public void NotEnoughItemsExchangeEncounterTest() { Dwarf gimli = new Dwarf(); Elf legolas = new Elf(); BasicSword sword = new BasicSword(); StygianBlade blade = new StygianBlade(); HearthSeekingBow bow = new HearthSeekingBow(); gimli.AddItem(blade); gimli.AddItem(bow); List <string> itemList = new List <string>() { sword.Name, blade.Name, bow.Name }; ExchangeEncounter encounter = new ExchangeEncounter(gimli, legolas, itemList); try { encounter.PlayEncounter(); Assert.Fail(); } //Si hay una excepción al tratar de intercambiar un item que no se tiene, se pasa al bloque catch y por ende se cumple el test. catch { Assert.Pass(); } }
public void BattleEncounterWithArmorAndWeaponsTest() { Scenario scenario = new Scenario(); Dwarf gimli = new Dwarf(); Orc orc = new Orc(); BasicSword sword = new BasicSword(); ChainMail armor = new ChainMail(); GoldenCoat coat = new GoldenCoat(); orc.AddItem(sword); orc.AddItem(armor); orc.AddItem(coat); List <CharacterClass> heroes = new List <CharacterClass>() { gimli }; List <CharacterClass> villains = new List <CharacterClass>() { orc }; BattleEncounter battle = new BattleEncounter(heroes, villains); List <List <CharacterClass> > everything = battle.PlayEncounter(); Assert.AreEqual(0, everything[0][0].HealthActual); }
// Constructor to load from save file with levels on weapons public WeaponManager(int[] weaponsLevels, int equippedWeapon) { weaponsAvailable = new Weapon[WeaponManager.WEAPONS_AVAILABLE]; weaponsAvailable[0] = new BasicSword(weaponsLevels[0]); weaponsAvailable[1] = new SwordOfTruth(weaponsLevels[1]); weaponsAvailable[2] = new KnightSword(weaponsLevels[2]); weaponsAvailable[2] = new WhirlwindAxe(weaponsLevels[3]); weaponIndex = equippedWeapon; currentWeapon = weaponsAvailable[weaponIndex]; }
private int weaponIndex; //the current index of the weapon array #endregion Fields #region Constructors public WeaponManager() { weaponsAvailable = new Weapon[WeaponManager.WEAPONS_AVAILABLE]; weaponsAvailable[0] = new BasicSword(1); weaponsAvailable[1] = new SwordOfTruth(0); weaponsAvailable[2] = new KnightSword(0); weaponsAvailable[3] = new WhirlwindAxe(0); weaponIndex = 0; currentWeapon = weaponsAvailable[weaponIndex]; }
public void ExchangeEncounterTest() { Dwarf gimli = new Dwarf(); Elf legolas = new Elf(); BasicSword sword = new BasicSword(); gimli.AddItem(sword); ExchangeEncounter encounter = new ExchangeEncounter(gimli, legolas, sword.Name); Assert.AreEqual(1, encounter.PlayEncounter()[1][0].ItemList.Count); }
public void PuttingAttackItemInTest() { Dwarf gimli = new Dwarf(); Orc dummy1 = new Orc(); dummy1.ReceiveDamage(gimli.Attack()); Orc dummy2 = new Orc(); BasicSword sword = new BasicSword(); gimli.AddItem(sword); dummy2.ReceiveDamage(gimli.Attack()); Assert.AreEqual(dummy1.HealthActual - dummy2.HealthActual, sword.AttackPower); }
public void RemoveAnItemThatYouDoNotHaveTest() { Dwarf gimli = new Dwarf(); BasicSword sword = new BasicSword(); try { gimli.RemoveItem(sword); Assert.Fail(); } //Si hay una excepción al tratar de remover un item que no se tiene, se pasa el test. catch { Assert.Pass(); } }
public void TwoAttackItemsTest() { Dwarf gimli = new Dwarf(); Orc dummy1 = new Orc(); dummy1.ReceiveDamage(gimli.Attack()); Orc dummy2 = new Orc(); BasicSword sword = new BasicSword(); StygianBlade sword2 = new StygianBlade(); gimli.AddItem(sword); gimli.AddItem(sword2); dummy2.ReceiveDamage(gimli.Attack()); Assert.AreEqual(dummy1.HealthActual - dummy2.HealthActual, sword.AttackPower + sword2.AttackPower); }
public void NoItemForExchangeEncounterTest() { Dwarf gimli = new Dwarf(); Elf legolas = new Elf(); BasicSword sword = new BasicSword(); try { ExchangeEncounter encounter = new ExchangeEncounter(gimli, legolas, sword.Name); encounter.PlayEncounter(); Assert.Fail(); } //Si hay una excepción al tratar de intercambiar un item que no se tiene, se pasa al bloque catch y por ende se cumple el test. catch { Assert.Pass(); } }
public void ManyItemsExchangeEncounterTest() { Dwarf gimli = new Dwarf(); Elf legolas = new Elf(); BasicSword sword = new BasicSword(); StygianBlade blade = new StygianBlade(); HearthSeekingBow bow = new HearthSeekingBow(); gimli.AddItem(sword); gimli.AddItem(blade); gimli.AddItem(bow); List <string> itemList = new List <string>() { sword.Name, blade.Name, bow.Name }; ExchangeEncounter encounter = new ExchangeEncounter(gimli, legolas, itemList); Assert.AreEqual(3, encounter.PlayEncounter()[1][0].ItemList.Count); }
//method for the drop at the end of the level //return the droping weapon or null if the player don't got a weapon public static Weapon getWeaponDrop(int level) { Weapon returnValue = null; int randomType = Random.Range(0, 100); int randomWeapon = Random.Range(0, 100); if (randomType < 5) { returnValue = new SwordOfTruth(level); } else if (randomType < 25) { if (randomWeapon < 50) returnValue = new KnightSword(level); else returnValue = new WhirlwindAxe(level); } else { returnValue = new BasicSword(level); } return returnValue; }
public BasicSword(BasicSword basicSword) : base(basicSword) { }