public void TestMixedTroops()
        {
            var basicInfantry = CharacterFactory.GetBasicInfantry();
            var archer        = CharacterFactory.GetArcher();

            _sut.FilterAllowedBearerTypes(new List <IBMBCharacter>(new [] { archer, basicInfantry }));

            var party = new PartyBuilder("testParty")
                        .AddTroops(basicInfantry, 21)
                        .AddTroops(archer, 14)
                        .Build();

            int bannersAdded = ProcessAgents(party);

            AssertBannerAddedTimes(3, bannersAdded);
        }
Beispiel #2
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        public void TestBasicBattleWithDefaultSettings()
        {
            var basicInfantry = CharacterFactory.GetBasicInfantry();

            _sut.FilterAllowedBearerTypes(new [] { basicInfantry }, false);

            var party = new PartyBuilder("testParty")
                        .AddTroops(basicInfantry, 21)
                        .Build();

            foreach (var agent in party)
            {
                _sut.ProcessAgentOnBuild(agent, BattleType.FieldBattle);
            }

            Assert.Equal(3, _sut.AgentsThatShouldReceiveBanners.Count());
        }
        public void TestThatSiegeDefendersDontGetBanners()
        {
            var basicInfantryType1 = CharacterFactory.GetBasicInfantry();
            var archer             = CharacterFactory.GetArcher();

            _sutSiege.FilterAllowedBearerTypes(new List <IBMBCharacter>(new[]
            {
                archer, basicInfantryType1
            }));

            var party = new PartyBuilder("testParty", false)
                        .AddTroops(basicInfantryType1, 30)
                        .AddTroops(archer, 20)
                        .Build();
            int bannersAdded = ProcessAgents(party, MissionType.Siege);

            AssertBannerAddedTimes(0, bannersAdded);
        }
Beispiel #4
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        public void TestMixedTroops()
        {
            var basicInfantry = CharacterFactory.GetBasicInfantry();
            var archer        = CharacterFactory.GetArcher();

            _sut.FilterAllowedBearerTypes(new List <ICharacter>(new [] { archer, basicInfantry }), false);

            var party = new PartyBuilder("testParty")
                        .AddTroops(basicInfantry, 21)
                        .AddTroops(archer, 14)
                        .Build();

            foreach (var agent in party)
            {
                _sut.ProcessAgentOnBuild(agent, BattleType.FieldBattle);
            }

            Assert.Equal(3, _sut.AgentsThatShouldReceiveBanners.Count());
        }
        public void TestTwoParties()
        {
            var basicInfantry = CharacterFactory.GetBasicInfantry();
            var archer        = CharacterFactory.GetArcher();

            _sut.FilterAllowedBearerTypes(new List <IBMBCharacter>(new[] { archer, basicInfantry }));

            var firstParty = new PartyBuilder("firstParty")
                             .AddTroops(basicInfantry, 21)
                             .AddTroops(archer, 14)
                             .Build();

            var secondParty = new PartyBuilder("secondParty")
                              .AddTroops(basicInfantry, 14)
                              .AddTroops(archer, 14)
                              .Build();

            int bannersAdded = ProcessAgents(firstParty.Concat(secondParty));

            AssertBannerAddedTimes(5, bannersAdded);
        }
        public void TestBasicBattleWithDefaultSettings()
        {
            var basicInfantry = CharacterFactory.GetBasicInfantry();

            _sut.FilterAllowedBearerTypes(new [] { basicInfantry });

            var party = new PartyBuilder("testParty")
                        .AddTroops(basicInfantry, 21)
                        .Build();

            int bannersAdded = 0;

            foreach (var agent in party)
            {
                if (_sut.AgentGetsBanner(agent))
                {
                    bannersAdded++;
                }
            }

            AssertBannerAddedTimes(3, bannersAdded);
        }