public void Shield_PlusFive_Enchant()
        {
            // Arrange
            var armorEnhancementBonus = Mock.Of <IModifierTracker>();
            var mockShieldBonusAgg    = new Mock <IArmorClassAggregator>();

            mockShieldBonusAgg.Setup(agg => agg.EnhancementBonuses)
            .Returns(armorEnhancementBonus);
            IArmorClassAggregator shieldBonus = mockShieldBonusAgg.Object;

            var hardnessEnhancementBonus = Mock.Of <IModifierTracker>();
            var mockHardnessAgg          = new Mock <IHardnessAggregator>();

            mockHardnessAgg.Setup(agg => agg.EnhancementBonuses)
            .Returns(hardnessEnhancementBonus);
            IHardnessAggregator hardness = mockHardnessAgg.Object;

            var hitPointsEnhancementBonus = Mock.Of <IModifierTracker>();
            var mockHitPointAgg           = new Mock <IHitPointsAggregator>();

            mockHitPointAgg.Setup(agg => agg.EnhancementBonuses)
            .Returns(hitPointsEnhancementBonus);
            IHitPointsAggregator hitPoints = mockHitPointAgg.Object;

            IEnchantmentAggregator <IShieldEnchantment, Shield> enchantments = null;

            var shield = new Mock <Shield>(MockBehavior.Loose, shieldBonus, hardness, hitPoints, enchantments)
            {
                CallBase = true
            }.Object;

            IShieldEnchantment enchantment = new EnhancementBonus(5);

            // Act
            enchantment.Enchant(shield);

            // Assert
            Mock.Get(armorEnhancementBonus)
            .Verify(ac => ac.Add(It.Is <Func <byte> >(calc => 5 == calc())),
                    "A +5 bonus was not applied to the shield's armor class bonus correctly.");
            Mock.Get(hardnessEnhancementBonus)
            .Verify(bhn => bhn.Add(It.Is <Func <byte> >(calc => 10 == calc())),
                    "A +10 bonus was not applied to the shield's hardness correctly.");
            Mock.Get(hitPointsEnhancementBonus)
            .Verify(hp => hp.Add(It.Is <Func <byte> >(calc => 50 == calc())),
                    "A +50 bonus was not applied to the shield's hit points correctly.");
        }
        public void Armor_PlusOne_Enchant()
        {
            // Arrange
            var armorEnhancementBonus = Mock.Of <IModifierTracker>();
            var mockArmorBonusAgg     = new Mock <IArmorClassAggregator>();

            mockArmorBonusAgg.Setup(agg => agg.EnhancementBonuses)
            .Returns(armorEnhancementBonus);
            IArmorClassAggregator armorBonus = mockArmorBonusAgg.Object;

            var hardnessEnhancementBonus = Mock.Of <IModifierTracker>();
            var mockHardnessAgg          = new Mock <IHardnessAggregator>();

            mockHardnessAgg.Setup(agg => agg.EnhancementBonuses)
            .Returns(hardnessEnhancementBonus);
            IHardnessAggregator hardness = mockHardnessAgg.Object;

            var hitPointsEnhancementBonus = Mock.Of <IModifierTracker>();
            var mockHitPointAgg           = new Mock <IHitPointsAggregator>();

            mockHitPointAgg.Setup(agg => agg.EnhancementBonuses)
            .Returns(hitPointsEnhancementBonus);
            IHitPointsAggregator hitPoints = mockHitPointAgg.Object;

            var armor = new Mock <Core.Domain.Items.Armor.Armor>(MockBehavior.Loose, armorBonus, hardness, hitPoints, null)
            {
                CallBase = true
            }.Object;

            IArmorEnchantment enchantment = new EnhancementBonus(1);

            // Act
            enchantment.Enchant(armor);

            // Assert
            Mock.Get(armorEnhancementBonus)
            .Verify(ac => ac.Add(It.Is <Func <byte> >(calc => 1 == calc())),
                    "A +1 bonus was not applied to the armor's armor class bonus correctly.");
            Mock.Get(hardnessEnhancementBonus)
            .Verify(bhn => bhn.Add(It.Is <Func <byte> >(calc => 2 == calc())),
                    "A +2 bonus was not applied to the armor's hardness correctly.");
            Mock.Get(hitPointsEnhancementBonus)
            .Verify(hp => hp.Add(It.Is <Func <byte> >(calc => 10 == calc())),
                    "A +10 bonus was not applied to the armor's hit points correctly.");
        }
Beispiel #3
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 /// <summary>
 /// Dependency injection constructor (used for testing).
 /// Initializes a new instance of the <see cref="T:Core.Domain.Items.Shields.Shield"/> class.
 /// </summary>
 /// <param name="shieldBonus">Tied to the ArmorClass property; cannot be null.</param>
 /// <param name="hardness">Tied to the Hardness property; cannot be null.</param>
 /// <param name="hitPoints">Tied to the HitPoints property; cannot be null.</param>
 /// <param name="enchantments">If this is null, this will assign a new instance of ShieldEnchantmentAggregator to the Enchantments property.</param>
 /// <exception cref="System.ArgumentNullException">Thrown when an argument is null.</exception>
 internal Shield(IArmorClassAggregator shieldBonus,
                 IHardnessAggregator hardness,
                 IHitPointsAggregator hitPoints,
                 IEnchantmentAggregator <IShieldEnchantment, Shield> enchantments)
 {
     _armorClass   = shieldBonus ?? throw new ArgumentNullException(nameof(shieldBonus), "Argument may not be null.");
     _hardness     = hardness ?? throw new ArgumentNullException(nameof(hardness), "Argument cannot be null.");
     _hitPoints    = hitPoints ?? throw new ArgumentNullException(nameof(hitPoints), "Argument cannot be null.");
     _enchantments = enchantments ?? new ShieldEnchantmentAggregator(this);
     // Adds shields bonus to character's armor class.
     this.OnApplied += (sender, e) => {
         e.Character?.ArmorClass?.ShieldBonuses?.Add(this.GetShieldBonus);
     };
     // Adds armor check penalty to skills
     this.OnApplied += (sender, e) => {
         foreach (var skill in e.Character?.Skills?.GetAllSkills() ?? Enumerable.Empty <ISkill>())
         {
             skill.Penalties?.Add(() => skill.ArmorCheckPenaltyApplies ? this.GetArmorCheckPenalty() : (byte)0);
         }
     };
 }
Beispiel #4
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 /// <summary>
 /// Dependency injection constructor (used for testing).
 /// Initializes a new instance of the <see cref="T:Core.Domain.Items.Armor.Armor"/> class.
 /// </summary>
 /// <param name="armorClass">Tied to the ArmorClass property; cannot be null.</param>
 /// <param name="hardness">Tied to the Hardness property; cannot be null.</param>
 /// <param name="hitPoints">Tied to the HitPoints property; cannot be null.</param>
 /// <param name="enchantments">If this is null, this will assign a new instance of ArmorEnchantmentAggregator to the Enchantments property.</param>
 internal Armor(IArmorClassAggregator armorClass,
                IHardnessAggregator hardness,
                IHitPointsAggregator hitPoints,
                IEnchantmentAggregator <IArmorEnchantment, Armor> enchantments)
 {
     _armorClass   = armorClass ?? throw new ArgumentNullException(nameof(armorClass), "Argument may not be null.");
     _hardness     = hardness ?? throw new ArgumentNullException(nameof(hardness), "Argument may not be null.");
     _hitPoints    = hitPoints ?? throw new ArgumentNullException(nameof(hitPoints), "Argument may not be null.");
     _enchantments = enchantments ?? new ArmorEnchantmentAggregator(this);
     // Applies armor bonus to armor class
     this.OnApplied += (sender, e) => {
         e.Character?.ArmorClass?.ArmorBonuses?.Add(this.GetArmorBonus);
     };
     // Applies dex cap to AC
     this.OnApplied += (sender, e) => {
         e.Character?.ArmorClass?.MaxKeyAbilityScore?.Add(this.GetMaximumDexterityBonus);
     };
     // Applies armor check penalty to skills
     this.OnApplied += (sender, e) => {
         foreach (var skill in e.Character?.Skills?.GetAllSkills() ?? Enumerable.Empty <ISkill>())
         {
             skill.Penalties?.Add(() => skill.ArmorCheckPenaltyApplies ? this.GetArmorCheckPenalty() : (byte)0);
         }
     };
     // Applies movement penalties to movement speeds
     this.OnApplied += (sender, e) => {
         foreach (IMovement movement in e.Character?.MovementModes?.GetAll() ?? Enumerable.Empty <IMovement>())
         {
             movement.Penalties.Add(() => {
                 if (!movement.BaseSpeed.HasValue)
                 {
                     return(0);
                 }
                 var finalSpeed = Math.Floor((1f - this.SpeedPenalty) * movement.BaseSpeed.Value);
                 return(Convert.ToByte(movement.BaseSpeed.Value - finalSpeed));
             });
         }
     };
 }