/// <summary> /// Resets the attribute with the given source /// </summary> /// <param name="src"></param> internal void Reset(ICharacterAttribute src, float learningFactor) { m_base = src.Base; m_implantBonus = src.ImplantBonus; m_lowerSkillBonus = src.LowerSkillBonus; m_upperSkillBonus = src.UpperSkillBonus; Update(learningFactor); }
public void ShouldMatchName() { //assign ICharacterAttribute expectedAttribute = new StrengthAttribute(new AttributeScore(18)); //act ICharacterAttribute actualAttribute = _attributeSet.MatchesName(CharacterAttributeName.Strength); //assert actualAttribute.Should().Be(expectedAttribute); }
public void ShouldReturnBaseAttribute() { //arrange ISkill skill = new AnimalHandling(); ICharacterAttribute wisdomAttribute = new WisdomAttribute(); //act ICharacterAttribute actualAttribute = skill.BaseAttribute(); //assert actualAttribute.Should().Be(wisdomAttribute); }
public void ShouldEquateAttributes() { //assign _characterSheet = new CharacterSheet(new Fighter(), new WoodElf(), _attributeSet); //act ICharacterAttribute actualAttribute = _characterSheet.Attribute(CharacterAttributeName.Dexterity); //assert actualAttribute.Should().Be(new DexterityAttribute()); }
public void ShouldReturnWisdomAsBaseAttribute() { //arrange ISkill skill = new Insight(); ICharacterAttribute wisdomAttribute = new WisdomAttribute(); //act ICharacterAttribute actualAttribute = skill.BaseAttribute(); //assert actualAttribute.Should().Be(wisdomAttribute); }
public void ShouldReturnBaseAttribute() { //arrange ISkill skill = new Intimidation(); ICharacterAttribute charismaAttribute = new CharismaAttribute(); //act ICharacterAttribute actualAttribute = skill.BaseAttribute(); //assert actualAttribute.Should().Be(charismaAttribute); }
public void ShouldReturnBaseAttribute() { //arrange ISkill skill = new SleightOfHand(); ICharacterAttribute dexterityAttribute = new DexterityAttribute(); //act ICharacterAttribute actualAttribute = skill.BaseAttribute(); //assert actualAttribute.Should().Be(dexterityAttribute); }
public void ShouldReturnWisdomAsBaseAttribute() { //arrange ISkill skill = new Athletics(); ICharacterAttribute strengthAttribute = new StrengthAttribute(); //act ICharacterAttribute actualAttribute = skill.BaseAttribute(); //assert actualAttribute.Should().Be(strengthAttribute); }
public void ShouldReturnBaseAttribute() { //arrange ISkill acrobatics = new Acrobatics(); ICharacterAttribute dexterityAttribute = new DexterityAttribute(); //act ICharacterAttribute actualAttribute = acrobatics.BaseAttribute(); //assert actualAttribute.Should().Be(dexterityAttribute); }
public void ShouldReturnWisdomAsBaseAttribute() { //arrange ISkill skill = new History(); ICharacterAttribute intellegenceAttribute = new IntellegenceAttribute(); //act ICharacterAttribute actualAttribute = skill.BaseAttribute(); //assert actualAttribute.Should().Be(intellegenceAttribute); }
/// <summary> /// When the user hovers over one of the attribute label, we display a tooltip such as : /// 19.8 (7 base + 7 remap points + 4 implants) /// </summary> /// <param name="sender">The source of the event.</param> /// <param name="e">The <see cref="System.EventArgs"/> instance containing the event data.</param> private void AttributeLabel_MouseHover(object sender, EventArgs e) { // Retrieve the attribute from the sender Label attributeLabel = (Label)sender; EveAttribute eveAttribute = (EveAttribute)attributeLabel.Tag; // Format the values for the tooltip ICharacterAttribute attribute = m_character[eveAttribute]; string toolTip = attribute.ToString("%e (%B base + %r remap points + %i implants)"); ToolTip.SetToolTip(attributeLabel, toolTip); }
public void ShouldReturnActivatedAndNonActiveSkillsForHumanWizard() { //arrange _characterSheet = new CharacterSheet(new Wizard(), new Human(), new FakeWizardAttributeSet()); ICharacterAttribute attribute = _characterSheet.Attribute(CharacterAttributeName.Dexterity); SleightOfHand slightOfHand = new SleightOfHand((DexterityAttribute)attribute, true); //act _characterSheet.ActivateSkill(slightOfHand); //assert List <ISkill> actualSkills = _characterSheet.Skills(); actualSkills.First(item => item.Name().Equals(new TextObj("Sleight Of Hand"))).SkillBonus().Should().Be(new AttributeScore(1)); actualSkills.First(item => item.Name().Equals(new TextObj("Acrobatics"))).SkillBonus().Should().Be(new AttributeScore(-1)); }
/// <summary> /// Resets the scratchpad from the <see cref="BaseCharacter"/> it was built upon. /// </summary> private void ResetFromCharacter() { TrainingTime = TimeSpan.Zero; TrainedSkills.Clear(); // Initialize attributes-related stuff for (int i = 0; i < m_attributes.Length; i++) { ICharacterAttribute attrib = m_character[(EveAttribute)i]; m_attributes[i].Reset(attrib.Base, attrib.ImplantBonus); } // Initialize skills m_skillPoints = 0; foreach (StaticSkill skill in StaticSkills.AllSkills) { long sp = m_character.GetSkillPoints(skill); long level = m_character.GetSkillLevel(skill); m_skillPoints += sp; m_skillSP[skill.ArrayIndex] = sp; m_skillLevels[skill.ArrayIndex] = level; } }
private IAttributeScore ApplyIntellegenceBonus(ICharacterAttribute attribute) => attribute.MatchesName(CharacterAttributeName.Intelligence) ? new AttributeScore(1) : new AttributeScore(0);
public virtual IAttributeScore RacialAttributeAdjustment(ICharacterAttribute attribute) => ApplyConstitutionBonus(attribute);
public void AddAttribute(ICharacterAttribute x) { _rawAttributes.Add(x.Name, x); }
public AttributeChangedEventArgs(ICharacterAttribute characterAttribute) { CharacterAttribute = characterAttribute; }
//Let the modifier apply it's own values... off the type... yea //I did that on purpose ;-) public void Apply(ICharacterAttribute a) { a.Value = ModifierType.ApplyModifier(this, a.Value); Console.WriteLine("applied!"); }
public override IAttributeScore RacialAttributeAdjustment(ICharacterAttribute attribute) => base.RacialAttributeAdjustment(attribute).Add(GetConstitutionBonus(attribute));
/// <summary> /// Resets the attribute with the given source /// </summary> /// <param name="src"></param> internal void Reset(ICharacterAttribute src) { m_base = src.Base; m_implantBonus = src.ImplantBonus; UpdateEffectiveAttribute(); }
private AttributeScore ApplyDexterityBonus(ICharacterAttribute attribute) => !attribute.MatchesName(CharacterAttributeName.Dexterity) ? new AttributeScore(0) : new AttributeScore(2);
public virtual IAttributeScore RacialAttributeAdjustment(ICharacterAttribute attribute) => _racialAttributeAdjustment;
protected SkillBase(ITextObj skillName, ICharacterAttribute baseAttribute, bool activateSkill) { _skillName = skillName; _baseAttribute = baseAttribute; _activateSkill = activateSkill; }
public override IAttributeScore RacialAttributeAdjustment(ICharacterAttribute attribute) => (AttributeScore)base.RacialAttributeAdjustment(attribute).Add(ApplyWisdomBonus(attribute));
public RogueStat(CombatStatType type, ICharacterAttribute primaryAttribute, ICharacterAttribute secondaryAttribute) : base(type, primaryAttribute, secondaryAttribute) { }
private IAttributeScore ApplyWisdomBonus(ICharacterAttribute attribute) => !attribute.MatchesName(CharacterAttributeName.Wisdom) ? new AttributeScore(0) : new AttributeScore(1);
private IAttributeScore GetConstitutionBonus(ICharacterAttribute attribute) => !attribute.MatchesName(CharacterAttributeName.Constitution) ? new AttributeScore(0) : new AttributeScore(1);
public virtual IAttributeScore RacialAttributeAdjustment(ICharacterAttribute attribute) => !attribute.MatchesName(CharacterAttributeName.Dexterity) ? new AttributeScore(0) : new AttributeScore(2);
public virtual IAttributeScore RacialAttributeAdjustment(ICharacterAttribute attribute) => ApplyDexterityBonus(attribute);
private IAttributeScore GetCharismaBonus(ICharacterAttribute attribute) => !attribute.MatchesName(CharacterAttributeName.Charisma) ? new AttributeScore(0) : new AttributeScore(1);