Exemple #1
0
        public void ExecuteTurn_WhenDoesNotHaveObjectsInCurrentRoundAndGroupRandomReturns0AndFirstGroupIsEmpty_ShouldReturnObjectFromSecondGroup(
            [Frozen] IBattleRandom battleRandom,
            BattleOrder battleOrder)
        {
            // 999 controls order to be defense
            // 0 is the to always return first obj and first group
            battleRandom.Next(Arg.Any <int>()).Returns(999, 0);

            ICombatObject outCombatObject;
            ICombatGroup  outCombatGroup;

            BattleManager.BattleSide foundInGroup;

            var attackerObject = CreateCombatObject(round: 1);
            var attackerGroup  = CreateGroup(attackerObject);
            var attackerList   = CreateList(upkeepNotParticipated: 1, combatGroups: attackerGroup);

            var defenderGroup1  = CreateGroup();
            var defenderObject2 = CreateCombatObject(round: 1);
            var defenderGroup2  = CreateGroup(defenderObject2);
            var defenderList    = CreateList(upkeepNotParticipated: 999, combatGroups: new [] { defenderGroup1, defenderGroup2 });

            var result = battleOrder.NextObject(0, attackerList, defenderList, out outCombatObject, out outCombatGroup, out foundInGroup);

            result.Should().Be(false);
            outCombatObject.Should().Be(defenderObject2);
            ((object)outCombatGroup).Should().Be(defenderGroup2);
            foundInGroup.Should().Be(BattleManager.BattleSide.Defense);
        }
Exemple #2
0
        public void ExecuteTurn_WhenGroupRandomReturns1AndGroupHasNoObjectsLeft_ShouldReturnFirstObjectFromFirstGroup(
            [Frozen] IBattleRandom battleRandom,
            BattleOrder battleOrder)
        {
            // 999 controls order to be defense
            // 1 is the second group idx
            // 0 is the first combat obj idx
            battleRandom.Next(Arg.Any <int>()).Returns(999, 1, 0);

            ICombatObject outCombatObject;
            ICombatGroup  outCombatGroup;

            BattleManager.BattleSide foundInGroup;

            var attackerObject = CreateCombatObject(round: 0);
            var attackerGroup  = CreateGroup(attackerObject);
            var attackerList   = CreateList(upkeepNotParticipated: 1, combatGroups: attackerGroup);

            var defenderObject1 = CreateCombatObject(round: 0);
            var defenderGroup1  = CreateGroup(defenderObject1);
            var defenderObject2 = CreateCombatObject(round: 1);
            var defenderGroup2  = CreateGroup(defenderObject2);
            var defenderList    = CreateList(upkeepNotParticipated: 999, combatGroups: new [] { defenderGroup1, defenderGroup2 });

            var result = battleOrder.NextObject(0, attackerList, defenderList, out outCombatObject, out outCombatGroup, out foundInGroup);

            result.Should().Be(true);
            outCombatObject.Should().Be(defenderObject1);
            ((object)outCombatGroup).Should().Be(defenderGroup1);
            foundInGroup.Should().Be(BattleManager.BattleSide.Defense);
        }
Exemple #3
0
        public void ExecuteTurn_WhenDoesNotHaveObjectsInCurrentRoundAndGroupRandomReturns0AndObjectRandomReturns1_ShouldReturnSecondObjectFromFirstGroup(
            [Frozen] IBattleRandom battleRandom,
            BattleOrder battleOrder)
        {
            // 999 controls order to be defense
            // 0 is the first group idx
            // 1 is the second combat obj idx
            // 1 is the random obj after we've found no objects are in the current round
            // 0 is going to be when looking into the attacker list (for group and obj) after it didnt find a defense
            battleRandom.Next(Arg.Any <int>()).Returns(999, 0, 1, 1, 0);

            ICombatObject outCombatObject;
            ICombatGroup  outCombatGroup;

            BattleManager.BattleSide foundInGroup;

            var attackerObject = CreateCombatObject(round: 1);
            var attackerGroup  = CreateGroup(attackerObject);
            var attackerList   = CreateList(upkeepNotParticipated: 1, combatGroups: attackerGroup);

            var defenderObject1 = CreateCombatObject(round: 1);
            var defenderObject2 = CreateCombatObject(round: 1);
            var defenderGroup   = CreateGroup(defenderObject1, defenderObject2);
            var defenderList    = CreateList(upkeepNotParticipated: 999, combatGroups: defenderGroup);

            var result = battleOrder.NextObject(0, attackerList, defenderList, out outCombatObject, out outCombatGroup, out foundInGroup);

            result.Should().Be(false);
            outCombatObject.Should().Be(defenderObject2);
            ((object)outCombatGroup).Should().Be(defenderGroup);
            foundInGroup.Should().Be(BattleManager.BattleSide.Defense);
        }
Exemple #4
0
        /// <summary>
        ///     Returns the next object from the primary group that should attack.
        ///     If primary group has no one able to attack, it will look into the secondary group instead.
        /// </summary>
        /// <returns>True if got an object from the current round. False if had to look into next round.</returns>
        public bool NextObject(uint round,
                               ICombatList attacker,
                               ICombatList defender,
                               out ICombatObject outCombatObject,
                               out ICombatGroup outCombatGroup,
                               out BattleManager.BattleSide foundInGroup)
        {
            var attackerUpkeep = attacker.UpkeepNotParticipatedInRound(round);
            var defenderUpkeep = defender.UpkeepNotParticipatedInRound(round);

            if (attackerUpkeep == 0 && defenderUpkeep == 0)
            {
                attackerUpkeep = attacker.UpkeepNotParticipatedInRound(round + 1);
                defenderUpkeep = defender.UpkeepNotParticipatedInRound(round + 1);
            }

            BattleManager.BattleSide sideAttack = random.Next(attackerUpkeep + defenderUpkeep) < attackerUpkeep
                                                          ? BattleManager.BattleSide.Attack
                                                          : BattleManager.BattleSide.Defense;
            var offensiveCombatList = sideAttack == BattleManager.BattleSide.Attack ? attacker : defender;
            var defensiveCombatList = sideAttack == BattleManager.BattleSide.Attack ? defender : attacker;
            var offensiveSide       = sideAttack;
            var defensiveSide       = sideAttack == BattleManager.BattleSide.Attack
                                        ? BattleManager.BattleSide.Defense
                                        : BattleManager.BattleSide.Attack;

            // Look into offenside combat list first
            ICombatObject outCombatObjectAttacker;
            ICombatGroup  outCombatGroupAttacker;

            if (NextObjectFromList(round, offensiveCombatList, out outCombatObjectAttacker, out outCombatGroupAttacker))
            {
                foundInGroup    = offensiveSide;
                outCombatGroup  = outCombatGroupAttacker;
                outCombatObject = outCombatObjectAttacker;
                return(true);
            }

            // Couldnt find in the attacker so look in defense
            ICombatObject outCombatObjectDefender;
            ICombatGroup  outCombatGroupDefender;

            if (NextObjectFromList(round, defensiveCombatList, out outCombatObjectDefender, out outCombatGroupDefender))
            {
                foundInGroup    = defensiveSide;
                outCombatGroup  = outCombatGroupDefender;
                outCombatObject = outCombatObjectDefender;
                return(true);
            }

            // Okay looks like both sides are done for this round. If we had an attacker
            // then we return that, otherwise go to the defender
            if (outCombatObjectAttacker != null)
            {
                foundInGroup    = offensiveSide;
                outCombatGroup  = outCombatGroupAttacker;
                outCombatObject = outCombatObjectAttacker;
            }
            else if (outCombatObjectDefender != null)
            {
                foundInGroup    = defensiveSide;
                outCombatGroup  = outCombatGroupDefender;
                outCombatObject = outCombatObjectDefender;
            }
            // If this happens then it means there is no one in the battle or the battle is prolly over
            else
            {
                outCombatGroup  = null;
                outCombatObject = null;
                foundInGroup    = offensiveSide;
                return(true);
            }

            return(false);
        }