Ejemplo n.º 1
0
        public void ShouldReturnCorrectName()
        {
            //arrange
            AllArmor        allArmor        = new AllArmor();
            AllShields      allShields      = new AllShields();
            Battleaxe       battleaxe       = new Battleaxe();
            BrewersSupplies brewersSupplies = new BrewersSupplies();
            Dagger          dagger          = new Dagger();
            Darts           darts           = new Darts();
            Handaxe         handaxe         = new Handaxe();
            LightArmor      lightArmor      = new LightArmor();
            LightCrossbow   lightCrossbow   = new LightCrossbow();
            Longbow         longbow         = new Longbow();
            Longsword       longsword       = new Longsword();
            MartialWeapons  martialWeapons  = new MartialWeapons();
            MasonsTools     masonsTools     = new MasonsTools();
            MediumArmor     mediumArmor     = new MediumArmor();
            Quarterstaff    quarterstaff    = new Quarterstaff();
            Shortbow        shortbow        = new Shortbow();
            Shortsword      shortsword      = new Shortsword();
            SimpleWeapons   simpleWeapons   = new SimpleWeapons();
            Sling           sling           = new Sling();
            SmithsTools     smithsTools     = new SmithsTools();
            ThrowingHammer  throwingHammer  = new ThrowingHammer();
            Warhammer       warhammer       = new Warhammer();

            //assert
            allArmor.Name().Should().Be(new TextObj("All Armor"));
            allShields.Name().Should().Be(new TextObj("All Shields"));
            battleaxe.Name().Should().Be(new TextObj("Battleaxe"));
            brewersSupplies.Name().Should().Be(new TextObj("Brewer's Supplies"));
            dagger.Name().Should().Be(new TextObj("Dagger"));
            darts.Name().Should().Be(new TextObj("Darts"));
            handaxe.Name().Should().Be(new TextObj("Handaxe"));
            lightArmor.Name().Should().Be(new TextObj("Light Armor"));
            lightCrossbow.Name().Should().Be(new TextObj("Light Crossbow"));
            longbow.Name().Should().Be(new TextObj("Longbow"));
            longsword.Name().Should().Be(new TextObj("Longsword"));
            martialWeapons.Name().Should().Be(new TextObj("Martial Weapons"));
            masonsTools.Name().Should().Be(new TextObj("Mason's Tools"));
            mediumArmor.Name().Should().Be(new TextObj("Medium Armor"));
            quarterstaff.Name().Should().Be(new TextObj("Quarterstaff"));
            shortbow.Name().Should().Be(new TextObj("Shortbow"));
            shortsword.Name().Should().Be(new TextObj("Shortsword"));
            simpleWeapons.Name().Should().Be(new TextObj("Simple Weapons"));
            sling.Name().Should().Be(new TextObj("Sling"));
            smithsTools.Name().Should().Be(new TextObj("Smith's Tools"));
            throwingHammer.Name().Should().Be(new TextObj("Throwing Hammer"));
            warhammer.Name().Should().Be(new TextObj("Warhammer"));
        }
    public void GetATData()
    {
        Debug.Log("GetATData");
        foreach (ATData cd in S_ATdata)
        {
            if (cd.AT_Type == AssaultTeam.AT_Types.Guard)
            {
                AssaultTeam guard = new Guard(cd.Faction.ToString());
                guard.AT_ID          = cd.AT_ID;
                guard.Owner_ID       = cd.Owner_ID;
                guard.AT_Level       = cd.AT_Level;
                guard.AT_Name        = cd.AT_Name;
                guard.AT_Type        = cd.AT_Type;
                guard.Faction        = cd.Faction;
                guard.CommandPoints  = cd.CommandPoints;
                guard.Vehicles       = cd.Vehicles;
                guard.Manpower       = cd.Manpower;
                guard.IsActive       = cd.IsActive;
                guard.IsDeployed     = cd.IsDeployed;
                guard.ViewerID       = cd.ViewerID;
                guard.readyForDeploy = cd.readyForDeploy;
                guard.setForDeploy   = cd.setForDeploy;



                FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(guard);

                FactionManager.control.Factions [cd.Faction.ToString()].TotalGuards += 1;
            }
            else if (cd.AT_Type == AssaultTeam.AT_Types.Motorized_Guard)
            {
                AssaultTeam Mguard = new MotorGuard(cd.Faction.ToString());
                Mguard.AT_ID          = cd.AT_ID;
                Mguard.Owner_ID       = cd.Owner_ID;
                Mguard.AT_Level       = cd.AT_Level;
                Mguard.AT_Name        = cd.AT_Name;
                Mguard.AT_Type        = cd.AT_Type;
                Mguard.Faction        = cd.Faction;
                Mguard.CommandPoints  = cd.CommandPoints;
                Mguard.Vehicles       = cd.Vehicles;
                Mguard.Manpower       = cd.Manpower;
                Mguard.IsActive       = cd.IsActive;
                Mguard.IsDeployed     = cd.IsDeployed;
                Mguard.ViewerID       = cd.ViewerID;
                Mguard.readyForDeploy = cd.readyForDeploy;
                Mguard.setForDeploy   = cd.setForDeploy;

                FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(Mguard);
                FactionManager.control.Factions [cd.Faction.ToString()].TotalMguards += 1;
            }
            else if (cd.AT_Type == AssaultTeam.AT_Types.Infantry)
            {
                AssaultTeam inf = new ATInfantry(cd.Faction.ToString());
                inf.AT_ID          = cd.AT_ID;
                inf.Owner_ID       = cd.Owner_ID;
                inf.AT_Level       = cd.AT_Level;
                inf.AT_Name        = cd.AT_Name;
                inf.AT_Type        = cd.AT_Type;
                inf.Faction        = cd.Faction;
                inf.CommandPoints  = cd.CommandPoints;
                inf.Vehicles       = cd.Vehicles;
                inf.Manpower       = cd.Manpower;
                inf.IsActive       = cd.IsActive;
                inf.IsDeployed     = cd.IsDeployed;
                inf.ViewerID       = cd.ViewerID;
                inf.readyForDeploy = cd.readyForDeploy;
                inf.setForDeploy   = cd.setForDeploy;

                FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(inf);
                FactionManager.control.Factions [cd.Faction.ToString()].TotalInfantry += 1;
            }
            else if (cd.AT_Type == AssaultTeam.AT_Types.Motorized_Infantry)
            {
                AssaultTeam Minf = new MotorizedInf(cd.Faction.ToString());
                Minf.AT_ID          = cd.AT_ID;
                Minf.Owner_ID       = cd.Owner_ID;
                Minf.AT_Level       = cd.AT_Level;
                Minf.AT_Name        = cd.AT_Name;
                Minf.AT_Type        = cd.AT_Type;
                Minf.Faction        = cd.Faction;
                Minf.CommandPoints  = cd.CommandPoints;
                Minf.Vehicles       = cd.Vehicles;
                Minf.Manpower       = cd.Manpower;
                Minf.IsActive       = cd.IsActive;
                Minf.IsDeployed     = cd.IsDeployed;
                Minf.ViewerID       = cd.ViewerID;
                Minf.readyForDeploy = cd.readyForDeploy;
                Minf.setForDeploy   = cd.setForDeploy;

                FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(Minf);
                FactionManager.control.Factions [cd.Faction.ToString()].TotalMinfantry += 1;
            }
            else if (cd.AT_Type == AssaultTeam.AT_Types.Mechanized_Infantry)
            {
                AssaultTeam Mechinf = new MechInfantry(cd.Faction.ToString());
                Mechinf.AT_ID          = cd.AT_ID;
                Mechinf.Owner_ID       = cd.Owner_ID;
                Mechinf.AT_Level       = cd.AT_Level;
                Mechinf.AT_Name        = cd.AT_Name;
                Mechinf.AT_Type        = cd.AT_Type;
                Mechinf.Faction        = cd.Faction;
                Mechinf.CommandPoints  = cd.CommandPoints;
                Mechinf.Vehicles       = cd.Vehicles;
                Mechinf.Manpower       = cd.Manpower;
                Mechinf.IsActive       = cd.IsActive;
                Mechinf.IsDeployed     = cd.IsDeployed;
                Mechinf.ViewerID       = cd.ViewerID;
                Mechinf.readyForDeploy = cd.readyForDeploy;
                Mechinf.setForDeploy   = cd.setForDeploy;

                FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(Mechinf);
                FactionManager.control.Factions [cd.Faction.ToString()].TotalMechInfantry += 1;
            }
            else if (cd.AT_Type == AssaultTeam.AT_Types.Recon)
            {
                AssaultTeam Rec = new ATRecon(cd.Faction.ToString());
                Rec.AT_ID          = cd.AT_ID;
                Rec.Owner_ID       = cd.Owner_ID;
                Rec.AT_Level       = cd.AT_Level;
                Rec.AT_Name        = cd.AT_Name;
                Rec.AT_Type        = cd.AT_Type;
                Rec.Faction        = cd.Faction;
                Rec.CommandPoints  = cd.CommandPoints;
                Rec.Vehicles       = cd.Vehicles;
                Rec.Manpower       = cd.Manpower;
                Rec.IsActive       = cd.IsActive;
                Rec.IsDeployed     = cd.IsDeployed;
                Rec.ViewerID       = cd.ViewerID;
                Rec.readyForDeploy = cd.readyForDeploy;
                Rec.setForDeploy   = cd.setForDeploy;

                FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(Rec);
                FactionManager.control.Factions [cd.Faction.ToString()].TotalRecon += 1;
            }
            else if (cd.AT_Type == AssaultTeam.AT_Types.Motorized_Recon)
            {
                AssaultTeam MRec = new MotorRecon(cd.Faction.ToString());
                MRec.AT_ID          = cd.AT_ID;
                MRec.Owner_ID       = cd.Owner_ID;
                MRec.AT_Level       = cd.AT_Level;
                MRec.AT_Name        = cd.AT_Name;
                MRec.AT_Type        = cd.AT_Type;
                MRec.Faction        = cd.Faction;
                MRec.CommandPoints  = cd.CommandPoints;
                MRec.Vehicles       = cd.Vehicles;
                MRec.Manpower       = cd.Manpower;
                MRec.IsActive       = cd.IsActive;
                MRec.IsDeployed     = cd.IsDeployed;
                MRec.ViewerID       = cd.ViewerID;
                MRec.readyForDeploy = cd.readyForDeploy;
                MRec.setForDeploy   = cd.setForDeploy;

                FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(MRec);
                FactionManager.control.Factions [cd.Faction.ToString()].TotalMrecon += 1;
            }
            else if (cd.AT_Type == AssaultTeam.AT_Types.Mechanized_Recon)
            {
                AssaultTeam MechRec = new MechRecon(cd.Faction.ToString());
                MechRec.AT_ID          = cd.AT_ID;
                MechRec.Owner_ID       = cd.Owner_ID;
                MechRec.AT_Level       = cd.AT_Level;
                MechRec.AT_Name        = cd.AT_Name;
                MechRec.AT_Type        = cd.AT_Type;
                MechRec.Faction        = cd.Faction;
                MechRec.CommandPoints  = cd.CommandPoints;
                MechRec.Vehicles       = cd.Vehicles;
                MechRec.Manpower       = cd.Manpower;
                MechRec.IsActive       = cd.IsActive;
                MechRec.IsDeployed     = cd.IsDeployed;
                MechRec.ViewerID       = cd.ViewerID;
                MechRec.readyForDeploy = cd.readyForDeploy;
                MechRec.setForDeploy   = cd.setForDeploy;

                FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(MechRec);
                FactionManager.control.Factions [cd.Faction.ToString()].TotalMechRecon += 1;
            }
            else if (cd.AT_Type == AssaultTeam.AT_Types.Pathfinders)
            {
                AssaultTeam fin = new ATPathfinder(cd.Faction.ToString());
                fin.AT_ID          = cd.AT_ID;
                fin.Owner_ID       = cd.Owner_ID;
                fin.AT_Level       = cd.AT_Level;
                fin.AT_Name        = cd.AT_Name;
                fin.AT_Type        = cd.AT_Type;
                fin.Faction        = cd.Faction;
                fin.CommandPoints  = cd.CommandPoints;
                fin.Vehicles       = cd.Vehicles;
                fin.Manpower       = cd.Manpower;
                fin.IsActive       = cd.IsActive;
                fin.IsDeployed     = cd.IsDeployed;
                fin.ViewerID       = cd.ViewerID;
                fin.readyForDeploy = cd.readyForDeploy;
                fin.setForDeploy   = cd.setForDeploy;

                FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(fin);
                FactionManager.control.Factions [cd.Faction.ToString()].TotalPathfinders += 1;
            }
            else if (cd.AT_Type == AssaultTeam.AT_Types.Paratroopers)
            {
                AssaultTeam tro = new ParaTrooper(cd.Faction.ToString());
                tro.AT_ID          = cd.AT_ID;
                tro.Owner_ID       = cd.Owner_ID;
                tro.AT_Level       = cd.AT_Level;
                tro.AT_Name        = cd.AT_Name;
                tro.AT_Type        = cd.AT_Type;
                tro.Faction        = cd.Faction;
                tro.CommandPoints  = cd.CommandPoints;
                tro.Vehicles       = cd.Vehicles;
                tro.Manpower       = cd.Manpower;
                tro.IsActive       = cd.IsActive;
                tro.IsDeployed     = cd.IsDeployed;
                tro.ViewerID       = cd.ViewerID;
                tro.readyForDeploy = cd.readyForDeploy;
                tro.setForDeploy   = cd.setForDeploy;

                FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(tro);
                FactionManager.control.Factions [cd.Faction.ToString()].TotalParatroopers += 1;
            }
            else if (cd.AT_Type == AssaultTeam.AT_Types.Light_Armor)
            {
                AssaultTeam Larm = new LightArmor(cd.Faction.ToString());
                Larm.AT_ID          = cd.AT_ID;
                Larm.Owner_ID       = cd.Owner_ID;
                Larm.AT_Level       = cd.AT_Level;
                Larm.AT_Name        = cd.AT_Name;
                Larm.AT_Type        = cd.AT_Type;
                Larm.Faction        = cd.Faction;
                Larm.CommandPoints  = cd.CommandPoints;
                Larm.Vehicles       = cd.Vehicles;
                Larm.Manpower       = cd.Manpower;
                Larm.IsActive       = cd.IsActive;
                Larm.IsDeployed     = cd.IsDeployed;
                Larm.ViewerID       = cd.ViewerID;
                Larm.readyForDeploy = cd.readyForDeploy;
                Larm.setForDeploy   = cd.setForDeploy;

                FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(Larm);
                FactionManager.control.Factions [cd.Faction.ToString()].TotalLightArmor += 1;
            }
            else if (cd.AT_Type == AssaultTeam.AT_Types.Medium_Armor)
            {
                AssaultTeam Marm = new MediumArmor(cd.Faction.ToString());
                Marm.AT_ID          = cd.AT_ID;
                Marm.Owner_ID       = cd.Owner_ID;
                Marm.AT_Level       = cd.AT_Level;
                Marm.AT_Name        = cd.AT_Name;
                Marm.AT_Type        = cd.AT_Type;
                Marm.Faction        = cd.Faction;
                Marm.CommandPoints  = cd.CommandPoints;
                Marm.Vehicles       = cd.Vehicles;
                Marm.Manpower       = cd.Manpower;
                Marm.IsActive       = cd.IsActive;
                Marm.IsDeployed     = cd.IsDeployed;
                Marm.ViewerID       = cd.ViewerID;
                Marm.readyForDeploy = cd.readyForDeploy;
                Marm.setForDeploy   = cd.setForDeploy;

                FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(Marm);
                FactionManager.control.Factions [cd.Faction.ToString()].TotalMediumArmor += 1;
            }
            else if (cd.AT_Type == AssaultTeam.AT_Types.MediumTankDestroyer)
            {
                AssaultTeam td = new Destroyers(cd.Faction.ToString());
                td.AT_ID          = cd.AT_ID;
                td.Owner_ID       = cd.Owner_ID;
                td.AT_Level       = cd.AT_Level;
                td.AT_Name        = cd.AT_Name;
                td.AT_Type        = cd.AT_Type;
                td.Faction        = cd.Faction;
                td.CommandPoints  = cd.CommandPoints;
                td.Vehicles       = cd.Vehicles;
                td.Manpower       = cd.Manpower;
                td.IsActive       = cd.IsActive;
                td.IsDeployed     = cd.IsDeployed;
                td.ViewerID       = cd.ViewerID;
                td.readyForDeploy = cd.readyForDeploy;
                td.setForDeploy   = cd.setForDeploy;

                FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(td);
                FactionManager.control.Factions [cd.Faction.ToString()].TotalDestroyers += 1;
            }
            else if (cd.AT_Type == AssaultTeam.AT_Types.Heavy_Armor)
            {
                AssaultTeam Harm = new HeavyArmor(cd.Faction.ToString());
                Harm.AT_ID          = cd.AT_ID;
                Harm.Owner_ID       = cd.Owner_ID;
                Harm.AT_Level       = cd.AT_Level;
                Harm.AT_Name        = cd.AT_Name;
                Harm.AT_Type        = cd.AT_Type;
                Harm.Faction        = cd.Faction;
                Harm.CommandPoints  = cd.CommandPoints;
                Harm.Vehicles       = cd.Vehicles;
                Harm.Manpower       = cd.Manpower;
                Harm.IsActive       = cd.IsActive;
                Harm.IsDeployed     = cd.IsDeployed;
                Harm.ViewerID       = cd.ViewerID;
                Harm.readyForDeploy = cd.readyForDeploy;
                Harm.setForDeploy   = cd.setForDeploy;

                FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(Harm);
                FactionManager.control.Factions [cd.Faction.ToString()].TotalHeavyArmor += 1;
            }
            else if (cd.AT_Type == AssaultTeam.AT_Types.Fighter_Recon)
            {
                AssaultTeam onF = new ReconFighter(cd.Faction.ToString());
                onF.AT_ID          = cd.AT_ID;
                onF.Owner_ID       = cd.Owner_ID;
                onF.AT_Level       = cd.AT_Level;
                onF.AT_Name        = cd.AT_Name;
                onF.AT_Type        = cd.AT_Type;
                onF.Faction        = cd.Faction;
                onF.CommandPoints  = cd.CommandPoints;
                onF.Vehicles       = cd.Vehicles;
                onF.Manpower       = cd.Manpower;
                onF.IsActive       = cd.IsActive;
                onF.IsDeployed     = cd.IsDeployed;
                onF.ViewerID       = cd.ViewerID;
                onF.readyForDeploy = cd.readyForDeploy;
                onF.setForDeploy   = cd.setForDeploy;

                FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(onF);
                FactionManager.control.Factions [cd.Faction.ToString()].TotalReconFighters += 1;
            }
            else if (cd.AT_Type == AssaultTeam.AT_Types.Fighter_Squadron)
            {
                AssaultTeam Squ = new FighterSquadron(cd.Faction.ToString());
                Squ.AT_ID          = cd.AT_ID;
                Squ.Owner_ID       = cd.Owner_ID;
                Squ.AT_Level       = cd.AT_Level;
                Squ.AT_Name        = cd.AT_Name;
                Squ.AT_Type        = cd.AT_Type;
                Squ.Faction        = cd.Faction;
                Squ.CommandPoints  = cd.CommandPoints;
                Squ.Vehicles       = cd.Vehicles;
                Squ.Manpower       = cd.Manpower;
                Squ.IsActive       = cd.IsActive;
                Squ.IsDeployed     = cd.IsDeployed;
                Squ.ViewerID       = cd.ViewerID;
                Squ.readyForDeploy = cd.readyForDeploy;
                Squ.setForDeploy   = cd.setForDeploy;

                FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(Squ);
                FactionManager.control.Factions [cd.Faction.ToString()].TotalFighterSquadrons += 1;
            }
            else if (cd.AT_Type == AssaultTeam.AT_Types.Heavy_Fighter)
            {
                AssaultTeam ron = new HeavyFighterSquadron(cd.Faction.ToString());
                ron.AT_ID          = cd.AT_ID;
                ron.Owner_ID       = cd.Owner_ID;
                ron.AT_Level       = cd.AT_Level;
                ron.AT_Name        = cd.AT_Name;
                ron.AT_Type        = cd.AT_Type;
                ron.Faction        = cd.Faction;
                ron.CommandPoints  = cd.CommandPoints;
                ron.Vehicles       = cd.Vehicles;
                ron.Manpower       = cd.Manpower;
                ron.IsActive       = cd.IsActive;
                ron.IsDeployed     = cd.IsDeployed;
                ron.ViewerID       = cd.ViewerID;
                ron.readyForDeploy = cd.readyForDeploy;
                ron.setForDeploy   = cd.setForDeploy;

                FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(ron);
                FactionManager.control.Factions [cd.Faction.ToString()].TotalHeavyFighterSquadrons += 1;
            }
        }
    }