Ejemplo n.º 1
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        public void CastEggs_Level3Spells([Range(0, 2)] int level3EggIndex)
        {
            Tuple <MagicType, string> level3EggCombo = _level3Eggs[level3EggIndex];
            string    spellName = level3EggCombo.Item2;
            MagicType spellType = level3EggCombo.Item1;
            int       typeIndex = Globals.EggMagicTypes.ToList().IndexOf(spellType);

            Spell spell  = SpellFactory.GetSpell(spellName);
            int   damage = spell.Power + _chicken.MagicStrength;

            _hero.SetHealth(damage + 1);
            _hero.SetMove(_doNothingMove, 4);
            _hero.SetMove(_runawayMove);
            _hero.SetMoveTarget(_hero);

            _sidekick.SetMove(_doNothingMove);
            _sidekick.SetMoveTarget(_sidekick);

            //first 3 determine the egg type, the fourth is who the chicken is targetting
            _chanceService.PushWhichEventsOccur(typeIndex, typeIndex, typeIndex, 0);

            _battleManager.SuppressBattleIntroAndOutroMessages();
            _battleManager.Battle(_humanTeam, _enemyTeam);

            var outputs = _output.GetOutputs();

            Assert.AreEqual(5, outputs.Length); // 1 for each egg lay, 1 for actual attack, 1 to output how much damage the fighter took

            Assert.AreEqual($"{_castPrefix}{spellName}!\n", outputs[3].Message);

            Assert.AreEqual(1, _hero.CurrentHealth);
        }
Ejemplo n.º 2
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        public void CorrectlySetsBattleMoves_UponEnteringRegion()
        {
            BattleMove superAttack = new AttackBattleMove("foo", TargetType.SingleEnemy, 80, 20, 5);
            BattleMove fastAttack  = new AttackBattleMove("bar", TargetType.SingleEnemy, 100, 0, 0, 2);

            Assert.False(_humanFighter1.AllSpecialMoves.Contains(superAttack));
            Assert.False(_humanFighter1.AllSpecialMoves.Contains(fastAttack));

            TeamConfiguration bossConfiguration = new TeamConfiguration(new EnemyConfiguration(FighterType.Egg, 1));
            SubRegion         subRegion         = new SubRegion(WorldSubRegion.Fields, 1, new [] { new ChanceEvent <int>(1, 1), }, new[] { FighterType.Egg }, new BattlefieldConfiguration(bossConfiguration, null));

            SubRegion[] subRegions = { subRegion };

            Region fakeFieldsRegion = new Region(WorldRegion.Fields, new[] { superAttack, fastAttack }, subRegions);

            _regionFactory.SetRegion(WorldRegion.Fields, fakeFieldsRegion);

            _teamFactory.PushTeams(_oneEnemyTeam);
            _regionManager = GetRegionManager();

            _humanFighter1.SetMove(_runawayMove);
            _humanFighter1.SetMoveTarget(_humanFighter1);

            _humanFighter2.SetMove(_doNothingMove);

            _regionManager.Battle(_battleManager, _humanTeam);

            Assert.True(_humanFighter1.AllSpecialMoves.Contains(superAttack));
            Assert.True(_humanFighter1.AllSpecialMoves.Contains(fastAttack));
        }
Ejemplo n.º 3
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        public void BattleManager_CorrectlyPrintsDamageOutput()
        {
            int damage = (_shield.MaxHealth + _shield.Defense) - 1;

            _enemyPlayer1.SetMove(_basicAttackMove);
            _enemyPlayer1.SetStrength(damage);
            _enemyPlayer1.SetMoveTarget(_humanPlayer1);
            _chanceService.PushEventsOccur(true, false); //attack hits, not crit

            _humanPlayer1.SetBattleShield(_shield as BattleShield);
            BattleShield fighterShield = _humanPlayer1.BattleShield;

            _humanPlayer1.SetMove(_doNothingMove, 1);
            _humanPlayer1.SetMove(_runawayMove);
            _humanPlayer1.SetMoveTarget(_humanPlayer1);

            _humanTeam = new Team(_menuManager, _humanPlayer1);
            _enemyTeam = new Team(_menuManager, _enemyPlayer1);

            BattleManagerBattleConfiguration config = new BattleManagerBattleConfiguration
            {
                ShowIntroAndOutroMessages = false
            };

            _battleManager.Battle(_humanTeam, _enemyTeam, config: config);

            MockOutputMessage[] outputs = _output.GetOutputs();

            Assert.AreEqual(2, outputs.Length); //enemy attacks and shield took damage message

            MockOutputMessage output = outputs[1];

            Assert.AreEqual($"{fighterShield.Owner.DisplayName}'s {fighterShield.GetDisplayText(false)} took {damage} damage!\n", output.Message);
        }
Ejemplo n.º 4
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        public void MoveWithNeverMissEffect_BypassesAccuracyCheck()
        {
            _human.SetMove(_attackWithNeverMissEffect);
            _human.SetMoveTarget(_enemy);
            _chanceService.PushEventsOccur(false); //just check the crit

            _enemy.SetMove(_doNothingMove);

            //Will throw if both hit and crit chances checked
            Assert.DoesNotThrow(() => _battleManager.Battle(_humanTeam, _enemyTeam));
        }
Ejemplo n.º 5
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        public void StatusTechnique_AppropriatelyAssignsStatusToTarget()
        {
            StatMultiplierStatus status     = new StatMultiplierStatus(3, StatType.Strength, 1.5);
            StatusMove           statusMove = new StatusMove("raise attack", TargetType.SingleAlly, status);

            TestHumanFighter fighter2 = new TestHumanFighter("foo 2", 1);

            _humanTeam = new TestTeam(_humanFighter, fighter2);

            _humanFighter.SetSpeed(1);
            _humanFighter.SetMove(statusMove);
            _chanceService.PushEventOccurs(true);
            _humanFighter.SetMoveTarget(fighter2);
            _logger.Subscribe(EventType.StatusAdded, fighter2);

            BattleMove attack = MoveFactory.Get(BattleMoveType.Attack);

            fighter2.SetStrength(2);
            fighter2.SetMove(attack);
            fighter2.SetMoveTarget(_enemy);
            _chanceService.PushEventOccurs(true);  //attack hits
            _chanceService.PushEventOccurs(false); //attack is not a crit

            //enemy won't be killed if the status isn't assigned to _fighter2
            _enemy.SetHealth(3);
            _enemy.SetMove(_doNothing);
            _enemy.SetMoveTarget(_enemy);

            //once Statuses are removed after battle, won't be able to
            _battleManager.Battle(_humanTeam, _enemyTeam);

            List <EventLog> logs = _logger.Logs;

            Assert.AreEqual(1, logs.Count);

            EventLog log = logs[0];

            Assert.AreEqual(EventType.StatusAdded, log.Type);
            StatusAddedEventArgs e = log.E as StatusAddedEventArgs;

            Assert.NotNull(e);
            Assert.IsTrue(status.AreEqual(e.Status));
        }
Ejemplo n.º 6
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        public void BlindnessStatus_CorrectlyReducesMoveAccuracy([Values(10, 60, 100)] int orignalAccuracy)
        {
            _humanFighter.AddStatus(_blindnessStatus);

            AttackBattleMove attack = new AttackBattleMove("foo", TargetType.SingleEnemy, orignalAccuracy, 0);

            _humanFighter.SetMove(attack, 1);
            _humanFighter.SetMoveTarget(_enemy);
            _chanceService.PushEventOccurs(false); //attack misses
            _humanFighter.SetMove(_runawayMove);

            _enemy.SetMove(_doNothing);

            _battleManager.Battle(_humanTeam, _enemyTeam);

            double accuracyAsPercent        = orignalAccuracy / 100.0;
            double expectedModifiedAccuracy = accuracyAsPercent / 3;

            Assert.AreEqual(expectedModifiedAccuracy, _chanceService.LastChanceVals[0]);
        }
Ejemplo n.º 7
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        public void BattleManager_CorrectlyPrintsMessages_TargetHasShield([Values("eats pudding", null)] string executionMessage)
        {
            const int        shieldDefense    = 5;
            const int        shieldHealth     = 1;
            IronBattleShield shield           = new IronBattleShield(shieldHealth, shieldDefense, 0);
            ShieldBusterMove shieldBusterMove = new ShieldBusterMove("foo", TargetType.SingleEnemy, executionMessage);

            _humanFighter.SetSpeed(1);
            _humanFighter.SetMove(shieldBusterMove, 1);
            _humanFighter.SetMove(_runawayMove);
            _humanFighter.SetMoveTarget(_enemy);

            _enemy.SetBattleShield(shield);
            //_logger.SubscribeAll(_enemy.BattleShield);
            _enemy.SetMove(_doNothingMove);

            BattleManagerBattleConfiguration config = new BattleManagerBattleConfiguration
            {
                ShowIntroAndOutroMessages = false
            };

            _battleManager.Battle(_humanTeam, _enemyTeam, config: config);

            MockOutputMessage[] outputs = _output.GetOutputs();

            int expectedLength = 1;

            if (executionMessage != null)
            {
                expectedLength++;
            }
            Assert.AreEqual(expectedLength, outputs.Length);

            int i = 0;

            if (executionMessage != null)
            {
                Assert.AreEqual($"{_humanFighter.DisplayName} {executionMessage}!\n", outputs[i++].Message);
            }
            Assert.AreEqual($"{_enemy.DisplayName}'s shield was destroyed!\n", outputs[i].Message);
        }
Ejemplo n.º 8
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        public void TestUndoDebuffsEffect_IndividualEffect()
        {
            StatMultiplierStatus lowerAttackStatus    = new StatMultiplierStatus(3, StatType.Strength, 1.0 / 3);
            StatusMove           lowerEnemyAttackMove = new StatusMove("raise attack", TargetType.SingleEnemy, lowerAttackStatus);

            UndoDebuffsStatus undoDebuffStatus = new UndoDebuffsStatus(1);
            StatusMove        undoDebuffMove   = new StatusMove("reset stats", TargetType.SingleAlly, undoDebuffStatus);

            TestHumanFighter fighter2 = new TestHumanFighter("foo 2", 1);

            _humanTeam = new TestTeam(_humanFighter, fighter2);

            //enemy won't be killed if the status isn't assigned to _fighter2
            _enemy.SetHealth(3);
            _enemy.SetSpeed(2);
            _enemy.SetMove(lowerEnemyAttackMove);
            _chanceService.PushEventOccurs(true); //status hits
            _enemy.SetMoveTarget(fighter2);

            _humanFighter.SetSpeed(1);
            _humanFighter.SetMove(undoDebuffMove);
            _chanceService.PushEventOccurs(true); //status hits
            _humanFighter.SetMoveTarget(fighter2);
            _logger.Subscribe(EventType.StatusAdded, fighter2);
            _logger.Subscribe(EventType.StatusRemoved, fighter2);

            BattleMove attack = MoveFactory.Get(BattleMoveType.Attack);

            fighter2.SetStrength(3);
            fighter2.SetMove(attack);
            fighter2.SetMoveTarget(_enemy);
            _chanceService.PushEventOccurs(true);  //attack hits
            _chanceService.PushEventOccurs(false); //attack is not a crit

            //once Statuses are removed after battle, won't be able to
            _battleManager.Battle(_humanTeam, _enemyTeam);

            List <EventLog> logs = _logger.Logs;

            Assert.AreEqual(2, logs.Count);

            EventLog log = logs[1];

            Assert.AreEqual(EventType.StatusRemoved, log.Type);
            StatusRemovedEventArgs e = log.E as StatusRemovedEventArgs;

            Assert.NotNull(e);
            Assert.IsTrue(lowerAttackStatus.AreEqual(e.Status));
        }
Ejemplo n.º 9
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        public void BattleManager_CorrectlyExecutes_ShieldFortifyingMove([Values(ShieldFortifyingType.Defense, ShieldFortifyingType.Health)] ShieldFortifyingType shieldFortifyingType)
        {
            ElementalBattleShield shield = new ElementalBattleShield(10, 5, 0, MagicType.Fire);

            shield.DecrementHealth(5);
            _humanFighter.SetBattleShield(shield);
            IBattleShield copiedShield = _humanFighter.BattleShield;

            ShieldFortifyingMove shieldFortifyingMove = new ShieldFortifyingMove("foo", TargetType.Self, null, shieldFortifyingType, 5);

            _humanFighter.SetMove(shieldFortifyingMove, 1);
            _humanFighter.SetMove(_runawayMove);
            _humanFighter.SetMoveTarget(_humanFighter);

            _enemy.SetMove(_doNothing);

            _battleManager.Battle(_humanTeam, _enemyTeam);

            Assert.NotNull(copiedShield);

            int actualValue = shieldFortifyingType == ShieldFortifyingType.Defense ? copiedShield.Defense : copiedShield.CurrentHealth;

            Assert.AreEqual(10, actualValue);
        }
Ejemplo n.º 10
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        public void BattleManager_AppropriatelyDisplaysAbsorbMessage()
        {
            _humanFighter.SetStrength(_shade1.MaxHealth + _shade1.Defense);
            _humanFighter.SetMove(_basicAttack, 1);
            _humanFighter.SetMoveTarget(_shade1);
            _humanFighter.SetMove(_runawayMove);
            _chanceService.PushAttackHitsNotCrit();

            //which moves will be selected by the shades
            _chanceService.PushWhichEventsOccur(_malevolenceChargeIndex, _malevolenceChargeIndex, _malevolenceChargeIndex);

            _chanceService.PushWhichEventsOccur(0, 0); //first is which remaining shade absorbs the fallen shade, second is which stat is boosted

            //define the expected string here, since the shade's display name will be updated after the absorption
            string expectedAbsorbMessage = $"{_shade1.DisplayName}'s essence was absorbed by {_shade2.DisplayName}!\n";

            _battleManager.Battle(_humanTeam, _shadeTeam, null, new SilentBattleConfiguration());

            MockOutputMessage[] outputs = _output.GetOutputs();

            MockOutputMessage absorbOutputMessage = outputs.FirstOrDefault(o => o.Message == expectedAbsorbMessage);

            Assert.NotNull(absorbOutputMessage);
        }
Ejemplo n.º 11
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        public void MoveWithCannotBeEvadedEffect_HitsOpponentThatEvaded()
        {
            CannotBeEvadedBattleMoveEffect cannotBeEvadedEffect = new CannotBeEvadedBattleMoveEffect();
            AttackBattleMove noEvadeAttack = new AttackBattleMove("foo", TargetType.SingleEnemy, 100, 10, effects: cannotBeEvadedEffect);

            _human.SetMove(noEvadeAttack, 1);
            _human.SetMove(_runawayMove);
            _human.SetMoveTarget(_enemy);
            _chanceService.PushAttackHitsNotCrit(); //attack hits, not a crit

            AutoEvadeStatus autoEvadeStatus = new AutoEvadeStatus(1, false);

            _enemy.AddStatus(autoEvadeStatus);
            _enemy.SetMove(_doNothingMove);
            _enemy.SetHealth(_human.Strength + 1);

            _battleManager.Battle(_humanTeam, _enemyTeam);

            Assert.AreEqual(1, _enemy.CurrentHealth, "attack should have hit even though enemy had an AutoEvade status!");
        }
Ejemplo n.º 12
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        public void MoveWithAttackBoostEffect_CorrectlyCalculatesDamage([Values(0.25, 0.5, 2.0, 3.0)] double multiplier)
        {
            const int humanStrength = 4;
            AttackBoostBattleMoveEffect attackBoostEffect = new AttackBoostBattleMoveEffect(multiplier);
            AttackBattleMove            attackBoostAttack = new AttackBattleMove("foo", TargetType.SingleEnemy, 100, 10, effects: attackBoostEffect);

            _human.SetStrength(humanStrength);
            _human.SetMove(attackBoostAttack, 1);
            _human.SetMove(_runawayMove);
            _human.SetMoveTarget(_enemy);
            _chanceService.PushAttackHitsNotCrit(); //attack hits, not a crit

            _enemy.SetMove(_doNothingMove);
            _enemy.SetHealth(100);

            _battleManager.Battle(_humanTeam, _enemyTeam);

            int expectedDamage          = (int)(humanStrength * multiplier);
            int expectedRemainingHealth = 100 - expectedDamage;
            int actualDamage            = 100 - _enemy.CurrentHealth;

            Assert.AreEqual(expectedRemainingHealth, _enemy.CurrentHealth, $"attack should have hit for {expectedDamage} damage, isntead of {actualDamage}!");
        }
        public void RestoreHealthEffect_AppropriatelyExecuted_AttackHits()
        {
            int initialHealth = 100 - _restoreHealthEffect.Percentage;

            _human.SetHealth(100, initialHealth);
            _human.SetMana(100, 0);
            _human.SetMove(_attackWithRestoreHealthEffect);
            _human.SetMoveTarget(_enemy);
            _chanceService.PushEventsOccur(true, false); //attack hits, not a crit

            _enemy.SetMove(_doNothingMove);
            _enemy.SetMoveTarget(_enemy);

            _battleManager.Battle(_humanTeam, _enemyTeam);

            Assert.AreEqual(_human.MaxHealth, _human.CurrentHealth, "humman player's health should have been restored when the attack hit!");
            Assert.AreEqual(0, _human.CurrentMana, "humman player's mana should have been unaffected by the restore effect!");
        }
        public void MultipleEffects_OnlyEffectsWhoseConditionsAreMet_AreFired([Values(10, 20)] int restoreAmount)
        {
            _human.SetHealth(100, 10);
            _human.SetMana(100, 10);
            _restoreManaEffect   = new RestorationBattleMoveEffect(RestorationType.Mana, restoreAmount, BattleMoveEffectActivationType.OnAttackHit, new DanceBattleCondition(DanceEffectType.Soul));
            _restoreHealthEffect = new RestorationBattleMoveEffect(RestorationType.Health, restoreAmount, BattleMoveEffectActivationType.OnAttackHit, new DanceBattleCondition(DanceEffectType.Fire));
            BattleMove attackWithRestoreEffects = new AttackBattleMove("", TargetType.SingleEnemy, 100, 0, effects: new BattleMoveEffect[] { _restoreManaEffect, _restoreHealthEffect });

            _human.SetMove(attackWithRestoreEffects);
            _human.SetMoveTarget(_enemy);
            _chanceService.PushAttackHitsNotCrit(); //attack hits, not a crit

            TestHumanFighter dancer =
                (TestHumanFighter)TestFighterFactory.GetFighter(TestFighterType.TestHuman, 1, "dancer");

            TestDanceMove danceMove = new TestDanceMove("bar", TargetType.Field, 2);

            danceMove.SetDanceEffect(DanceEffectType.Fire);
            danceMove.AddMove(_doNothingMove);

            dancer.SetSpeed(1);
            dancer.SetMove(danceMove);
            dancer.SetMoveTarget(dancer);

            _humanTeam.Add(dancer, false);

            _enemy.SetMove(_doNothingMove);
            _enemy.SetMoveTarget(_enemy);

            _battleManager.Battle(_humanTeam, _enemyTeam);

            int expectedCurrentAmount = 10 + restoreAmount;

            Assert.AreEqual(10, _human.CurrentMana, "humman player's mana should not have been restored, the dance condition wasn't met!");
            Assert.AreEqual(expectedCurrentAmount, _human.CurrentHealth, $"humman player's health should have been restored by {restoreAmount} when the attack hit!");
        }
        private void PhysicalDamageEvent_Setup(int expectedDamage, bool showPhysicalDamageMessages)
        {
            Team             mixedPlayerTeam = new Team(_menuManager, _humanPlayer1, _enemyPlayer1);
            TestEnemyFighter enemy3          = (TestEnemyFighter)TestFighterFactory.GetFighter(TestFighterType.TestEnemy, 1);
            Team             enemyTeam       = new Team(_menuManager, _enemyPlayer2, enemy3);

            _humanPlayer1.SetSpeed(2);
            _humanPlayer1.SetStrength(expectedDamage);
            _humanPlayer1.SetMove(_basicAttackMove, 1);
            _humanPlayer1.SetMove(_runawayMove);
            _humanPlayer1.SetMoveTarget(_enemyPlayer2);
            _enemyPlayer2.SetHealth(expectedDamage + 1);

            _enemyPlayer1.SetSpeed(1);
            _enemyPlayer1.SetStrength(expectedDamage);
            _enemyPlayer1.SetMove(_basicAttackMove);
            _enemyPlayer1.SetMoveTarget(enemy3);
            enemy3.SetHealth(expectedDamage + 1);

            _mockChanceService.PushEventsOccur(true, false, true, false); //both attacks hit, neither are crits
            _logger.Subscribe(EventType.DamageTaken, _enemyPlayer2);
            _logger.Subscribe(EventType.DamageTaken, enemy3);

            _enemyPlayer2.SetMove(_doNothingMove);
            enemy3.SetMove(_doNothingMove);

            BattleManagerBattleConfiguration config = new BattleManagerBattleConfiguration
            {
                ShowIntroAndOutroMessages  = false,
                ShowExpAndLevelUpMessages  = false,
                ShowDeathMessages          = false,
                ShowAttackMessages         = false,
                ShowPhysicalDamageMessages = showPhysicalDamageMessages
            };

            _battleManager.Battle(mixedPlayerTeam, enemyTeam, config: config);
        }
Ejemplo n.º 16
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        public void BattleManager_AppropriatelyExecutesDanceTechnique_DoesNotThrowException()
        {
            _enemy1.SetMove(_testTechnique);
            _enemy1.SetSpeed(10);
            _enemy2.SetMove(_doNothingMove);

            _human1.SetMove(_basicAttack);
            _human1.SetMoveTarget(_enemy1);
            _human1.SetStrength(EnemyDefenseAfterDanceMove + _enemy1.MaxHealth);

            _human2.SetMove(_basicAttack);
            _human2.SetMoveTarget(_enemy2);
            _human2.SetStrength(EnemyDefenseAfterDanceMove + _enemy2.MaxHealth);
            _chanceService.PushEventsOccur(true, false, true, false); //set up attack hits, attack crits for both attacks

            Assert.DoesNotThrow(() => { _battleManager.Battle(_humanTeam, _enemyTeam); });
        }
Ejemplo n.º 17
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        public void CastSpell_CorrectlyChecksUserHasLearnedSelectedSpell()
        {
            var spell = new Spell("foo", MagicType.Wind, SpellType.Attack, TargetType.SingleEnemy, 0, 5);

            _human.SetDeathOnTurnEndEvent();
            _human.SetMove(spell);
            _human.SetMoveTarget(_enemy);

            Assert.False(_human.Spells.Contains(spell));

            Assert.Throws <ArgumentException>(() => _battleManager.Battle(_humanTeam, _enemyTeam));
        }