public void Apply211() { Ability ability; ability = new Ability(); ability.Apply((global::Descent.Model.Player.Figure.Figure)null); this.Apply(ability, (global::Descent.Model.Player.Figure.Figure)null); Assert.IsNotNull((object)ability); Assert.AreEqual<bool>(false, ability.Triggered); }
public void AvailableGet726() { Ability ability; bool b; ability = new Ability(); ability.Apply((global::Descent.Model.Player.Figure.Figure)null); b = this.AvailableGet(ability); Assert.AreEqual<bool>(true, b); Assert.IsNotNull((object)ability); Assert.AreEqual<bool>(false, ability.Triggered); }
public void ToString01287() { Ability ability; string s; ability = new Ability(); ability.Apply((global::Descent.Model.Player.Figure.Figure)null); s = this.ToString01(ability); Assert.AreEqual<string>("None", s); Assert.IsNotNull((object)ability); Assert.AreEqual<bool>(false, ability.Triggered); }
public void Constructor27() { List<SurgeAbility> list; List<Ability> list1_; Equipment equipment; PotionMarker potionMarker; SurgeAbility[] surgeAbilitys = new SurgeAbility[0]; list = new List<SurgeAbility>((IEnumerable<SurgeAbility>)surgeAbilitys); Ability[] abilitys = new Ability[0]; list1_ = new List<Ability>((IEnumerable<Ability>)abilitys); equipment = new Equipment(0, (string)null, EquipmentType.Weapon, EAttackType.NONE, EquipmentRarity.Common, 0, list, 0, list1_, (List<Dice>)null); potionMarker = this.Constructor(0, "\0", (Texture2D)null, 0, equipment); Assert.IsNotNull((object)potionMarker); Assert.AreEqual<int> (0, ((global::Descent.Model.Board.Marker.Marker)potionMarker).Id); Assert.AreEqual<string> ("\0", ((global::Descent.Model.Board.Marker.Marker)potionMarker).Name); Assert.IsNull(((global::Descent.Model.Board.Marker.Marker)potionMarker).Texture); Assert.AreEqual<int> (0, ((global::Descent.Model.Board.Marker.Marker)potionMarker).MovementPoints); }
public Ability Constructor() { Ability target = new Ability(); return target; // TODO: add assertions to method AbilityTest.Constructor() }
/// <summary> /// Adds an ability to the list of abilities for this figure /// </summary> /// <param name="ability"> /// The ability to be added /// </param> public void AddAbility(Ability ability) { Contract.Requires(ability != null); Contract.Ensures(abilities.Count == Contract.OldValue(abilities.Count) + 1); abilities.Add(ability); }
/// <summary> /// Initializes a new instance of the <see cref="SurgeAbility"/> class. /// </summary> /// <param name="cost"> /// The cost of the ability /// </param> /// <param name="ability"> /// The ability to be bought /// </param> public SurgeAbility(int cost, Ability ability) { this.cost = cost; this.ability = ability; }
/// <summary> /// Creates an ability by parsing a string /// </summary> /// <param name="abilityString"> /// An ability as a string /// </param> /// <returns> /// An ability /// </returns> public static Ability GetAbility(string abilityString) { Ability ability = new Ability(); if (abilityString == null || abilityString == string.Empty) return ability; string[] data = abilityString.Split(' '); for (int i = 0; i < data.Length; i++) { switch (data[i]) { case "When": ability.triggered = true; break; case "MakingAttacking": ability.trigger += ability.WhenAttacking; break; case "IfType": EAttackType.TryParse(data[++i], true, out ability.type); ability.trigger += ability.IfType; break; case "Armor": ability.bonus = AbilityBonus.Armor; ability.amount = int.Parse(data[++i]); break; case "Aura": ability.bonus = AbilityBonus.Aura; break; case "Breath": ability.bonus = AbilityBonus.Breath; break; case "Burn": ability.bonus = AbilityBonus.Burn; break; case "Command": ability.bonus = AbilityBonus.Command; break; case "Damage": ability.bonus = AbilityBonus.Damage; ability.amount = int.Parse(data[++i]); break; case "Fear": ability.bonus = AbilityBonus.Fear; ability.amount = int.Parse(data[++i]); break; case "Fly": ability.bonus = AbilityBonus.Fly; break; case "Grapple": ability.bonus = AbilityBonus.Grapple; break; case "Knockback": ability.bonus = AbilityBonus.Grapple; break; case "Pierce": ability.bonus = AbilityBonus.Pierce; ability.amount = int.Parse(data[++i]); break; case "Poison": ability.bonus = AbilityBonus.Poison; break; case "QuickShot": ability.bonus = AbilityBonus.QuickShot; break; case "Range": ability.bonus = AbilityBonus.Range; ability.amount = int.Parse(data[++i]); break; case "Reach": ability.bonus = AbilityBonus.Reach; break; case "Sorcery": ability.bonus = AbilityBonus.Sorcery; ability.amount = int.Parse(data[++i]); break; case "Stun": ability.bonus = AbilityBonus.Stun; break; case "Surge": ability.bonus = AbilityBonus.Surge; ability.amount = int.Parse(data[++i]); break; case "Sweep": ability.bonus = AbilityBonus.Sweep; break; case "Undying": ability.bonus = AbilityBonus.Undying; break; } } return ability; }
private static Func<bool> GetTrigger(string trigger, Ability ability) { bool triggerFunc; if (trigger.StartsWith("WhenAttacking")) { return ability.WhenAttacking; } return isTrue; }