public void UpdateRelationship(float increment) { relationship += increment; if (travellerType == TravellerType.Warband || travellerType == TravellerType.Invader) { if (relationship < 0) { travellerType = TravellerType.Invader; } else { travellerType = TravellerType.Warband; } } }
public void Create_ShouldCreateNewReviewCorrectly() { int hotelId = 1; this.dbContext.Hotels.Add(new Hotel { Id = hotelId }); this.dbContext.SaveChanges(); Rating rating = Rating.Average; Season timeOfYear = Season.Autumn; TravellerType travellerType = TravellerType.Business; var model = new HotelReviewWriteViewModel { HotelId = hotelId, Rating = rating, TimeOfYear = timeOfYear, TravellerType = travellerType, }; string username = "******"; this.dbContext.Users.Add(new MbUser { UserName = username }); this.dbContext.SaveChanges(); this.hotelReviewsService.Create(model, username); HotelReview result = this.dbContext.HotelReviews.First(); result.ShouldSatisfyAllConditions ( () => result.HotelId.ShouldBe(hotelId), () => result.Rating.ShouldBe(rating), () => result.TimeOfYear.ShouldBe(timeOfYear), () => result.TravellerType.ShouldBe(travellerType), () => result.User.UserName.ShouldBe(username) ); }
public void SummonRandomTraveller(TravelLocation startingPoint, TravellerType travellerType, int unitCount) { ScenePointBehavior spawnPoint = ObtainSpawnPoint(startingPoint); BaseTravellerData travellerData = new BaseTravellerData(); GameObject tmp = null; tmp = GameObject.Instantiate(basicInvaderPrefab, spawnPoint.transform.position, Quaternion.identity, null); int rand = UnityEngine.Random.Range(0, 100); switch (travellerType) { case TravellerType.Invader: travellerData = travellerGenerator.GenerateRandomWarbandTraveller(unitCount, -100); travellerData.travellersName = "Sweet Bandits" + rand.ToString(); // Create a name generator break; case TravellerType.Merchant: travellerData = travellerGenerator.GenerateRandomMerchantTraveller(unitCount, 0); travellerData.travellersName = "Merchant of " + rand.ToString(); // Create a name generator break; case TravellerType.Hero: break; case TravellerType.Warband: travellerData = travellerGenerator.GenerateRandomWarbandTraveller(unitCount, 0); travellerData.travellersName = "Mercenary " + rand.ToString(); break; default: break; } // Positions and Target locations travellerData.originalSpawnPoint = spawnPoint.gameObject.name; travellerData.currentScenePoint = spawnPoint.gameObject.name; travellerData.currentSceneTargetPoint = frontGate.gameObject.name; BaseTravellerBehavior inv = tmp.GetComponent <BaseTravellerBehavior>(); inv.InitializeSpawnInvasion(travellerData); inv.armyMovement.SetPosition(spawnPoint, true); inv.TravelMovement(frontGate); if (spawnedUnits == null) { spawnedUnits = new List <BaseTravellerBehavior>(); } spawnedUnits.Add(inv); CheckRelationship(travellerData.relationship); if (TransitionManager.GetInstance != null && !TransitionManager.GetInstance.isNewGame) { if (PlayerGameManager.GetInstance != null) { PlayerGameManager.GetInstance.SaveTraveller(travellerData); SaveData.SaveLoadManager.GetInstance.SaveCurrentCampaignData(); } } }