public void RunOnZoningSetsZoneToNewZone() { // Fixture setup var api = new FakeMemoryAPI(); var player = new FakePlayer { Zone = Zone.Konschtat_Highlands, Stats = new Structures.PlayerStats { Str = 100 } }; var navigation = new Mock <INavigatorTools>(); api.Player = player; api.Navigator = navigation.Object; var sut = new ZoneState(api); player.Zone = Zone.Valkurm_Dunes; // Exercise system sut.Run(); // Verify outcome Assert.Equal(Zone.Valkurm_Dunes, sut.Zone); // Teardown }
public void WithInvalidTargetShouldntBattle() { // Fixture setup var player = FindPlayer(); player.Status = Status.Standing; CombatState.IsFighting = true; Config.Instance.IsEngageEnabled = false; CombatState.Target = FindNonValidUnit(); var memory = new FakeMemoryAPI { Player = player }; var sut = new BattleState(memory); UnitService.Units = new List <IUnit>(); // Exercise system var result = sut.Check(); // Verify outcome Assert.False(result); // Teardown }
private Executor CreateSut() { var memory = new FakeMemoryAPI(); var sut = new Executor(memory); return(sut); }
public void WithNonValidUnitShouldNotBattle() { // Fixture setup Config.Instance.IsEngageEnabled = false; var memory = new FakeMemoryAPI { Player = FindPlayer() }; var stateMemory = new StateMemory(memory) { Target = FindNonValidUnit(), IsFighting = true }; var sut = new BattleState(stateMemory); // Exercise system var result = sut.Check(); // Verify outcome Assert.False(result); // Teardown }
public void WhenInjuredShouldntBattle() { // Fixture setup var player = FindPlayer(); player.HPPCurrent = 25; Config.Instance.LowHealth = 50; Config.Instance.HighHealth = 100; Config.Instance.IsHealthEnabled = true; player.Status = Status.Standing; CombatState.IsFighting = true; Config.Instance.IsEngageEnabled = false; CombatState.Target = FindUnit(); var memory = new FakeMemoryAPI { Player = player }; var sut = new BattleState(memory); UnitService.Units = new List <IUnit>(); // Exercise system var result = sut.Check(); // Verify outcome Assert.False(result); // Teardown }
public void WhenEngagedNotSetShouldBattle() { // Fixture setup Config.Instance.IsEngageEnabled = false; var memory = new FakeMemoryAPI(); var player = FindPlayer(); player.Status = Status.Standing; memory.Player = player; var stateMemory = new StateMemory(memory) { Target = FindUnit(), IsFighting = true }; var sut = new BattleState(stateMemory); // Exercise system var result = sut.Check(); // Verify outcome Assert.True(result); // Teardown }
public void RunOnZoningStopsPlayerFromRunning() { // Fixture setup var api = new FakeMemoryAPI(); var player = new FakePlayer { Zone = Zone.Konschtat_Highlands, Stats = new Structures.PlayerStats { Str = 100 } }; var navigation = new Mock <INavigatorTools>(); navigation.Setup(x => x.Reset()); api.Player = player; api.Navigator = navigation.Object; var sut = new ZoneState(api); player.Zone = Zone.Valkurm_Dunes; // Exercise system sut.Run(); // Verify outcome navigation.Verify(x => x.Reset(), Times.Once()); // Teardown }
public IMemoryAPI FindMemoryApi() { var memoryApi = new FakeMemoryAPI(); memoryApi.Player = _player; memoryApi.Timer = _timer; return(memoryApi); }
private BattleState CreateSut(FakeNavigator navigator) { var memory = new FakeMemoryAPI() { Navigator = navigator, Player = FindPlayer() }; return(new BattleState(new StateMemory(memory))); }
public void IsRecastableWhenNotOnRecast(AbilityType abilityType) { ability.AbilityType = abilityType; var memoryApi = new FakeMemoryAPI(); memoryApi.Timer = new FakeTimer(); var result = AbilityUtils.IsRecastable(memoryApi, ability); Assert.True(result); }
private Executor CreateSut(FakeWindower windower, FakePlayer player) { var memory = new FakeMemoryAPI(); memory.Player = player; memory.Windower = windower; var sut = new Executor(memory); return(sut); }
public void NotRecastableWhenOnRecast(AbilityType abilityType) { ability.AbilityType = abilityType; var memoryApi = new FakeMemoryAPI(); memoryApi.Timer = new FakeTimer() { ActionRecast = 1 }; var result = AbilityUtils.IsRecastable(memoryApi, ability); Assert.False(result); }
private static BattleState CreateSut(FakeWindower windower, FakePlayer player) { var navigator = FindNavigator(); var memory = new FakeMemoryAPI() { Windower = windower, Player = player, Navigator = navigator }; return(new BattleState(new StateMemory(memory))); }
private Executor CreateSut( FakeWindower windower, FakePlayer player, FakeNavigator navigator, FakeTarget target) { var memory = new FakeMemoryAPI(); memory.Player = player; memory.Windower = windower; memory.Navigator = navigator; memory.Target = target; var sut = new Executor(memory); return(sut); }
public void WhenNotFightingShouldntBattle() { // Fixture setup CombatState.IsFighting = false; CombatState.Target = FindUnit(); Config.Instance.IsEngageEnabled = false; var memory = new FakeMemoryAPI { Player = FindPlayer() }; var sut = new BattleState(memory); // Exercise system var result = sut.Check(); // Verify outcome Assert.False(result); // Teardown }
public void RunWhileZoningWaits() { // Fixture setup var api = new FakeMemoryAPI(); var player = new FakePlayer { Zone = Zone.Konschtat_Highlands, Stats = new Structures.PlayerStats { Str = 0 } }; var navigation = new Mock <INavigatorTools>(); navigation.Setup(x => x.Reset()); api.Player = player; api.Navigator = navigation.Object; var sut = new ZoneState(api) { ZoningAction = () => { player.Stats = new Structures.PlayerStats { Str = 100 }; } }; player.Zone = Zone.Valkurm_Dunes; // Exercise system sut.Run(); // Verify outcome Assert.Equal(100, player.Stats.Str); // Teardown }
public void CheckIsTrueWhenPlayersStatsAreZero() { // Fixture setup var api = new FakeMemoryAPI(); var player = new FakePlayer { Zone = Zone.Konschtat_Highlands, Stats = new Structures.PlayerStats { Str = 0 } }; api.Player = player; var sut = new ZoneState(new StateMemory(api)); // Exercise system var result = sut.Check(); // Verify outcome Assert.True(result); // Teardown }
private static BattleState CreateSut(FakeWindower windower) { var player = FindPlayer(); var navigator = FindNavigator(); var target = FindTarget(); var timer = FindTimer(); var memory = new FakeMemoryAPI() { Player = player, Windower = windower, Navigator = navigator, Target = target, Timer = timer }; var sut = new BattleState(new StateMemory(memory) { Target = FindUnit() }); return(sut); }
public void CheckIsFalseWhenNotZoning() { // Fixture setup var api = new FakeMemoryAPI(); var player = new FakePlayer { Zone = Zone.Konschtat_Highlands, Stats = new Structures.PlayerStats { Str = 100 } }; api.Player = player; var sut = new ZoneState(api);; // Exercise system var result = sut.Check(); // Verify outcome Assert.False(result); // Teardown }
public void CheckIsTrueWhenZoneChanges() { // Fixture setup var api = new FakeMemoryAPI(); var player = new FakePlayer { Zone = Zone.Konschtat_Highlands }; api.Player = player; var sut = new ZoneState(api); player.Zone = Zone.Valkurm_Dunes; player.Stats = new Structures.PlayerStats { Str = 100 }; // Exercise system var result = sut.Check(); // Verify outcome Assert.True(result); // Teardown }