public void ProvidesACollectionOfArmor() { var shop = new ArmorShop(); var armors = shop.GetInventory <IArmor>(); Assert.NotEmpty(armors); }
public void ProvidesSomeMasterworkArmor() { var shop = new ArmorShop(); var armors = shop.GetInventory(); var mwkArmors = shop.GetInventory <MasterworkArmor>(); Assert.NotEmpty(armors); Assert.NotEmpty(mwkArmors); }
public CurrentBuilding( Building building = null, Church church = null, ArmorShop armorShop = null, WeaponShop weaponShop = null, ItemShop itemShop = null ) { Building = building; Church = church; ArmorShop = armorShop; WeaponShop = weaponShop; ItemShop = itemShop; }
public Location( string name, Coords coords, Building[] buildings, Citizen[] citizens, string category, Church church, ArmorShop armorShop, WeaponShop weaponShop, ItemShop itemShop ) { Name = name; Coords = coords; Buildings = buildings; Citizens = citizens; Category = category; Church = church; ArmorShop = armorShop; WeaponShop = weaponShop; ItemShop = itemShop; }
public PurchaseArmorTests() { var armors = new List <Armor>(); plate = new Armor(); plate.ArmorType = ArmorType.Heavy; plate.Name = "Full Plate"; armors.Add(plate); armorShop = new ArmorShop(armors); proficientCharacter = CharacterTestTemplates.AverageBob(); proficientCharacter.Defense.AddArmorProficiencies(new string[] { "light", "medium", "heavy", "shield" }); incapableCharacter = CharacterTestTemplates.AverageBob(); subject = new PurchaseArmor(armorShop); }
public PurchaseArmor(ArmorShop armorShop) { this.armorShop = armorShop; }
public PurchaseArmor() { armorShop = new ArmorShop(); }
public void SetCurrentBuilding(ArmorShop armorShop) { ResetBuildings(); ArmorShop = armorShop; }