Refactor radar to return a full set of the tiles within rover range
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4e6bf385ad
commit
b0e076ac1a
7 changed files with 74 additions and 77 deletions
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@ -146,13 +146,6 @@ func TestHandleRadar(t *testing.T) {
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// Warp this rover to 0
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assert.NoError(t, s.world.WarpRover(id, game.Vector{}))
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// Spawn another rover
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id, err = s.world.SpawnRover()
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assert.NoError(t, err)
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// Warp this rover to just above the other one
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roverPos := game.Vector{X: 0, Y: 1}
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assert.NoError(t, s.world.WarpRover(id, roverPos))
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// Set a tile to wall below this rover
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wallPos := game.Vector{X: 0, Y: -1}
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assert.NoError(t, s.world.Atlas.SetTile(wallPos, game.TileWall))
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@ -170,18 +163,7 @@ func TestHandleRadar(t *testing.T) {
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t.Errorf("got false for /radar: %s", status.Error)
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}
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foundWall := false
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foundRover := false
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for _, b := range status.Blips {
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if b.Position == wallPos && b.Tile == game.TileWall {
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foundWall = true
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} else if b.Position == roverPos && b.Tile == game.TileRover {
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foundRover = true
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}
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}
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assert.True(t, foundWall)
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assert.True(t, foundRover)
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assert.Equal(t, game.TileRover, status.Tiles[len(status.Tiles)/2])
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}
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func TestHandleRover(t *testing.T) {
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