Example #1
0
        /// <summary>
        /// Display a String for the Enums
        /// </summary>
        /// <param name="value"></param>
        /// <returns></returns>
        public static string ToMessage(this BattleModeEnum value)
        {
            // Default String
            var Message = "Unknown";

            switch (value)
            {
            case BattleModeEnum.MapFull:
                Message = "Map All Actions";
                break;

            case BattleModeEnum.MapNext:
                Message = "Map Next Button";
                break;

            case BattleModeEnum.MapAbility:
                Message = "Map Abilities";
                break;

            case BattleModeEnum.SimpleNext:
                Message = "Simple Next";
                break;

            case BattleModeEnum.SimpleAbility:
                Message = "Simple Abilities";
                break;

            case BattleModeEnum.Unknown:
            default:
                break;
            }
            return(Message);
        }
Example #2
0
        public void BattleSettingsPage_Constructor_Grid_Map_Default_Should_Pass()
        {
            // Arrange
            BattleModeEnum original = BattleEngineViewModel.Instance.Engine.EngineSettings.BattleSettingsModel.BattleModeEnum;

            BattleEngineViewModel.Instance.Engine.EngineSettings.BattleSettingsModel.BattleModeEnum = BattleModeEnum.MapNext;

            // Act
            var result = new BattleSettingsPage();

            // Reset
            BattleEngineViewModel.Instance.Engine.EngineSettings.BattleSettingsModel.BattleModeEnum = original;

            // Assert
            Assert.IsNotNull(result);
        }
        /// <summary>
        /// Method used to determine Npcs battle response
        /// </summary>
        /// <returns>battle response</returns>
        private BattleModeEnum NpcBattleResponse()
        {
            BattleModeEnum npcBattleResponse = BattleModeEnum.RETREAT;

            switch (DieRoll(3))
            {
            case 1:
                npcBattleResponse = BattleModeEnum.ATTACK;
                break;

            case 2:
                npcBattleResponse = BattleModeEnum.DEFEND;
                break;

            case 3:
                npcBattleResponse = BattleModeEnum.RETREAT;
                break;
            }
            return(npcBattleResponse);
        }