public void TestManipulationTurns() { State details = new State(); Assert.AreEqual <uint>(0, Manipulation.GetTurnsRemaining(details)); for (int i = 3; i >= 0; --i) { Manipulation.SetTurnsRemaining(details, (uint)i); Assert.AreEqual <uint>((uint)i, Manipulation.GetTurnsRemaining(details)); } }
public void TestManipulation() { Manipulation manipulation = new Manipulation(); BasicSynthesis basic = new BasicSynthesis(); SteadyHand steadyHand = new SteadyHand(); State state = Utility.CreateDefaultState(); state.Durability = 30; state.MaxDurability = 60; // Verify that Manipulation can be activated successfully. State s1 = manipulation.Activate(state, true); Assert.AreEqual <uint>(manipulation.Duration, Manipulation.GetTurnsRemaining(s1)); // Verify that the durability has not changed simply as a result of activating manipulation. Assert.AreEqual <uint>(state.Durability, s1.Durability); // Verify that Manipulation can't be used if it's already up. Assert.IsFalse(manipulation.CanUse(s1)); // Verify that using Basic Synthesis with Manipulation up doesn't decrease the durability. State s2 = basic.Activate(s1, true); Assert.AreEqual <uint>(s1.Durability, s2.Durability); Assert.AreEqual <uint>(2, Manipulation.GetTurnsRemaining(s2)); Assert.IsFalse(manipulation.CanUse(s2)); // Verify that using Steady hand with Manipulation up causes the durability to increase by 10. State s3 = steadyHand.Activate(s2, true); Assert.AreEqual <uint>(s2.Durability + 10, s3.Durability); Assert.AreEqual <uint>(1, Manipulation.GetTurnsRemaining(s3)); Assert.IsFalse(manipulation.CanUse(s3)); // Use another Basic Synthesis so we can verify that the buff de-activates. State s4 = basic.Activate(s3, true); Assert.IsTrue(manipulation.CanUse(s4)); }
public void TestMultipleStatAssignment2() { State details = new State(); details.CrafterLevel = 13U; details.SynthLevel = 40U; details.Quality = 1215U; details.MaxQuality = 923U; details.Condition = Engine.Condition.Excellent; Manipulation.SetTurnsRemaining(details, 2); GreatStrides.SetTurnsRemaining(details, 3); Ingenuity.SetTurnsRemaining(details, 1); SteadyHand.SetTurnsRemaining(details, 4); Assert.AreEqual <uint>(13, details.CrafterLevel); Assert.AreEqual <uint>(40, details.SynthLevel); Assert.AreEqual <uint>(1215, details.Quality); Assert.AreEqual <uint>(923, details.MaxQuality); Assert.AreEqual <Engine.Condition>(Engine.Condition.Excellent, details.Condition); Assert.AreEqual <uint>(2, Manipulation.GetTurnsRemaining(details)); Assert.AreEqual <uint>(3, GreatStrides.GetTurnsRemaining(details)); Assert.AreEqual <uint>(1, Ingenuity.GetTurnsRemaining(details)); Assert.AreEqual <uint>(4, SteadyHand.GetTurnsRemaining(details)); }