public async Task <IActionResult> Edit(int id, [Bind("Deceptionid,Deceptionprof")] Deception deception) { if (id != deception.Deceptionid) { return(NotFound()); } if (ModelState.IsValid) { try { _context.Update(deception); await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!DeceptionExists(deception.Deceptionid)) { return(NotFound()); } else { throw; } } return(RedirectToAction(nameof(Index))); } return(View(deception)); }
public void ShouldNotEquate() { //assign ISkill expectedSkillBase = new Acrobatics(); ISkill actualSkillBase = new Deception(); //assert actualSkillBase.Should().NotBe(expectedSkillBase); }
public void ShouldReturnName() { //assign ISkill actualSkillBase = new Deception(); //act ITextObj name = actualSkillBase.Name(); //assert name.Should().Be(new TextObj("Deception")); }
public void Bonus_DeceptionSpecified_ShouldWork() { SetupCharacter(); Skills deception = new Deception(true, true); Assert.AreEqual(-5, deception.Bonus); Assert.IsTrue(deception.Proficiency); Assert.IsTrue(deception.Expertise); }
public async Task <IActionResult> Create([Bind("Deceptionid,Deceptionprof")] Deception deception) { if (ModelState.IsValid) { _context.Add(deception); await _context.SaveChangesAsync(); return(RedirectToAction(nameof(Index))); } return(View(deception)); }
public void ShouldReturnWisdomAsBaseAttribute() { //arrange ISkill skill = new Deception(); ICharacterAttribute charismaAttribute = new CharismaAttribute(); //act ICharacterAttribute actualAttribute = skill.BaseAttribute(); //assert actualAttribute.Should().Be(charismaAttribute); }
public void ShouldReturnActiveSkillBonus() { //arrange ISkill expectedSkillBase = new Deception(new CharismaAttribute(new AttributeScore(14)), true); AttributeScore score = new AttributeScore(4); //act IAttributeScore actualScore = expectedSkillBase.SkillBonus(); //assert actualScore.Should().Be(score); }
public void ShouldReturnBonusOfBaseAttribute() { //arrange CharismaAttribute charismaAttribute = new CharismaAttribute(new AttributeScore(14)); ISkill deception = new Deception(charismaAttribute, false); IAttributeScore expectedScore = new AttributeScore(2); //act IAttributeScore actualScore = deception.SkillBonus(); //assert actualScore.Should().Be(expectedScore); }
public override string ToString() { return(Acrobatics.ToString() + ' ' + AnimalHandling.ToString() + ' ' + Arcana.ToString() + ' ' + Athletics.ToString() + ' ' + Deception.ToString() + ' ' + History.ToString() + ' ' + Insight.ToString() + ' ' + Intimidation.ToString() + ' ' + Investigation.ToString() + ' ' + Medicine.ToString() + ' ' + Nature.ToString() + ' ' + Perception.ToString() + ' ' + Performance.ToString() + ' ' + Persusion.ToString() + ' ' + Religion.ToString() + ' ' + SleightOfHand.ToString() + ' ' + Stealth.ToString() + ' ' + Survival.ToString()); }