public void ShouldReturnCorrectName() { //arrange AllArmor allArmor = new AllArmor(); AllShields allShields = new AllShields(); Battleaxe battleaxe = new Battleaxe(); BrewersSupplies brewersSupplies = new BrewersSupplies(); Dagger dagger = new Dagger(); Darts darts = new Darts(); Handaxe handaxe = new Handaxe(); LightArmor lightArmor = new LightArmor(); LightCrossbow lightCrossbow = new LightCrossbow(); Longbow longbow = new Longbow(); Longsword longsword = new Longsword(); MartialWeapons martialWeapons = new MartialWeapons(); MasonsTools masonsTools = new MasonsTools(); MediumArmor mediumArmor = new MediumArmor(); Quarterstaff quarterstaff = new Quarterstaff(); Shortbow shortbow = new Shortbow(); Shortsword shortsword = new Shortsword(); SimpleWeapons simpleWeapons = new SimpleWeapons(); Sling sling = new Sling(); SmithsTools smithsTools = new SmithsTools(); ThrowingHammer throwingHammer = new ThrowingHammer(); Warhammer warhammer = new Warhammer(); //assert allArmor.Name().Should().Be(new TextObj("All Armor")); allShields.Name().Should().Be(new TextObj("All Shields")); battleaxe.Name().Should().Be(new TextObj("Battleaxe")); brewersSupplies.Name().Should().Be(new TextObj("Brewer's Supplies")); dagger.Name().Should().Be(new TextObj("Dagger")); darts.Name().Should().Be(new TextObj("Darts")); handaxe.Name().Should().Be(new TextObj("Handaxe")); lightArmor.Name().Should().Be(new TextObj("Light Armor")); lightCrossbow.Name().Should().Be(new TextObj("Light Crossbow")); longbow.Name().Should().Be(new TextObj("Longbow")); longsword.Name().Should().Be(new TextObj("Longsword")); martialWeapons.Name().Should().Be(new TextObj("Martial Weapons")); masonsTools.Name().Should().Be(new TextObj("Mason's Tools")); mediumArmor.Name().Should().Be(new TextObj("Medium Armor")); quarterstaff.Name().Should().Be(new TextObj("Quarterstaff")); shortbow.Name().Should().Be(new TextObj("Shortbow")); shortsword.Name().Should().Be(new TextObj("Shortsword")); simpleWeapons.Name().Should().Be(new TextObj("Simple Weapons")); sling.Name().Should().Be(new TextObj("Sling")); smithsTools.Name().Should().Be(new TextObj("Smith's Tools")); throwingHammer.Name().Should().Be(new TextObj("Throwing Hammer")); warhammer.Name().Should().Be(new TextObj("Warhammer")); }
private static Item[] Range() { var items = new List <Item>(); switch (Dungeon.Depth) { case 6: Item item; if (Random.Int(2) == 0) { item = new Quarterstaff(); } else { item = new Spear(); } items.Add(item.Identify()); items.Add(new LeatherArmor().Identify()); items.Add(new SeedPouch()); items.Add(new Weightstone()); break; case 11: Item item1; if (Random.Int(2) == 0) { item1 = new Sword(); } else { item1 = new Mace(); } items.Add(item1.Identify()); items.Add(new MailArmor().Identify()); items.Add(new ScrollHolder()); items.Add(new Weightstone()); break; case 16: Item item3; if (Random.Int(2) == 0) { item3 = new Longsword(); } else { item3 = new BattleAxe(); } items.Add(item3.Identify()); items.Add(new ScaleArmor().Identify()); items.Add(new WandHolster()); items.Add(new Weightstone()); break; case 21: switch (Random.Int(3)) { case 0: items.Add(new Glaive().Identify()); break; case 1: items.Add(new WarHammer().Identify()); break; case 2: items.Add(new PlateArmor().Identify()); break; } items.Add(new Torch()); items.Add(new Torch()); break; } items.Add(new PotionOfHealing()); for (var i = 0; i < 3; i++) { items.Add(Generator.Random(Generator.Category.POTION)); } items.Add(new ScrollOfIdentify()); items.Add(new ScrollOfRemoveCurse()); items.Add(new ScrollOfMagicMapping()); items.Add(Generator.Random(Generator.Category.SCROLL)); items.Add(new OverpricedRation()); items.Add(new OverpricedRation()); items.Add(new Ankh()); var range = items.ToArray(); Random.Shuffle(range); return(range); }
private MeleeWeapon ChangeWeapon(MeleeWeapon w) { MeleeWeapon n = null; if (w is Knuckles) { n = new Dagger(); } else if (w is Dagger) { n = new Knuckles(); } else if (w is Spear) { n = new Quarterstaff(); } else if (w is Quarterstaff) { n = new Spear(); } else if (w is Sword) { n = new Mace(); } else if (w is Mace) { n = new Sword(); } else if (w is Longsword) { n = new BattleAxe(); } else if (w is BattleAxe) { n = new Longsword(); } else if (w is Glaive) { n = new WarHammer(); } else if (w is WarHammer) { n = new Glaive(); } if (n == null) { return(null); } var level = w.level; if (level > 0) { n.Upgrade(level); } else if (level < 0) { n.Degrade(-level); } if (w.IsEnchanted) { n.Enchant(Weapon.Enchantment.Random()); } n.levelKnown = w.levelKnown; n.cursedKnown = w.cursedKnown; n.cursed = w.cursed; Journal.Remove(Journal.Feature.WELL_OF_TRANSMUTATION); return(n); }