Beispiel #1
0
        public void WeaponTriangleSwordBowTest()
        {
            //hit, nocrit, miss, nocrit
            engine.ResetRandomNumbers();
            List <int> randNumbs = new List <int> {
                99, 99, 0, 0, 0, 0
            };

            engine.AddRandomNumbers(randNumbs);

            //sword, axe, lance, bow
            UnitEntity[] testUnits = DataFactory.GetFE7EngineWeaponTestUnits();

            var result = engine.InitiateCombat(testUnits[0], testUnits[3], 1);

            Assert.AreEqual(result.Count, 2, "Did not have 2 actions");
            CombatMissAction cma = result[0] as CombatMissAction;             //Did not get a WTA bonus as expected

            Assert.IsNotNull(cma, "First action wasn't a miss");

            result = engine.InitiateCombat(testUnits[0], testUnits[3], 1);
            CombatHitAction cha = result[0] as CombatHitAction;

            Assert.AreEqual(cha.AttackerDamage, 1, "Erroneously got weapon triangle bonus damage");             //Did not get a WTA damage bonus as expected

            //test WTD damage reduction
            randNumbs = new List <int> {
                0, 0, 0, 70, 70, 0
            };
            engine.AddRandomNumbers(randNumbs);
            result = engine.InitiateCombat(testUnits[3], testUnits[0], 2);

            Assert.AreEqual(result.Count, 2, "Did not have 2 actions");
            CombatHitAction OneCHA = result[0] as CombatHitAction;                                     //Did not get a WDA penalty as expected

            Assert.AreEqual(OneCHA.AttackerDamage, 1, "Erroneously got weapon triangle bonus damage"); //Did not get a WDA damage penalty as expected
        }
Beispiel #2
0
        public void WeaponTriangleAxeLanceTest()
        {
            //hit, nocrit, miss, nocrit
            engine.ResetRandomNumbers();
            List <int> randNumbs = new List <int> {
                99, 99, 0, 70, 70, 0
            };

            engine.AddRandomNumbers(randNumbs);

            //sword, axe, lance, bow
            UnitEntity[] testUnits = DataFactory.GetFE7EngineWeaponTestUnits();


            var result = engine.InitiateCombat(testUnits[1], testUnits[2], 1);

            Assert.AreEqual(result.Count, 3, "Did not have 3 actions");
            CombatHitAction  cha = result[0] as CombatHitAction;            //WTA hit increase works correctly.
            CombatMissAction cma = result[1] as CombatMissAction;           //WTD hit reduction works correctly.

            Assert.IsNotNull(cha, "First action wasn't a hit");
            Assert.IsNotNull(cma, "Second action wasn't a miss");
            Assert.AreEqual(cha.AttackerDamage, 2, "Didn't get weapon triangle bonus damage");             //WTA damage increase works correctly

            //test WTD damage reduction
            randNumbs = new List <int> {
                0, 0, 0, 70, 70, 0
            };
            engine.AddRandomNumbers(randNumbs);
            result = engine.InitiateCombat(testUnits[2], testUnits[1], 1);

            Assert.AreEqual(result.Count, 3, "Did not have 3 actions");
            CombatHitAction ZeroCHA = result[0] as CombatHitAction;

            Assert.AreEqual(ZeroCHA.AttackerDamage, 0, "Didn't get weapon triangle damage penalty");
        }