public void ReturnCoinFromSelector()
        {
            var tableName = string.Format(TableNameConstants.Percentiles.Formattable.LevelXCoins, 1);

            generator.GenerateAtLevel(1);
            mockTypeAndAmountPercentileSelector.Verify(p => p.SelectFrom(tableName), Times.Once);
        }
Exemple #2
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        public void LogGenerationEvents()
        {
            var innerCoin = new Coin();

            innerCoin.Currency = "currency";
            innerCoin.Quantity = 90210;
            mockInnerGenerator.Setup(g => g.GenerateAtLevel(9266)).Returns(innerCoin);

            var coin = decorator.GenerateAtLevel(9266);

            Assert.That(coin, Is.EqualTo(innerCoin));
            mockEventQueue.Verify(q => q.Enqueue(It.IsAny <string>(), It.IsAny <string>()), Times.Exactly(2));
            mockEventQueue.Verify(q => q.Enqueue("TreasureGen", "Beginning level 9266 coin generation"), Times.Once);
            mockEventQueue.Verify(q => q.Enqueue("TreasureGen", "Completed generation of level 9266 coin: 90210 currency"), Times.Once);
        }
        public Treasure GenerateAtLevel(int level)
        {
            if (level < LevelLimits.Minimum || level > LevelLimits.Maximum)
            {
                throw new ArgumentException($"Level {level} is not a valid level for treasure generation");
            }

            var treasure = new Treasure();

            treasure.Coin  = coinFactory.GenerateAtLevel(level);
            treasure.Goods = goodsFactory.GenerateAtLevel(level);
            treasure.Items = itemsFactory.GenerateRandomAtLevel(level);

            return(treasure);
        }
        public Coin GenerateAtLevel(int level)
        {
            eventQueue.Enqueue("TreasureGen", $"Beginning level {level} coin generation");
            var coin = innerGenerator.GenerateAtLevel(level);

            eventQueue.Enqueue("TreasureGen", $"Completed generation of level {level} coin: {coin.Quantity} {coin.Currency}");

            return(coin);
        }
        public Treasure GenerateAtLevel(int level)
        {
            var treasure = new Treasure();

            treasure.Coin  = coinFactory.GenerateAtLevel(level);
            treasure.Goods = goodsFactory.GenerateAtLevel(level);
            treasure.Items = itemsFactory.GenerateAtLevel(level);

            return(treasure);
        }
        private void GenerateAndAssertCoins()
        {
            var level = GetNewLevel();
            var coin  = coinGenerator.GenerateAtLevel(level);

            if (string.IsNullOrEmpty(coin.Currency))
            {
                Assert.That(coin.Currency, Is.Empty);
                Assert.That(coin.Quantity, Is.Zero);
            }
            else
            {
                Assert.That(coin.Currency, Is.EqualTo(CoinConstants.Copper)
                            .Or.EqualTo(CoinConstants.Gold)
                            .Or.EqualTo(CoinConstants.Platinum)
                            .Or.EqualTo(CoinConstants.Silver));
                Assert.That(coin.Quantity, Is.Positive);
            }
        }
 public void GenerateAtLevel_ThrowsException_LevelTooLow()
 {
     Assert.That(() => generator.GenerateAtLevel(LevelLimits.Minimum - 1),
                 Throws.ArgumentException.With.Message.EqualTo($"Level 0 is not a valid level for treasure generation"));
 }