Ejemplo n.º 1
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        public void TurnEngine_DetermineCriticalMissProblem_Attacker_Null_Roll_1_Should_Return_Nothing_Broke()
        {
            MockForms.Init();

            // Turn off random numbers
            // Set random to 1, and to hit to 1
            GameGlobals.SetForcedRandomNumbers(1, 1);
            GameGlobals.ForcedRandomValue = 1;

            var myTurnEngine = new TurnEngine();

            var myCharacter = new Character(DefaultModels.CharacterDefault());

            myCharacter.PrimaryHand = null; // Nothing in the hand, so nothing to drop...

            var Actual = myTurnEngine.DetermineCriticalMissProblem(myCharacter);

            // Should roll for 1 item, and return it...
            var Expected = " Luckly, nothing to drop from PrimaryHand";

            // Reset
            GameGlobals.ToggleRandomState();

            Assert.AreEqual(Expected, Actual, TestContext.CurrentContext.Test.Name);
        }
Ejemplo n.º 2
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        public void TurnEngine_TurnAsAttack_Monster_Attack_DefenderList_Miss_Should_Pass()
        {
            MockForms.Init();

            // Turn off random numbers
            GameGlobals.SetForcedRandomNumbersValueAndToHit(1, 20);

            var Attacker = DefaultModels.MonsterDefault();

            Attacker.Name = "Rat";

            var myDefaultCharacter = new Character(DefaultModels.CharacterDefault());

            myDefaultCharacter.Name = "Fighter";
            myDefaultCharacter.ScaleLevel(20);

            var myTurnEngine = new TurnEngine();

            myTurnEngine.CharacterList.Add(myDefaultCharacter);

            GameGlobals.ForceToHitValue = 2; // Force a miss

            var AttackScore  = Attacker.Level + Attacker.GetAttack();
            var DefenseScore = myDefaultCharacter.GetDefense() + myDefaultCharacter.Level;

            var Status = myTurnEngine.TurnAsAttack(Attacker, AttackScore, myDefaultCharacter, DefenseScore);

            var  Actual   = Status;
            bool Expected = true;

            // Reset
            GameGlobals.ToggleRandomState();

            Assert.AreEqual(Expected, Actual, TestContext.CurrentContext.Test.Name);
        }
Ejemplo n.º 3
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        public void BattleEngine_StartBattle_With_Six_Characters_Should_Pass()
        {
            MockForms.Init();

            // Can create a new battle engine...
            var myBattleEngine = new BattleEngine();

            var myCharacter = new Character(DefaultModels.CharacterDefault());

            myBattleEngine.CharacterList.Add(myCharacter);

            myCharacter = new Character(DefaultModels.CharacterDefault());
            myBattleEngine.CharacterList.Add(myCharacter);

            myCharacter = new Character(DefaultModels.CharacterDefault());
            myBattleEngine.CharacterList.Add(myCharacter);

            myCharacter = new Character(DefaultModels.CharacterDefault());
            myBattleEngine.CharacterList.Add(myCharacter);

            myCharacter = new Character(DefaultModels.CharacterDefault());
            myBattleEngine.CharacterList.Add(myCharacter);

            myCharacter = new Character(DefaultModels.CharacterDefault());
            myBattleEngine.CharacterList.Add(myCharacter);

            myBattleEngine.StartBattle(true);

            var Actual   = myBattleEngine.GetAutoBattleState();
            var Expected = true;

            Assert.AreEqual(Expected, Actual, TestContext.CurrentContext.Test.Name);
        }
Ejemplo n.º 4
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        public void TurnEngine_DetermineCriticalMissProblem_Attacker_Sword_Roll_1_Should_Return_Sword_Broke()
        {
            MockForms.Init();

            // Turn off random numbers
            // Set random to 1, and to hit to 1
            GameGlobals.SetForcedRandomNumbers(1, 1);
            GameGlobals.ForcedRandomValue = 1;

            var myTurnEngine = new TurnEngine();

            var myCharacter = new Character(DefaultModels.CharacterDefault());

            var itemGuid = ItemHelper.AddItemForAttribute(AttributeEnum.Attack, ItemLocationEnum.PrimaryHand, 1000).Guid;
            var myItem   = ItemsViewModel.Instance.GetItem(itemGuid);

            myCharacter.PrimaryHand = itemGuid; // Nothing in the hand, so nothing to drop...

            var Actual = myTurnEngine.DetermineCriticalMissProblem(myCharacter);

            var Expected = " Item " + myItem.Name + " from " + ItemLocationEnum.PrimaryHand + " Broke, and lost forever";

            // Reset
            GameGlobals.ToggleRandomState();

            Assert.AreEqual(Expected, Actual, TestContext.CurrentContext.Test.Name);
        }
Ejemplo n.º 5
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        public async Task ViewModel_MessageCenter_CharactersViewModel_MessageCenter_DeleteData_Should_Pass()
        {
            MockForms.Init();

            // Get State of the DataStore, and set to run on the Mock
            var myDataStoreEnum = MasterDataStore.GetDataStoreMockFlag();

            MasterDataStore.ToggleDataStore(DataStoreEnum.Mock);

            var myViewModel = new CharactersViewModel();
            var myData      = DefaultModels.CharacterDefault();
            await myViewModel.AddAsync(myData);

            var myPage = new DeleteCharacterPage(new CharacterDetailViewModel(new Character()));

            MessagingCenter.Send(myPage, "DeleteData", myData);

            var Actual = await myViewModel.GetAsync(myData.Id);

            Object Expected = null;

            // Return state
            MasterDataStore.ToggleDataStore(myDataStoreEnum);

            // Validate the controller can stand up and has a Title
            Assert.AreEqual(Expected, Actual, TestContext.CurrentContext.Test.Name);
        }
Ejemplo n.º 6
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        public async Task ViewModel_CharactersViewModel_UpdateData_Bogus_Should_Skip()
        {
            MockForms.Init();

            // Get State of the DataStore, and set to run on the Mock
            var myDataStoreEnum = MasterDataStore.GetDataStoreMockFlag();

            MasterDataStore.ToggleDataStore(DataStoreEnum.Mock);

            var myViewModel = new CharactersViewModel();

            myViewModel.ForceDataRefresh();

            var myData = DefaultModels.CharacterDefault();

            // Make the ID bogus...
            var value = "new";

            myData.Id = value;

            var myReturn = await myViewModel.UpdateAsync(myData);

            var  Actual   = myReturn;
            bool Expected = false;

            // Return state
            MasterDataStore.ToggleDataStore(myDataStoreEnum);

            // Validate the controller can stand up and has a Title
            Assert.AreEqual(Expected, Actual, TestContext.CurrentContext.Test.Name);
        }
Ejemplo n.º 7
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        public async Task ViewModel_CharactersViewModel_UpdateData_Should_Pass()
        {
            MockForms.Init();

            // Get State of the DataStore, and set to run on the Mock
            var myDataStoreEnum = MasterDataStore.GetDataStoreMockFlag();

            MasterDataStore.ToggleDataStore(DataStoreEnum.Mock);

            var myViewModel = new CharactersViewModel();
            var myData      = DefaultModels.CharacterDefault();
            await myViewModel.AddAsync(myData);

            var value = "new";

            myData.Name = value;
            var myReturn = myViewModel.UpdateAsync(myData);

            var Actual = await myViewModel.GetAsync(myData.Id);

            string Expected = value;

            // Return state
            MasterDataStore.ToggleDataStore(myDataStoreEnum);

            // Validate the controller can stand up and has a Title
            Assert.AreEqual(Expected, Actual.Name, TestContext.CurrentContext.Test.Name);
        }
Ejemplo n.º 8
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        public void RoundEngine_RoundNextTurn_2_Characters_Should_Return_NextTurn()
        {
            MockForms.Init();

            // No characters, so return should be game over...

            // Can create a new Round engine...
            var myRoundEngine = new RoundEngine();

            // Add 2 monsters
            myRoundEngine.MonsterList.Add(new Monster(DefaultModels.MonsterDefault()));
            myRoundEngine.MonsterList.Add(new Monster(DefaultModels.MonsterDefault()));

            // Add 2 characters
            myRoundEngine.CharacterList.Add(new Character(DefaultModels.CharacterDefault()));
            myRoundEngine.CharacterList.Add(new Character(DefaultModels.CharacterDefault()));

            // Start
            myRoundEngine.StartRound();

            // Do the turn...
            var Actual = myRoundEngine.RoundNextTurn();

            // There are 2 characters, and 2 monsters, so the first turn should happen, and it is now next turn...

            var Expected = RoundEnum.NextTurn;

            Assert.AreEqual(Expected, Actual, TestContext.CurrentContext.Test.Name);
        }
Ejemplo n.º 9
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        public void RoundEngine_RoundNextTurn_2Characters_1Monster_Weak_Should_Take_2_Turns()
        {
            MockForms.Init();

            bool reincarnation = GameGlobals.EnableReincarnation;

            GameGlobals.EnableReincarnation = false;

            // Can create a new Round engine...
            var myRoundEngine = new RoundEngine();

            // Start
            myRoundEngine.StartRound();

            // Add moderate monsters
            // First monster
            myRoundEngine.MonsterList.Clear();  // start fresh, because it was loaded already with 6...

            var myMonsterWeak = new Monster(DefaultModels.MonsterDefault());

            myMonsterWeak.ScaleLevel(5);
            myMonsterWeak.Attribute.CurrentHealth = 7; // need to set to enough to last 2 rounds...

            myRoundEngine.MonsterList.Add(myMonsterWeak);

            // Add weak character for first...
            var myCharacterWeak = new Character(DefaultModels.CharacterDefault());

            myCharacterWeak.ScaleLevel(10);
            myRoundEngine.CharacterList.Add(myCharacterWeak);

            // Add strong character for second
            var myCharacterStrong = new Character(DefaultModels.CharacterDefault());

            myCharacterStrong.ScaleLevel(20);
            myRoundEngine.CharacterList.Add(myCharacterStrong);

            // Should be Character 20, Character 10, Monster 5

            // Force rolls to 18 for to hit...
            // Turn off random numbers
            GameGlobals.SetForcedRandomNumbersValueAndToHit(1, 18);

            // Character, should kill the monster in the first round.
            // So the check for the second round will say Round over...
            var FirstRound  = myRoundEngine.RoundNextTurn();    // Character 20 Goes
            var SecondRound = myRoundEngine.RoundNextTurn();    // Character 10 Goes
            var Actual      = myRoundEngine.RoundNextTurn();    // Over...


            // Reset
            GameGlobals.ToggleRandomState();

            var Expected = RoundEnum.NextTurn;

            Assert.AreEqual(Expected, Actual, "Status " + TestContext.CurrentContext.Test.Name);
            Assert.AreEqual(3, myRoundEngine.BattleScore.TurnCount, "TurnCount " + TestContext.CurrentContext.Test.Name);
            //Assert.AreEqual(4, myRoundEngine.BattleScore.RoundCount, "RoundCount " + TestContext.CurrentContext.Test.Name);
            GameGlobals.EnableReincarnation = reincarnation;
        }
Ejemplo n.º 10
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        public void TurnEngine_Turn_AttackChoice_Monster_Valid_Attacker_Valid_Defender_Alive_False_Should_Skip()
        {
            // Arrange
            var Attacker = DefaultModels.MonsterDefault();

            var myDefaultCharacter = new Character(DefaultModels.CharacterDefault());

            myDefaultCharacter.Name = "Fighter";
            myDefaultCharacter.ScaleLevel(20);
            myDefaultCharacter.Alive = false; //dead...

            var myTurnEngine = new TurnEngine();

            myTurnEngine.CharacterList.Add(myDefaultCharacter);

            object Expected = null;

            // Act
            var Actual = myTurnEngine.AttackChoice(Attacker);

            // Reset

            // Assert

            Assert.AreEqual(Expected, Actual, TestContext.CurrentContext.Test.Name);
        }
Ejemplo n.º 11
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        public void TurnEngine_TurnAsAttack_Monster_Attack_DefenderList_CriticalMiss_Should_Pass()
        {
            // Turn off random numbers
            GameGlobals.SetForcedRandomNumbers(1, 20);

            var Attacker = DefaultModels.MonsterDefault();

            Attacker.Name = "Rat";

            var myDefaultCharacter = DefaultModels.CharacterDefault();

            myDefaultCharacter.Name = "Fighter";

            var myTurnEngine = new TurnEngine();

            myTurnEngine.CharacterList.Add(myDefaultCharacter);

            GameGlobals.ForceToHitValue = 1; // Force a miss

            var AttackScore  = Attacker.Level + Attacker.GetAttack();
            var DefenseScore = myDefaultCharacter.GetDefense() + myDefaultCharacter.Level;

            var  Status   = myTurnEngine.TurnAsAttack(Attacker, AttackScore, myDefaultCharacter, DefenseScore);
            var  Actual   = Status;
            bool Expected = true;

            var ActualString = myTurnEngine.TurnMessage;
            var ActualResult = myTurnEngine.HitStatus;
            var ActualDamage = myTurnEngine.DamageAmount;

            // Reset
            GameGlobals.ToggleRandomState();

            Assert.AreEqual(Expected, Actual, TestContext.CurrentContext.Test.Name);
        }
Ejemplo n.º 12
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        public void BattleEngine_AutoBattle_With_Six_Characters_Should_Pass()
        {
            MockForms.Init();

            // Can create a new battle engine...
            var myBattleEngine = new BattleEngine();

            var myCharacter = new Character(DefaultModels.CharacterDefault());

            myCharacter.Name = "Fighter 1";
            myCharacter.ScaleLevel(1);
            myBattleEngine.CharacterList.Add(myCharacter);

            myCharacter      = new Character(DefaultModels.CharacterDefault());
            myCharacter.Name = "Fighter 2";
            myCharacter.ScaleLevel(2);
            myBattleEngine.CharacterList.Add(myCharacter);

            myCharacter      = new Character(DefaultModels.CharacterDefault());
            myCharacter.Name = "Fighter 3";
            myCharacter.ScaleLevel(3);
            myBattleEngine.CharacterList.Add(myCharacter);

            myCharacter      = new Character(DefaultModels.CharacterDefault());
            myCharacter.Name = "Fighter 4";
            myCharacter.ScaleLevel(4);
            myBattleEngine.CharacterList.Add(myCharacter);

            myCharacter      = new Character(DefaultModels.CharacterDefault());
            myCharacter.Name = "Fighter 5";
            myCharacter.ScaleLevel(5);
            myBattleEngine.CharacterList.Add(myCharacter);

            myCharacter      = new Character(DefaultModels.CharacterDefault());
            myCharacter.Name = "Fighter 6";
            myCharacter.ScaleLevel(6);
            myBattleEngine.CharacterList.Add(myCharacter);

            // Turn off random numbers
            // For a hit on everything...
            GameGlobals.SetForcedRandomNumbers(1, 20);

            myBattleEngine.AutoBattle();

            // Reset
            GameGlobals.ToggleRandomState();

            var Actual = myBattleEngine.BattleScore;

            Assert.AreNotEqual(null, Actual, "Score Object " + TestContext.CurrentContext.Test.Name);
            Assert.AreNotEqual(0, Actual.ExperienceGainedTotal, "Experience " + TestContext.CurrentContext.Test.Name);
            Assert.AreNotEqual(0, Actual.RoundCount, "Round Count " + TestContext.CurrentContext.Test.Name);
            Assert.AreNotEqual(0, Actual.TurnCount, "Turn Count " + TestContext.CurrentContext.Test.Name);
            Assert.AreNotEqual(0, Actual.ScoreTotal, "Score Total " + TestContext.CurrentContext.Test.Name);
            Assert.AreNotEqual(string.Empty, Actual.ItemsDroppedList, "Items Dropped " + TestContext.CurrentContext.Test.Name);
            Assert.AreNotEqual(string.Empty, Actual.MonstersKilledList, "Monsters Killed " + TestContext.CurrentContext.Test.Name);
            Assert.AreNotEqual(string.Empty, Actual.CharacterAtDeathList, "Character List " + TestContext.CurrentContext.Test.Name);
        }
Ejemplo n.º 13
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        public void RoundEngine_RoundNextTurn_2Characters_1Monster_Strong_Should_Take_3_Rounds()
        {
            MockForms.Init();

            // No characters, so return should be game over...

            // Can create a new Round engine...
            var myRoundEngine = new RoundEngine();

            // Start
            myRoundEngine.StartRound();

            // Add moderate monsters
            // First monster
            myRoundEngine.MonsterList.Clear();  // start fresh, because it was loaded already with 6...

            var myMonsterWeak = new Monster(DefaultModels.MonsterDefault());

            myMonsterWeak.ScaleLevel(2);
            myMonsterWeak.Attribute.CurrentHealth = 20; // need to set to enough to last 4 rounds...
            myRoundEngine.MonsterList.Add(myMonsterWeak);

            // Add weak character for first...
            var myCharacterStrong = new Character(DefaultModels.CharacterDefault());

            myCharacterStrong.ScaleLevel(10);
            myRoundEngine.CharacterList.Add(myCharacterStrong);

            // Add strong character for second
            myCharacterStrong = new Character(DefaultModels.CharacterDefault());
            myCharacterStrong.ScaleLevel(20);
            myRoundEngine.CharacterList.Add(myCharacterStrong);

            // Should be Character 20, Character 10, Monster 5

            // Force rolls to 18 for to hit...
            // Turn off random numbers
            GameGlobals.SetForcedRandomNumbers(1, 18);

            // Character, should kill the monster in the first round.
            // So the check for the second round will say Round over...
            var FirstRound  = myRoundEngine.RoundNextTurn();    // Character 20
            var SecondRound = myRoundEngine.RoundNextTurn();    // Character 10 goes
            var ThirdRound  = myRoundEngine.RoundNextTurn();    // Monster goes
            var FourthRound = myRoundEngine.RoundNextTurn();    // Character 20 goes, kills monster...
            var Actual      = myRoundEngine.RoundNextTurn();    // over...

            // Reset
            GameGlobals.ToggleRandomState();

            var Expected = RoundEnum.NewRound;

            Assert.AreEqual(Expected, Actual, "Status " + TestContext.CurrentContext.Test.Name);
            Assert.AreEqual(4, myRoundEngine.BattleScore.TurnCount, "TurnCount " + TestContext.CurrentContext.Test.Name);
            Assert.AreEqual(1, myRoundEngine.BattleScore.RoundCount, "RoundCount " + TestContext.CurrentContext.Test.Name);
        }
Ejemplo n.º 14
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        public void TurnEngine_TurnAsAttack_Monster_Attack_Defender_Die_With_Item_Should_Drop()
        {
            MockForms.Init();

            // Turn off random numbers
            GameGlobals.SetForcedRandomNumbers(1, 20);

            var Attacker = DefaultModels.MonsterDefault();

            Attacker.Name = "Rat";
            Attacker.ScaleLevel(20);

            var myDefaultCharacter = new Character(DefaultModels.CharacterDefault());

            myDefaultCharacter.Name = "Fighter";
            myDefaultCharacter.ScaleLevel(1);

            // Add Uniqueitem
            var myItem = new Item
            {
                Attribute = AttributeEnum.Attack,
                Location  = ItemLocationEnum.Feet,
                Value     = 1
            };

            ItemsViewModel.Instance.AddAsync(myItem).GetAwaiter().GetResult();  // Register Item to DataSet
            myDefaultCharacter.PrimaryHand = myItem.Guid;

            var myTurnEngine = new TurnEngine();

            myTurnEngine.CharacterList.Add(myDefaultCharacter);

            // Get Score, and remember item.
            var BeforeItemDropList = myTurnEngine.BattleScore.ItemsDroppedList;

            GameGlobals.ForceToHitValue = 20; // Force a hit

            // Should Kill because level 20 hit on level 1 Character for Critical is more damage than health...
            var AttackScore  = Attacker.Level + Attacker.GetAttack();
            var DefenseScore = myDefaultCharacter.GetDefense() + myDefaultCharacter.Level;

            var Status = myTurnEngine.TurnAsAttack(Attacker, AttackScore, myDefaultCharacter, DefenseScore);


            // Item should drop...

            // Reset
            GameGlobals.ToggleRandomState();

            // Need to get Score
            // See if Item is now in the score list...
            var AfterItemDropList = myTurnEngine.BattleScore.ItemsDroppedList;

            Assert.AreNotEqual(BeforeItemDropList, AfterItemDropList, TestContext.CurrentContext.Test.Name);
        }
Ejemplo n.º 15
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        public void TurnEngine_Turn_AttackChoice_Character_Valid_Attacker_Empty_Defender_Should_Pass()
        {
            var Attacker = DefaultModels.CharacterDefault();

            var myTurnEngine = new TurnEngine();

            myTurnEngine.MonsterList = new List <Monster>();

            var    Actual   = myTurnEngine.AttackChoice(Attacker);
            object Expected = null;

            Assert.AreEqual(Expected, Actual, TestContext.CurrentContext.Test.Name);
        }
Ejemplo n.º 16
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        public void Model_Score_AddCharacterToList_With_Valid_Should_Pass()
        {
            var myAdd  = DefaultModels.CharacterDefault();
            var myData = new Score();

            myData.AddCharacterToList(myAdd);

            var Actual   = myData.CharacterAtDeathList;
            var Expected = "Name , Description , Level : 1 , Total Experience : 0 , Speed : 1 , Defense : 1 , Attack : 1 , CurrentHealth : 1 , MaxHealth : 1 , Items : Head : None , Necklass : None , PrimaryHand : None , OffHand : None , RightFinger : None , LeftFinger : None , Feet : None , Damage : 0\n";

            // Validate the controller can stand up and has a Title
            Assert.AreEqual(Expected, Actual, TestContext.CurrentContext.Test.Name);
        }
Ejemplo n.º 17
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        public void ViewModel_CharactersViewModel_Instantiate_With_Data_Should_Pass()
        {
            MockForms.Init();

            var myData = DefaultModels.CharacterDefault();

            var value = "hi";

            myData.Name = value;
            var Actual = new CharacterDetailViewModel(myData);

            Assert.AreEqual(value, Actual.Title, TestContext.CurrentContext.Test.Name);
        }
Ejemplo n.º 18
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        public void RoundEngine_GetAverageCharacterLevel_With_1_Character_Should_Pass()
        {
            MockForms.Init();

            // Start round with one character
            var myRoundEngine = new RoundEngine();

            myRoundEngine.CharacterList.Add(new Character(DefaultModels.CharacterDefault()));
            var Actual   = myRoundEngine.GetAverageCharacterLevel();
            var Expected = 1;

            Assert.AreEqual(Expected, Actual, TestContext.CurrentContext.Test.Name);
        }
Ejemplo n.º 19
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        public void Model_Score_AddCharacterToList_With_Null_Add_Should_Skip()
        {
            var myAdd  = DefaultModels.CharacterDefault();
            var myData = new Score();

            myData.AddCharacterToList(null);

            var    Actual   = myData.CharacterAtDeathList;
            string Expected = null;

            // Validate the controller can stand up and has a Title
            Assert.AreEqual(Expected, Actual, TestContext.CurrentContext.Test.Name);
        }
Ejemplo n.º 20
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        public void TurnEngine_TakeTurn_Attack_Valid_Defender_Valid_Defender_Should_Die()
        {
            MockForms.Init();

            // Turn off random numbers
            GameGlobals.SetForcedRandomNumbers(1, 20);

            var Attacker = DefaultModels.CharacterDefault();

            Attacker.Name = "Fighter";
            Attacker.ScaleLevel(20);

            var myDefaultMonster = new Monster(DefaultModels.MonsterDefault());

            myDefaultMonster.Name = "Rat";
            myDefaultMonster.ScaleLevel(1);

            // Add Uniqueitem
            var myItem = new Item
            {
                Attribute = AttributeEnum.Attack,
                Location  = ItemLocationEnum.Feet,
                Value     = 1
            };

            ItemsViewModel.Instance.AddAsync(myItem).GetAwaiter().GetResult();  // Register Item to DataSet
            myDefaultMonster.UniqueItem = myItem.Guid;

            var myTurnEngine = new TurnEngine();

            myTurnEngine.MonsterList.Add(myDefaultMonster);

            // Get Score, and remember item.
            var BeforeItemDropList = myTurnEngine.BattleScore.ItemsDroppedList;

            GameGlobals.ForceToHitValue = 20; // Force a hit

            var BeforeMonsterList = myTurnEngine.MonsterList.Count();

            // Instead of calling TurnAsAttack, call TakeTurn...
            var Status = myTurnEngine.TakeTurn(Attacker);

            var AfterMonsterList = myTurnEngine.MonsterList.Count();

            // Item should drop...
            // Reset
            GameGlobals.ToggleRandomState();

            Assert.AreEqual(BeforeMonsterList - 1, AfterMonsterList, TestContext.CurrentContext.Test.Name);
        }
Ejemplo n.º 21
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        public void RoundEngine_RoundNextTurn_1_Character_Should_Have_NewRound_Should_Pass()
        {
            MockForms.Init();

            // Start round with one monster and character
            var myRoundEngine = new RoundEngine();

            myRoundEngine.MonsterList.Add(new Monster(DefaultModels.MonsterDefault()));
            myRoundEngine.CharacterList.Add(new Character(DefaultModels.CharacterDefault()));
            myRoundEngine.StartRound();
            var Expected = RoundEnum.NextTurn;
            var Actual   = myRoundEngine.RoundNextTurn();

            Assert.AreEqual(Expected, Actual, TestContext.CurrentContext.Test.Name);
        }
Ejemplo n.º 22
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        public void ViewModel_CharactersViewModel_GetData_With_Data_Should_Pass()
        {
            MockForms.Init();

            var myData = DefaultModels.CharacterDefault();

            var value = "hi";

            myData.Name = value;
            var myViewModel = new CharacterDetailViewModel(myData);

            var Actual   = myViewModel.Data;
            var Expected = myData;

            Assert.AreEqual(Expected.Name, Actual.Name, TestContext.CurrentContext.Test.Name);
        }
Ejemplo n.º 23
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        public void TurnEngine_TurnAsAttack_Character_Attack_Defender_Die_With_Item_Should_Drop()
        {
            MockForms.Init();

            // Turn off random numbers
            GameGlobals.SetForcedRandomNumbersValueAndToHit(1, 20);

            var Attacker = DefaultModels.CharacterDefault();

            Attacker.Name = "Fighter";
            Attacker.ScaleLevel(20);

            var myDefaultMonster = new Monster(DefaultModels.MonsterDefault());

            myDefaultMonster.Name = "Rat";
            myDefaultMonster.ScaleLevel(1);

            // Add Uniqueitem
            var myItem = new Item
            {
                Attribute = AttributeEnum.Attack,
                Location  = ItemLocationEnum.Feet,
                Value     = 1
            };

            ItemsViewModel.Instance.AddAsync(myItem).GetAwaiter().GetResult();  // Register Item to DataSet
            myDefaultMonster.UniqueItem = myItem.Guid;

            var myTurnEngine = new TurnEngine();

            myTurnEngine.MonsterList.Add(myDefaultMonster);

            // Get Score, and remember item.
            var BeforeItemDropList = myTurnEngine.BattleScore.ItemsDroppedList;

            GameGlobals.ForceToHitValue = 20; // Force a hit

            // Reset
            GameGlobals.ToggleRandomState();

            // Need to get Score
            // See if Item is now in the score list...
            var AfterItemDropList = myTurnEngine.BattleScore.ItemsDroppedList;

            Assert.AreNotEqual(BeforeItemDropList, AfterItemDropList, TestContext.CurrentContext.Test.Name);
        }
Ejemplo n.º 24
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        public void TurnEngine_TurnAsAttack_Character_Attack_Null_DefenderList_Should_Skip()
        {
            // Turn off random numbers
            GameGlobals.SetForcedRandomNumbers(1, 20);

            var Attacker = DefaultModels.CharacterDefault();

            var myTurnEngine = new TurnEngine();

            var  Status   = myTurnEngine.TurnAsAttack(Attacker, 1, null, 1);
            var  Actual   = Status;
            bool Expected = false;

            // Reset
            GameGlobals.ToggleRandomState();

            Assert.AreEqual(Expected, Actual, TestContext.CurrentContext.Test.Name);
        }
Ejemplo n.º 25
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        public void TurnEngine_TurnAsAttack_Monster_Attack_Defender_CriticalHit_PowerfullHit_Should_Kill()
        {
            MockForms.Init();

            // Turn off random numbers
            GameGlobals.SetForcedRandomNumbers(1, 20);

            var Attacker = DefaultModels.MonsterDefault();

            Attacker.Name = "Rat";
            Attacker.ScaleLevel(20);

            var myDefaultCharacter = new Character(DefaultModels.CharacterDefault());

            myDefaultCharacter.Name = "Fighter";
            myDefaultCharacter.ScaleLevel(1);

            var myTurnEngine = new TurnEngine();

            myTurnEngine.CharacterList.Add(myDefaultCharacter);

            GameGlobals.ForceToHitValue = 20; // Force a hit

            // Should Kill because level 20 hit on level 1 Character for Critical is more damage than health...

            var AttackScore  = Attacker.Level + Attacker.GetAttack();
            var DefenseScore = myDefaultCharacter.GetDefense() + myDefaultCharacter.Level;

            var Status = myTurnEngine.TurnAsAttack(Attacker, AttackScore, myDefaultCharacter, DefenseScore);

            var  Actual   = Status;
            bool Expected = true;

            var ActualString = myTurnEngine.TurnMessage;
            var ActualResult = myTurnEngine.HitStatus;
            var ActualDamage = myTurnEngine.DamageAmount;
            var LifeStatus   = myDefaultCharacter.Alive;

            // Reset
            GameGlobals.ToggleRandomState();

            Assert.AreEqual(Expected, Actual, TestContext.CurrentContext.Test.Name);
            Assert.AreEqual(false, myDefaultCharacter.Alive, TestContext.CurrentContext.Test.Name);
        }
Ejemplo n.º 26
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        public void RoundEngine_RoundNextTurn_Characters_MonstersDead_Should_Return_NewRound()
        {
            MockForms.Init();

            // No characters, so return should be game over...

            // Can create a new Round engine...
            var myRoundEngine = new RoundEngine();

            // Turn off random numbers
            GameGlobals.SetForcedRandomNumbersValueAndToHit(1, 20);

            // Start
            myRoundEngine.StartRound();
            // Clear the monster list

            // Add weak monsters
            var myMonsterWeak = new Monster(DefaultModels.MonsterDefault());

            myMonsterWeak.ScaleLevel(1);

            myRoundEngine.MonsterList.Clear();  // start fresh, because it was loaded already with 6...
            myRoundEngine.MonsterList.Add(myMonsterWeak);

            // Add strong character
            var myCharacterStrong = new Character(DefaultModels.CharacterDefault());

            myCharacterStrong.ScaleLevel(20);
            myRoundEngine.CharacterList.Add(myCharacterStrong);

            // Character, should kill the monster in the first round.
            // So the check for the second round will say Round over...
            var FirstRound = myRoundEngine.RoundNextTurn();
            var Actual     = myRoundEngine.RoundNextTurn();

            var Expected = RoundEnum.NewRound;

            // Reset
            GameGlobals.ToggleRandomState();

            Assert.AreEqual(RoundEnum.NextTurn, FirstRound, TestContext.CurrentContext.Test.Name);
            Assert.AreEqual(Expected, Actual, TestContext.CurrentContext.Test.Name);
        }
Ejemplo n.º 27
0
        public void RoundEngine_GetMaxCharacterLevel_With_2_Characters_Should_Pass()
        {
            MockForms.Init();

            // Start round with one strong character and one default character
            var myRoundEngine = new RoundEngine();
            var strongChar    = new Character(DefaultModels.CharacterDefault());

            strongChar.ScaleLevel(10);
            var weakChar = new Character(DefaultModels.CharacterDefault());

            myRoundEngine.CharacterList.Add(strongChar);
            myRoundEngine.CharacterList.Add(weakChar);

            var Actual   = myRoundEngine.GetMaxCharacterLevel();
            var Expected = 10;

            Assert.AreEqual(Expected, Actual, TestContext.CurrentContext.Test.Name);
        }
Ejemplo n.º 28
0
        public void TurnEngine_Turn_AttackChoice_Monster_Valid_Attacker_Valid_Defender_Should_Pass()
        {
            var Attacker = DefaultModels.MonsterDefault();

            var DefenderList       = new List <Character>();
            var myDefaultCharacter = new Character(DefaultModels.CharacterDefault());

            myDefaultCharacter.Name = "Fighter";
            myDefaultCharacter.ScaleLevel(20);

            var myTurnEngine = new TurnEngine();

            myTurnEngine.CharacterList.Add(myDefaultCharacter);

            var Actual   = myTurnEngine.AttackChoice(Attacker);
            var Expected = myDefaultCharacter;

            Assert.AreEqual(Expected.Guid, Actual.Guid, TestContext.CurrentContext.Test.Name);
        }
Ejemplo n.º 29
0
        public void RoundEngine_RoundNextTurn_Characters_MonstersDead_Should_Return_NewRound()
        {
            MockForms.Init();

            var myRoundEngine = new RoundEngine();

            // Turn off random numbers
            GameGlobals.SetForcedRandomNumbersValueAndToHit(1, 20);
            bool reincarnation = GameGlobals.EnableReincarnation;

            GameGlobals.EnableReincarnation = false;

            // Start
            myRoundEngine.StartRound();
            // Clear the monster list

            // Add weak monsters
            var myMonsterWeak = new Monster(DefaultModels.MonsterDefault());

            myMonsterWeak.ScaleLevel(1);

            myRoundEngine.MonsterList.Clear();  // start fresh, because it was loaded already with 6...
            myRoundEngine.MonsterList.Add(myMonsterWeak);

            // Add strong character
            var myCharacterStrong = new Character(DefaultModels.CharacterDefault());

            myCharacterStrong.ScaleLevel(20);
            myRoundEngine.CharacterList.Add(myCharacterStrong);

            var Expected = RoundEnum.NextTurn;
            var Actual   = myRoundEngine.RoundStateEnum;

            // Reset
            GameGlobals.ToggleRandomState();

            Assert.AreEqual(Expected, Actual, TestContext.CurrentContext.Test.Name);
            GameGlobals.EnableReincarnation = reincarnation;
        }