public void GivenAWeaponName_ACostPropertyIsAssigned(string equipName, double expectedCost) { // Arrange Weapon weapon = new Weapon(); // Act Equipment.Equipment builtWeapon = weapon.BuildWeapon(equipName); var actualCost = builtWeapon.Cost; // Assert Assert.AreEqual(expectedCost, actualCost); }
public Weapon BuildWeapon(string weapon) { switch (weapon) { case "Gauntlet": Weapon gauntlet = new Weapon(0, "x2", "M", "1d3", "-", "Bludgeoning", 2, 1.00m, "Gauntlet"); return gauntlet; case "Unarmed Strike": Weapon unarmedStrike = new Weapon(0, "x2", "M", "1d3", "-", "Bludgeoning", 0, 0, "Unarmed Strike"); return unarmedStrike; case "Dagger": Weapon dagger = new Weapon(0, "19-20x2", "M", "1d4", "10", "Piercing or slashing", 2, 1, "Dagger"); return dagger; case "Dagger, punching": Weapon daggerPunching = new Weapon(0, "x3", "M", "1d4", "-", "Piercing", 2, 1, "Dagger, punching"); return daggerPunching; case "Gauntlet, spiked": Weapon gauntletSpiked = new Weapon(0, "x2", "M", "1d4", "-", "Piercing", 5, 1, "Gauntlet, spiked"); return gauntletSpiked; case "Mace, light": Weapon maceLight = new Weapon(0, "x2", "M", "1d6", "-", "Bludgeoning", 5, 4, "Mace, light"); return maceLight; case "Sickle": Weapon sickle = new Weapon(0, "x2", "M", "1d6", "-", "Slashing", 6, 2, "Sickle"); return sickle; case "Club": Weapon club = new Weapon(0, "x2", "M", "1d6", "10", "Bludgeoning", 0, 3, "Club"); return club; case "Mace, heavy": Weapon maceHeavy = new Weapon(0, "x2", "M", "1d8", "-", "Bludgeoning", 12, 8, "Mace, heavy"); return maceHeavy; case "Morningstar": Weapon morningstar = new Weapon(0, "x2", "M", "1d8", "-", "Bludgeoning and Piercing", 12, 8, "Morningstar"); return morningstar; case "Shortspear": Weapon shortspear = new Weapon(0, "x2", "M", "1d6", "20", "Piercing", 1, 3, "Shortspear"); return shortspear; case "Longspear": Weapon longspear = new Weapon(0, "x3", "M", "1d8", "-", "Piercing", 5, 9, "Longspear"); return longspear; case "Quarterstaff": Weapon quarterstaff = new Weapon(0, "x2", "M", "1d6/1d6", "-", "Bludgeoning", 0, 4, "Quarterstaff"); return quarterstaff; case "Spear": Weapon spear = new Weapon(0, "x3", "M", "1d8", "20", "Piercing", 2, 6, "Spear"); return spear; case "Crossbow, heavy": Weapon crossbowHeavy = new Weapon(0, "19-20x2", "M", "1d10", "120", "Piercing", 50, 8, "Crossbow, heavy"); return crossbowHeavy; case "Crossbow, light": Weapon crossbowLight = new Weapon(0, "19-20x2", "M", "1d8", "80", "Piercing", 35, 4, "Crossbow, light"); return crossbowLight; case "Bolts, crossbow (10)": Weapon boltsCrossbow = new Weapon(0, "-", "-", "-", "-", "-", 1, 1, "Bolts, crossbow (10)"); return boltsCrossbow; case "Dart": Weapon dart = new Weapon(0, "x2", "M", "1d4", "20", "Piercing", .50, .50m, "Dart"); return dart; case "Javelin": Weapon javelin = new Weapon(0, "x2", "M", "1d6", "30", "Piercing", 1, 2, "Javelin"); return javelin; case "Sling": Weapon sling = new Weapon(0, "x2", "M", "1d4", "50", "Bludgeoning", 0, 0, "Sling"); return sling; case "Bullets, sling (10)": Weapon bulletsSling = new Weapon(0, "-", "-", "-", "-", "-", .10, 5, "Bullets, sling"); return bulletsSling; case "Axe, throwing": Weapon axeThrowing = new Weapon(0, "x2", "M", "1d6", "10", "Slashing", 8, 2, "Axe, throwing"); return axeThrowing; case "Hammer, light": Weapon hammerLight = new Weapon(0, "x2", "M", "1d4", "20", "Bludgeoning", 1, 2, "Hammer, light"); return hammerLight; case "Handaxe": Weapon handaxe = new Weapon(0, "x3", "M", "1d6", "-", "Slashing", 6, 3, "Handaxe"); return handaxe; case "Kukri": Weapon kukri = new Weapon(0, "18-20x2", "M", "1d4", "-", "Slashing", 2, 8, "Kukri"); return kukri; case "Pick, light": Weapon pickLight = new Weapon(0, "x4", "M", "1d4", "-", "Piercing", 4, 3, "Pick, light"); return pickLight; case "Sap": Weapon sap = new Weapon(0, "x2", "M", "1d6", "-", "Bludgeoning", 1, 2, "Sap"); return sap; case "Shield,light": Weapon shieldLight = new Weapon(0, "x2", "M", "1d3", "-", "Bludgeoning", 0, 0, "Shield Light"); return shieldLight; case "Spiked Armor": Weapon spikedArmor = new Weapon(0, "x2", "M", "1d6", "-", "Piercing", 0, 0, "Spiked Armor"); return spikedArmor; case "Spiked shield, light": Weapon spikedShieldLight = new Weapon(0, "x2", "M", "1d4", "-", "Piercing", 0, 0, "Spiked shield, light"); return spikedShieldLight; case "Sword, short": Weapon swordShort = new Weapon(0, "19-20x2", "M", "1d6", "-", "Piercing", 10, 2, "Sword, short"); return swordShort; case "Battleaxe": Weapon battleaxe = new Weapon(0, "x3", "M", "1d8", "-", "Slashing", 10, 6, "Battleaxe"); return battleaxe; case "Flail": Weapon flail = new Weapon(0, "x2", "M", "1d8", "-", "Bludgeoning", 8, 5, "Flail"); return flail; case "Longsword": Weapon longsword = new Weapon(0, "19-20x2", "M", "1d8", "-", "Slashing", 15, 4, "Longsword"); return longsword; case "Pick, heavy": Weapon pickHeavy = new Weapon(0, "x4", "M", "1d6", "-", "Piercing", 8, 5, "Pick, heavy"); return pickHeavy; case "Rapier": Weapon rapier = new Weapon(0, "18-20x2", "M", "1d6", "-", "Piercing", 20, 2, "Rapier"); return rapier; case "Scimitar": Weapon scimitar = new Weapon(0, "18-20x2", "M", "1d6", "-", "Slashing", 15, 4, "Scimitar"); return scimitar; case "Shield, heavy": Weapon shieldHeavy = new Weapon(0, "x2", "M", "1d4", "-", "Bludgeoning", 0, 0, "Shield,heavy"); return shieldHeavy; case "Spiked shield, heavy": Weapon spikedShieldHeavy = new Weapon(0, "x2", "M", "1d6", "-", "Piercing", 15, 4, "Spiked shield,heavy"); return spikedShieldHeavy; case "Trident": Weapon trident = new Weapon(0, "x2", "M", "1d8", "10", "Piercing", 15, 4, "Trident"); return trident; case "Warhammer": Weapon warhammer = new Weapon(0, "x3", "M", "1d8", "-", "Bludgeoning", 12, 5, "Warhammer"); return warhammer; case "Falchion": Weapon falchion = new Weapon(0, "18-20x2", "M", "2d4", "-", "Slashing", 75, 8, "Falchion"); return falchion; case "Glaive": Weapon glaive = new Weapon(0, "x3", "M", "1d10", "-", "Slashing", 8, 10, "Glaive"); return glaive; case "Greataxe": Weapon greataxe = new Weapon(0, "x3", "M", "1d12", "-", "Slashing", 20, 12, "Greataxe"); return greataxe; case "Greatclub": Weapon greatclub = new Weapon(0, "x2", "M", "1d10", "-", "Bludgeoning", 5, 8, "Greatclub"); return greatclub; case "Flail, heavy": Weapon flailHeavy = new Weapon(0, "19-20x2", "M", "1d10", "-", "Bludgeoning", 15, 10, "Flail, heavy"); return flailHeavy; case "Greatsword": Weapon greatsword = new Weapon(0, "19-20x2", "M", "2d6", "-", "Slashing", 50, 8, "Greatsword"); return greatsword; case "Guisarme": Weapon guisarme = new Weapon(0, "x3", "M", "2d4", "-", "Slashing", 9, 12, "Guisarme"); return guisarme; case "Halberd": Weapon halberd = new Weapon(0, "x3", "M", "1d10", "-", "Piercing or Slashing", 10, 12, "Halberd"); return halberd; case "Lance": Weapon lance = new Weapon(0, "x3", "M", "1d8", "-", "Piercing", 10, 10, "Lance"); return lance; case "Ranseur": Weapon ranseur = new Weapon(0, "x3", "M", "2d4", "-", "Piercing", 10, 12, "Ranseur"); return ranseur; case "Scythe": Weapon scythe = new Weapon(0, "x4", "M", "2d4", "-", "Piercing or Slashing", 18, 10, "Scythe"); return scythe; case "Longbow": Weapon longbow = new Weapon(0, "x3", "M", "1d8", "100", "Piercing", 75, 3, "Longbow"); return longbow; case "Arrows (20)": Weapon arrow = new Weapon(0, "-", "-", "-", "-", "-", 1, 3, "Arrow (20)"); return arrow; case "Longbow, composite": Weapon longbowComposite = new Weapon(0, "x3", "M", "1d8", "110", "Piercing", 100, 3, "Longbow, composite"); return longbowComposite; case "Shortbow": Weapon shortbow = new Weapon(0, "x3", "M", "1d6", "60", "Piercing", 30, 2, "Shortbow"); return shortbow; case "Shortbow, composite": Weapon shortbowComposite = new Weapon(0, "x3", "M", "1d6", "70", "Piercing", 75, 2, "Shortbow, composite"); return shortbowComposite; case "Kama": Weapon kama = new Weapon(0, "x2", "M", "1d6", "-", "Slashing", 2, 2, "Kama"); return kama; case "Nunchaku": Weapon nunchaku = new Weapon(0, "x2", "M", "1d6", "-", "Bludgeoning", 2, 2, "Nunchaku"); return nunchaku; case "Sai": Weapon sai = new Weapon(0, "x2", "M", "1d4", "10", "Bludgeoning", 1, 1, "Sai"); return sai; case "Siangham": Weapon siangham = new Weapon(0, "x2", "M", "1d6", "-", "Piercing", 3, 1, "Siangham"); return siangham; case "Sword, bastard": Weapon swordBastard = new Weapon(0, "19-20x2", "M", "1d10", "-", "Slashing", 35, 6, "Sword, bastard"); return swordBastard; case "Waraxe, dwarven": Weapon waraxeDwarven = new Weapon(0, "x3", "M", "1d10", "-", "Slashing", 30, 8, "Waraxe, dwarven"); return waraxeDwarven; case "Whip": Weapon whip = new Weapon(0, "x2", "M", "1d3", "-", "Slashing", 1, 2, "Whip"); return whip; case "Axe, orc double": Weapon axeOrcDouble = new Weapon(0, "x3", "M", "1d8/1d8", "-", "Slashing", 60, 15, "Axe, orc double"); return axeOrcDouble; case "Chain, spiked": Weapon chainSpiked = new Weapon(0, "x2", "M", "2d4", "-", "Piercing", 25, 10, "Chain, spiked"); return chainSpiked; case "Flail, dire": Weapon flailDire = new Weapon(0, "x2", "M", "1d8/1d8", "-", "Bludgeoning", 25, 10, "Flail, dire"); return flailDire; case "Hammer, gnome hooked": Weapon hammerGnomeHooked = new Weapon(0, "x3/x4", "M", "1d8/1d6", "-", "Bludgeoning and Piercing", 20, 10, "Hammer, gnome hooked"); return hammerGnomeHooked; case "Sword, two-bladed": Weapon swordTwoBladed = new Weapon(0, "19-20x2", "M", "1d8/1d8", "-", "Slashing", 100, 10, "Sword, two-bladed"); return swordTwoBladed; case "Urgrosh, dwarven": Weapon urgroshDwarven = new Weapon(0, "x3", "M", "1d8/1d6", "-", "Slashing or Piercing", 50, 12, "Urgrosh, dwarven"); return urgroshDwarven; case "Bolas": Weapon bolas = new Weapon(0, "x2", "M", "1d4", "10", "Bludgeoning", 5, 2, "Bolas"); return bolas; case "Crossbow, hand": Weapon crossbowHand = new Weapon(0, "19-20x2", "M", "1d4", "30", "Piercing", 100, 2, "Crossbow, hand"); return crossbowHand; case "Bolts, crossbow(5)": Weapon boltsCrossbow5 = new Weapon(0, "-", "-", "-", "-", "-", 1, 1, "Bolts, crossbow"); return boltsCrossbow5; case "Crossbow, repeating heavy": Weapon crossbowRepeatingHeavy = new Weapon(0, "19-20x2", "M", "1d10", "120", "Piercing", 400, 12, "Crossbow, repeating heavy"); return crossbowRepeatingHeavy; case "Crossbow, repeating light": Weapon crossbowRepeatingLight = new Weapon(0, "19-20x2", "M", "1d8", "80", "Piercing", 250, 6, "Crossbow, repeating heavy"); return crossbowRepeatingLight; case "Net": Weapon net = new Weapon(0, "-", "M", "-", "10", "-", 20, 1, "Net"); return net; case "Shuriken": Weapon shuriken = new Weapon(0, "x2", "M", "1d2", "10", "Piercing", 1, .50m, "Shuriken"); return shuriken; } return new Weapon(0, "Error", "Error", "Error", "Error", "Error", 0, 0, "Error"); }
public void DisplayWeaponOne(Weapon weapon) { costWeaponOneTextBox.Text = weapon.Cost.ToString(); damageWeaponOneTextBox.Text = weapon.Damage; criticalWeaponOneTextBox.Text = weapon.Critical; rangeIncrementWeaponOneTextBox.Text = weapon.RangeIncrement; weightWeaponOneTextBox.Text = weapon.Weight.ToString(); typeWeaponOneTextBox.Text = weapon.DamageType; }
private void removeWeaponButton_Click(object sender, EventArgs e) { Weapon weapon = new Weapon(); if (weaponListBox.SelectedItem != null) { Weapon removedWeapon = weapon.BuildWeapon(weaponListBox.SelectedItem.ToString()); TotalWeight = TotalWeight - removedWeapon.Weight; DisplayLoadAndWeight(); Player.PlayerClass.Gold = Player.PlayerClass.Gold + removedWeapon.Cost; weaponListBox.Items.Remove(weaponListBox.SelectedItem); } totalWeightTextBox.Text = TotalWeight.ToString(); goldTextBox.Text = Player.PlayerClass.Gold.ToString(); }
private void addWeaponButton_Click(object sender, EventArgs e) { Weapon weapon = new Weapon(); Weapon shinyWeapon = weapon.BuildWeapon(weaponOneComboBox.SelectedItem.ToString()); if ((weaponOneComboBox.SelectedItem == null) || (!((Player.PlayerClass.Gold - shinyWeapon.Cost) >= 0))) { MessageBox.Show(Broke); weaponOneComboBox.ResetText(); } else { TotalWeight = TotalWeight + shinyWeapon.Weight; DisplayLoadAndWeight(); Player.PlayerClass.Gold = Player.PlayerClass.Gold - shinyWeapon.Cost; goldTextBox.Text = Player.PlayerClass.Gold.ToString(); weaponListBox.Items.Add(weaponOneComboBox.Text); } }
private void weaponOneComboBox_SelectedIndexChanged(object sender, EventArgs e) { Weapon weapon = new Weapon(); Weapon playerWeapon = weapon.BuildWeapon(weaponOneComboBox.SelectedItem.ToString()); DisplayWeaponOne(playerWeapon); }