Ejemplo n.º 1
0
        public void MeleeFighter_Created_Health_Equals_1000()
        {
            // Arrange e Act
            var meleeFighter = _testsFixture.GenerateMeleeFighter();

            // Assert
            Assert.Equal(1000, meleeFighter.Health);
        }
Ejemplo n.º 2
0
        public void Character_Can_Only_Heal_ItSelf(double damage, double health)
        {
            // Arrange
            var character = _testsFixture.GenerateMeleeFighter();
            var opponent  = _testsFixture.GenerateRangedGighter();

            //Act
            var opponentHealthBeforeDamage = opponent.Health;

            character.DealDamage(opponent, damage);
            opponent.Heal(health);

            // Assert
            Assert.Equal(opponentHealthBeforeDamage - damage + health, opponent.Health);
        }
Ejemplo n.º 3
0
        public void Characters_Must_Be_In_Range_To_Deal_Damage_To_A_Target(double damage)
        {
            // Arrange
            var attacker = _testsFixture.GenerateRangedGighter();
            var target   = _testsFixture.GenerateMeleeFighter();

            // Act
            _testsFixture.Run(3, target);
            var targetHealthBeforeDamage = target.Health;

            attacker.DealDamage(target, damage);

            // Assert
            Assert.Equal(targetHealthBeforeDamage - damage, target.Health);
        }
Ejemplo n.º 4
0
        public void Players_Belonging_To_The_Same_Faction_Are_Considered_Allies()
        {
            // Arrange
            var rangedGighter = _testsFixture.GenerateRangedGighter();
            var meleeFighter  = _testsFixture.GenerateMeleeFighter();

            // Act
            var brazilFaction = _testsFixture.GenerateBrazilFaction();
            var usaFaction    = _testsFixture.GenerateUsaFaction();

            rangedGighter.JoinFaction(brazilFaction);
            rangedGighter.JoinFaction(usaFaction);
            meleeFighter.JoinFaction(brazilFaction);

            // Assert
            Assert.True(rangedGighter.IsAllie(meleeFighter));
        }