public Soldier(string _name, int _age, Genders _gender, int _damage, int _armour, int _speed, Qualities _quality, Kingdoms _banner) : base(_name, _age, _gender) { Number++; Seqnumber = Number; Damage = _damage; Armor = _armour; Speed = _speed; Tier = (Damage + Armor) / 40; Quality = _quality; Banner = _banner; IsAlive = true; }
public void When_NoEmblemDefined_Expect_KeyNotFoundException(Kingdoms testKingdom) { // Arrange var emblem = GameEngine.Emblems[testKingdom]; GameEngine.Emblems.Remove(testKingdom); // Assert var ex1 = Assert.Throws <KeyNotFoundException>(() => new GameEngine(consoleMethods)); // Revert GameEngine.Emblems.Add(testKingdom, emblem); }
public void When_RulerAndValidInput_Expect_KingdomName(string input, Kingdoms rulingKingdom) { // Arrange var testGameEngine = new GameEngine(consoleMethods); testGameEngine.RulingKingdom = testGameEngine.AllKingdoms[rulingKingdom]; // Act var actual = testGameEngine.ProcessInput(input.Trim().ToLower()); // Assert Assert.AreEqual(rulingKingdom.ToString(), actual); }
public void When_SendValidMessage_Expect_AllyAdded(Kingdoms sendingKingdom, Kingdoms receivingKingdom) { // Arrange var testGameEngine = new GameEngine(consoleMethods); var message = new Message(sendingKingdom, receivingKingdom, testGameEngine.AllKingdoms[receivingKingdom].Emblem); // Act testGameEngine.AllKingdoms[sendingKingdom].SendMessage(testGameEngine.AllKingdoms[receivingKingdom], message); // Assert Assert.AreEqual(testGameEngine.AllKingdoms[sendingKingdom].Allies.FirstOrDefault(), receivingKingdom); Assert.AreEqual(testGameEngine.AllKingdoms[receivingKingdom].Allies.FirstOrDefault(), sendingKingdom); }
// CONSTRUCTORS public Soldier() : base() { Number++; Seqnumber = Number; Random rand = new Random((int)DateTime.Now.Ticks); Name = Names[(Number + rand.Next(0, 10)) % 11]; Damage = rand.Next(30, 115); Armor = rand.Next(10, 55); Speed = rand.Next(10, 55); Tier = (Damage + Armor) / 40; Quality = Qualities.Legendary; Banner = Kingdoms.Empire; Curhp = Hp; IsAlive = true; Thread.Sleep(1); }
public void When_ValidKingdomAndMessage_Expect_AllianceMade(string input, Kingdoms kingdom) { // Arrange var aGoldenCrown = new AGoldenCrown(); var testGameEngine = new GameEngine(consoleMethods); // we cure the input as the user input is being converted to lower and // trimmed when being read from the console in the actual application input = input.ToLower().Trim(); // Act aGoldenCrown.CustomInputAction(input, testGameEngine); // Assert Assert.That(testGameEngine.AllKingdoms[competingKingdom].Allies.Contains(kingdom) && testGameEngine.AllKingdoms[kingdom].Allies.Contains(competingKingdom)); }
public Legionary(string name, int age, Genders gender, int damage, int armour, int speed, int shieldArmour, Qualities quality, Kingdoms banner) : base(name, age, gender, damage, armour, speed, quality, banner) { this.shieldArmour = shieldArmour; }
public Spearman(string name, int age, Genders gender, int damage, int armour, int speed, int spearLength, Qualities quality, Kingdoms banner) : base(name, age, gender, damage, armour, speed, quality, banner) { this.spearLength = spearLength; }
public Cataphract(string name, int age, Genders gender, int damage, int armour, int speed, int horseSpeed, Qualities quality, Kingdoms banner) : base(name, age, gender, damage, armour, speed, quality, banner) { this.horseSpeed = horseSpeed; }
public Kingdom(Kingdoms kingdom, string emblem) { Name = kingdom; Emblem = emblem; Allies = new List <Kingdoms>(); }
public Message(Kingdoms sender, Kingdoms recipient, string secretMessage) { Sender = sender; Recipient = recipient; Text = secretMessage; }