public bool ClassLevelInfoAvailable(Common.strClassLevelInfoProps parCLI) { ClassLevelInfo objCLI = new ClassLevelInfo(); objCLI.GetClassLevel(objSelectedClass.ClassID, ClassLevel); bool returnVal = false; switch (parCLI) { case Common.strClassLevelInfoProps.Talent: if (objCLI.Talent == 1) { returnVal = true; } else { returnVal = false; } break; case Common.strClassLevelInfoProps.BonusFeat: if (objCLI.BonusFeat == 1) { returnVal = true; } else { returnVal = false; } break; case Common.strClassLevelInfoProps.ForceSecret: if (objCLI.ForceSecret == 1) { returnVal = true; } else { returnVal = false; } break; case Common.strClassLevelInfoProps.ForceTechnique: if (objCLI.ForceTechnique == 1) { returnVal = true; } else { returnVal = false; } break; default: break; } return(returnVal); }
public void Test_IsClassInList_ListClassLevelParam_BadResult() { bool blnIsInList = false; ClassLevelInfo objClassLI = new ClassLevelInfo(); ClassLevelInfo objClassLI2 = new ClassLevelInfo(); ClassLevelInfo objClassLI3 = new ClassLevelInfo(); ClassLevelInfo objClassLI4 = new ClassLevelInfo(); List <ClassLevelInfo> lstClassLI = new List <ClassLevelInfo>(); List <ClassLevelInfo> lstClassLI2 = new List <ClassLevelInfo>(); objClassLI.GetClassLevel(1); objClassLI2.GetClassLevel(2); objClassLI3.GetClassLevel(3); objClassLI4.GetClassLevel(4); lstClassLI.Add(objClassLI); lstClassLI.Add(objClassLI2); lstClassLI2.Add(objClassLI3); lstClassLI2.Add(objClassLI4); blnIsInList = ClassLevelInfo.IsClassInList(lstClassLI, lstClassLI2); Assert.IsFalse(blnIsInList); }
public void Test_GetClassLevelInfo_ByID_BadResult() { int ClassLevelID = 0; ClassLevelInfo objClassLevelInfo = new ClassLevelInfo(); objClassLevelInfo.GetClassLevel(ClassLevelID); Assert.IsNull(objClassLevelInfo.Class); }
public void Test_GetClassLevelInfo_ByID_GoodResult() { int ClassLevelID = 1; ClassLevelInfo objClassLevelInfo = new ClassLevelInfo(); objClassLevelInfo.GetClassLevel(ClassLevelID); Assert.AreEqual(ClassLevelID, objClassLevelInfo.ClassLevelID); }
public void Test_GetClassLevelInfo_ByClassIDClassLevel_BadResult() { int ClassID = 0; int ClassLevel = 1; ClassLevelInfo objClassLevelInfo = new ClassLevelInfo(); objClassLevelInfo.GetClassLevel(ClassID, ClassLevel); Assert.IsNull(objClassLevelInfo.Class); }
public void Test_GetClassLevelInfos_WithOutOrderBy_NoResult() { string strWhere = "ClassID=0 and ClassLevel in (1,2,3)"; string strOrderBy = ""; ClassLevelInfo objClassLevelInfo = new ClassLevelInfo(); List <ClassLevelInfo> lstClassLevelInfos = new List <ClassLevelInfo>(); lstClassLevelInfos = objClassLevelInfo.GetClassLevels(strWhere, strOrderBy); Assert.IsTrue(lstClassLevelInfos.Count == 0); }
public void Test_IsClassInList_SingleClassLevelParam_GoodResult() { bool blnIsInList = false; ClassLevelInfo objClassLI = new ClassLevelInfo(); List <ClassLevelInfo> lstClassLI = new List <ClassLevelInfo>(); objClassLI.GetClassLevel(1); lstClassLI.Add(objClassLI); blnIsInList = ClassLevelInfo.IsClassInList(objClassLI, lstClassLI); Assert.IsTrue(blnIsInList); }
private void btnCommitChanges_Click(object sender, EventArgs e) { //Save Class Level CharacterClassLevel objNewCL = new CharacterClassLevel(); objNewCL.ClassID = objCALC.objSelectedClass.ClassID; objNewCL.ClassLevel = objCALC.ClassLevel; objNewCL.CharacterID = objCALC.objCharacter.CharacterID; objNewCL.SaveCharacterClassLevel(); //Update New Character Level objCALC.objCharacter.CharacterLevelID = objCALC.objNewCharLevel.CharacterLevelID; //Add Talent if (objCALC.objSelectedTalent.TalentName != null) { objCALC.objSelectedTalent.SaveCharacterTalent(objCALC.objCharacter.CharacterID, objCALC.objSelectedTalent.TalentID); } //Add objAbility1Modified if (objCALC.objAbility1Modified.AbilityName != null) { Ability.IncreaseCharacterAbility(objCALC.objAbility1Modified.AbilityID, 1, ref objCALC.objCharacter); } //Add objAbility2Modified if (objCALC.objAbility2Modified.AbilityName != null) { Ability.IncreaseCharacterAbility(objCALC.objAbility2Modified.AbilityID, 1, ref objCALC.objCharacter); } //Add Bonus Feat if (objCALC.objBonusFeat.FeatName != null) { objCALC.objBonusFeat.SaveCharacterFeat(objCALC.objCharacter.CharacterID, objCALC.objBonusFeat.FeatID); } //Add Level Feat if (objCALC.objCharLevelFeat.FeatName != null) { objCALC.objCharLevelFeat.SaveCharacterFeat(objCALC.objCharacter.CharacterID, objCALC.objCharLevelFeat.FeatID); } //Add Starting Feat if (objCALC.lstStartingFeat.Count > 0) { foreach (Feat objSF in objCALC.lstStartingFeat) { objSF.SaveCharacterFeat(objCALC.objCharacter.CharacterID, objSF.FeatID); } } //Add Force Powers if (objCALC.lstNewForcePowers.Count > 0) { foreach (ForcePower objFP in objCALC.lstNewForcePowers) { objFP.SaveCharacterForcePower(objCALC.objCharacter.CharacterID, objFP.ForcePowerID); } } //Add Character Skill if (objCALC.lstNewSkills.Count > 0) { foreach (CharacterSkill objCS in objCALC.lstNewSkills) { objCS.AbilityMod = Ability.GetAbilityMod(objCS.objSkill.objAbility.AbilityID, objCALC.objCharacter); objCS.HalfLevel = objCALC.objCharacter.CharacterLevelID / 2; if (CharacterSkill.DoesCharacterHaveSkillFocusForSkill(objCS.objSkill.SkillID, objCALC.objCharacter)) { objCS.SkillFocus = 5; } else { objCS.SkillFocus = 0; } objCS.Trained = 5; //Added a skill, don't check the skill training Feat objCS.Miscellaneous = 0; objCS.CharacterID = objCALC.objCharacter.CharacterID; objCS.SaveCharacterSkill(); } } if (objCALC.objForceSecret.ForceSecretName != null) { //save character force secret objCALC.objForceSecret.SaveCharacterForceSecret(objCALC.objCharacter.CharacterID); } if (objCALC.objForceTechnique.ForceTechniqueName != null) { //save character force secret objCALC.objForceTechnique.SaveCharacterForceTechnique(objCALC.objCharacter.CharacterID); } //Add Languages if (objCALC.lstLanguages.Count > 0) { foreach (Language objLan in objCALC.lstLanguages) { objLan.SaveCharacterLanguage(objCALC.objCharacter.CharacterID, objLan.LanguageID); } } //Now that we have added a Character Level's objects, we need to update the character. //Hit Points Ability objAbility = new Ability("Constitution"); Die objDie = new Die(objCALC.objSelectedClass.HitDieType); objCALC.objCharacter.HitPoints = objCALC.objCharacter.HitPoints + objDie.GenerateRandomNumber() + objCALC.objCharacter.GetCharacterAbilityModifier(objAbility); //Base Attack ClassLevelInfo objCLI = new ClassLevelInfo(); objCLI.GetClassLevel(objCALC.objSelectedClass.ClassID, objCALC.ClassLevel); objCALC.objCharacter.BaseAttack = objCALC.objCharacter.BaseAttack + objCLI.BaseAttack; //Grapple //Skill Increase //Defense Modifications //Weapon To hit / Damage //Damage Thresold //Reset force points //Increase Destiny Points ? }