tests.Rules;
public class CollisionDetectorTests
{
[Fact]
public void NoCollision_PiecesOnDifferentCells()
{
var pieces = new List<PieceState>
{
new(1, PieceKind.Rook, new Coords(0, 0), new Coords(1, 0), 0) { CurrentCell = new Coords(0, 0) },
new(2, PieceKind.Rook, new Coords(2, 0), new Coords(3, 0), 1) { CurrentCell = new Coords(2, 0) }
};
var collisions = CollisionDetector.DetectCollisions(pieces);
Assert.Empty(collisions);
}
[Fact]
public void Collision_TwoPiecesSameCell()
{
var cell = new Coords(1, 0);
var pieces = new List<PieceState>
{
new(1, PieceKind.Rook, new Coords(0, 0), cell, 0) { CurrentCell = cell },
new(2, PieceKind.Rook, new Coords(2, 0), cell, 1) { CurrentCell = cell }
};
var collisions = CollisionDetector.DetectCollisions(pieces);
Assert.Single(collisions);
Assert.Equal((1, 2, cell), collisions[0]);
}
[Fact]
public void Collision_ThreePiecesSameCell()
{
var cell = new Coords(1, 0);
var pieces = new List<PieceState>
{
new(1, PieceKind.Rook, new Coords(0, 0), cell, 0) { CurrentCell = cell },
new(2, PieceKind.Rook, new Coords(2, 0), cell, 1) { CurrentCell = cell },
new(3, PieceKind.Rook, new Coords(3, 0), cell, 2) { CurrentCell = cell }
};
var collisions = CollisionDetector.DetectCollisions(pieces);
// 3 pairs: (1,2), (1,3), (2,3)
Assert.Equal(3, collisions.Count);
}
}