Beispiel #1
0
        public void ShouldSpawnShrinesAccordingToMapConfigurationAtRolledPosition()
        {
            //given
            var       shrinePosition = new Position(2, 2);
            const int roomCount      = 1;

            var mapConfiguration = new MapConfiguration
            {
                RoomCountBetween       = Tuple.Create(roomCount, roomCount),
                MinRoomNeighboursCount = 1,
                MaxRoomNeighboursCount = 3,
                HealingShrines         = new HealingShrinesConfiguration
                {
                    ShrinePercentageSpawnChance = 30
                }
            };

            A.CallTo(() => _dice.RollBetween(mapConfiguration.RoomCountBetween.Item1, mapConfiguration.RoomCountBetween.Item2)).Returns(roomCount);
            A.CallTo(() => _dice.RollChance(mapConfiguration.HealingShrines.ShrinePercentageSpawnChance)).Returns(true);
            A.CallTo(() => _dice.RollPosition(A <int> .Ignored, A <int> .Ignored)).Returns(shrinePosition);

            var shrine = new HealingShrine(1, 1);

            A.CallTo(() => _healingShrineFactory.GetShrine(A <HealingShrinesConfiguration> .Ignored)).Returns(shrine);

            //when
            var map = _mapFactory.GenerateMap(mapConfiguration);

            //then
            var firstRoom = map.Rooms[0];

            Assert.That(firstRoom.Tiles[shrinePosition.X, shrinePosition.Y].Shrine, Is.EqualTo(shrine));
            Assert.That(firstRoom.Tiles[shrinePosition.X, shrinePosition.Y].HasShrine);
        }
        public void ShouldHealProperNumberOfHitpoints()
        {
            //given
            const int hitpointsToBeHealed = 2;
            var       canHeal             = A.Fake <ICanHeal>();

            var shrine = new HealingShrine(DefaultShrineUseCount, hitpointsToBeHealed);

            //when
            shrine.Heal(canHeal);

            //then
            A.CallTo(() => canHeal.Heal(hitpointsToBeHealed)).MustHaveHappened();
        }
        private Map GetMapWithARoomWithHealingShrineAt(Position roomStartingPosition, int shrineHealingPower, Position shrinePosition)
        {
            var roomWithAShrine = RoomFactory.CreateEmptyRoom(RoomSize, roomStartingPosition);
            var shrine          = new HealingShrine(1, shrineHealingPower);

            roomWithAShrine.BuildShrine(shrine, shrinePosition);
            var map = new Map
            {
                Rooms = new List <Room> {
                    roomWithAShrine
                }
            };

            return(map);
        }
        public void ShouldHealLimitedNumberOfTimes()
        {
            //given
            var canHeal = A.Fake <ICanHeal>();

            const int hitpointsToBeHealed = 2;
            const int shrineUseCount      = 1;
            var       shrine = new HealingShrine(shrineUseCount, hitpointsToBeHealed);

            //when
            shrine.Heal(canHeal);
            shrine.Heal(canHeal);

            //then
            A.CallTo(() => canHeal.Heal(hitpointsToBeHealed)).MustHaveHappened(Repeated.Exactly.Once);
        }
Beispiel #5
0
 public void BuildShrine(HealingShrine newShrine)
 {
     Shrine = newShrine;
 }
Beispiel #6
0
 public void BuildShrine(HealingShrine newShrine, Position shrinePosition)
 {
     Tiles[shrinePosition.X, shrinePosition.Y].BuildShrine(newShrine);
 }