Example #1
0
        public void SpyOnOwnArmy()
        {
            ProtoMessage ignore = null;

            MyPlayerCharacter.MoveTo(OwnedArmy.location, out ignore);
            // (need to move the character to the same location as the playercharacter)
            this.SpyArmyTest(client, MyPlayerCharacter.charID, OwnedArmy.armyID);
        }
Example #2
0
        public void SpyOnOwnFief()
        {
            ProtoMessage ignore = null;

            // (need to move the character to the same location as the playercharacter)
            MyPlayerCharacter.MoveTo(OwnedFief.id, out ignore);
            this.SpyFiefTest(client, MyPlayerCharacter.charID, OwnedFief.id, true);
        }
Example #3
0
        public void MaintainArmyValid()
        {
            // Add to treasury to ensure the army can be maintained
            int treasuryOld = MyPlayerCharacter.GetHomeFief().GetAvailableTreasury();

            MyPlayerCharacter.GetHomeFief().AdjustTreasury(200000);
            this.MaintainArmyTest(client, OwnedArmy.armyID);
            // Set army maintenance status to unmaintained
            OwnedArmy.isMaintained = false;
            // Reset treasury to old amount
            MyPlayerCharacter.GetHomeFief().AdjustTreasury(treasuryOld - MyPlayerCharacter.GetHomeFief().GetAvailableTreasury());
        }
Example #4
0
        public void MaintainArmyInsufficientFunds()
        {
            // Remove from treasury to ensure the army can be maintained
            int treasuryOld = MyPlayerCharacter.GetHomeFief().GetAvailableTreasury();

            MyPlayerCharacter.GetHomeFief().AdjustTreasury(-treasuryOld);
            // Ensure army has not been maintained already
            OwnedArmy.isMaintained = false;
            Assert.AreEqual(DisplayMessages.ArmyMaintainInsufficientFunds, this.MaintainArmyTest(client, OwnedArmy.armyID));

            // Reset treasury
            MyPlayerCharacter.GetHomeFief().AdjustTreasury(treasuryOld);
        }