MLFixture() { va = map_location(3,4); vb = map_location(10,8); vc = map_location(0,9); vz = map_location::ZERO(); vt1 = va.vector_negation(); vt2 = vb.vector_sum(vc); vt3 = va.vector_sum(vc.vector_negation()); vs1 = vz.get_direction(nw); vs2 = vz.get_direction(n).get_direction(ne); vs3 = vz.get_direction(s).get_direction(se); vs4 = vz.get_direction(sw).get_direction(se); preset_locs.push_back(va); preset_locs.push_back(vb); preset_locs.push_back(vc); preset_locs.push_back(vz); preset_locs.push_back(vt1); preset_locs.push_back(vt2); preset_locs.push_back(vt3); preset_locs.push_back(vs1); preset_locs.push_back(vs2); preset_locs.push_back(vs3); preset_locs.push_back(vs4); }
static void reality_check_get_direction_helper(const map_location & loc, const map_location::DIRECTION d) { map_location lz(vz.get_direction(d)); map_location temp(loc.vector_sum(lz)); BOOST_CHECK_EQUAL(temp, loc.get_direction(d)); BOOST_CHECK(tiles_adjacent(loc,temp)); BOOST_CHECK(tiles_adjacent(temp,loc)); BOOST_CHECK_EQUAL(distance_between(loc,temp), 1); }