public void ShouldReturnDexterityAttributeScores() { //arrange ICharacterAttribute expectedAttribute = new DexterityAttribute(); //assert _attributeSet.MatchesName(CharacterAttributeName.Dexterity).Should().Be(expectedAttribute); }
public void ShouldNotEquateName() { //assign ICharacterAttribute attribute = new StrengthAttribute(new AttributeScore(18)); ICharacterAttribute attribute2 = new DexterityAttribute(new AttributeScore(18)); //assert attribute2.Should().NotBe(attribute); }
public void ShouldApplyRacialAttributeBonus() { //arrange ICharacterAttribute attribute = new DexterityAttribute(new AttributeScore(10)); //act attribute.ApplyRacialBonus(CharacterRace.Human); //assert attribute.Score().Should().Be(new AttributeScore(11)); }
public void ShouldReturnBaseAttribute() { //arrange ISkill skill = new SleightOfHand(); ICharacterAttribute dexterityAttribute = new DexterityAttribute(); //act ICharacterAttribute actualAttribute = skill.BaseAttribute(); //assert actualAttribute.Should().Be(dexterityAttribute); }
public void ShouldReturnBaseAttribute() { //arrange ISkill acrobatics = new Acrobatics(); ICharacterAttribute dexterityAttribute = new DexterityAttribute(); //act ICharacterAttribute actualAttribute = acrobatics.BaseAttribute(); //assert actualAttribute.Should().Be(dexterityAttribute); }
public void ShouldSetScore() { //arrange ICharacterAttribute attribute = new DexterityAttribute(new AttributeScore(10)); IAttributeScore expectedScore = new AttributeScore(14); //act attribute.Set(expectedScore); //assert attribute.Score().Should().Be(expectedScore); }
public void ShouldReturnBonusOfBaseAttribute() { //arrange DexterityAttribute dexterityAttribute = new DexterityAttribute(new AttributeScore(14)); ISkill sleightOfHand = new SleightOfHand(dexterityAttribute); IAttributeScore expectedScore = new AttributeScore(2); //act IAttributeScore actualScore = sleightOfHand.SkillBonus(); //assert actualScore.Should().Be(expectedScore); }
public void ShouldReturnBonusOfBaseAttribute() { //arrange DexterityAttribute dexterityAttribute = new DexterityAttribute(new AttributeScore(14)); ISkill acrobatics = new Acrobatics(dexterityAttribute); IAttributeScore expectedScore = new AttributeScore(2); //act IAttributeScore actualScore = acrobatics.SkillBonus(); //assert actualScore.Should().Be(expectedScore); }
public void ShouldReturnAttributeBonus() { //arrange ICharacterAttribute attribute = new DexterityAttribute(new AttributeScore(1)); IAttributeScore expectedAttributeBonus = new AttributeScore(-5); //act IAttributeScore actualAttributeBonus = attribute.Bonus(); //assert actualAttributeBonus.Should().Be(expectedAttributeBonus); }
public void ShouldReturnJsonObject() { //arrange ICharacterAttribute attribute = new DexterityAttribute(new AttributeScore(10)); IAttributeScore expectedScore = new AttributeScore(14); string expectedJson = "{\"characterAttribute\":\"DEX\",\"value\":10}"; StringBuilder sb = new StringBuilder(); //act attribute.AddJsonToStringbuilder(sb); //assert sb.ToString().Should().Be(expectedJson); }
public Acrobatics(DexterityAttribute dexterityAttribute, bool activateSkill = false) : base(new TextObj("Acrobatics"), dexterityAttribute, activateSkill) { }
public Stealth(DexterityAttribute dexterityAttribute, bool activateSkill = false) : base(new TextObj("Stealth"), dexterityAttribute, activateSkill) { }
public SleightOfHand(DexterityAttribute dexterityAttribute, bool activateSkill = false) : base(new TextObj("Sleight Of Hand"), dexterityAttribute, activateSkill) { }