public void Test_IsFeatInListList_FalseResult() { Feat objFeat = new Feat(); Feat objFeat2 = new Feat(); List <Feat> lstFeatList = new List <Feat>(); List <Feat> lstNeedList = new List <Feat>(); bool blnFeatIsInList; objFeat.GetFeat(1); objFeat2.GetFeat(2); for (int i = 0; i < 3; i++) { lstFeatList.Add(objFeat); } for (int i = 0; i < 1; i++) { lstNeedList.Add(objFeat2); } blnFeatIsInList = Feat.IsFeatInList(lstNeedList, lstFeatList); Assert.IsFalse(blnFeatIsInList); }
private void SetArmorFields(Armor objArmor) { string strArmorAvail = ""; bool blnCharacterProfWithArmor = false; intArmorSelectedID = objArmor.ArmorID; this.txtArmorName.Text = objArmor.ArmorName; this.txtMaxDefBonus.Text = objArmor.MaxDefBonus.ToString(); this.txtEmplacementPoints.Text = objArmor.EmplacementPoints.ToString(); this.txtReflexAdj.Text = objArmor.ReflexAdjustment.ToString(); this.txtFortAdj.Text = objArmor.FortitudeAdjustment.ToString(); this.txtArmorType.Text = objArmor.objArmorType.ArmorTypeName; this.txtArmorCost.Text = objArmor.Cost.ToString(); this.txtWeight.Text = objArmor.Weight.ToString(); this.txtBookName.Text = objArmor.objBook.BookName; this.txtArmorProficiencyFeat.Text = objArmor.objArmorProfFeat.FeatName; this.txtArmorDescription.Text = objArmor.ArmorDescription; if (objArmor.lstArmorAvailability.Count > 0) { foreach (ItemAvailabilityType objIAT in objArmor.lstArmorAvailability) { strArmorAvail = strArmorAvail + objIAT.ItemAvailabilityTypeName + ", "; } strArmorAvail = strArmorAvail.Substring(0, strArmorAvail.Length - 2); } txtAvailability.Text = strArmorAvail; //Character Specific Data this.txtReflexCurrent.Text = CharacterDefense.GetReflexDefense(objCharacter).GetDefenseTotal().ToString(); this.txtFortCurrent.Text = CharacterDefense.GetFortitudeDefense(objCharacter).GetDefenseTotal().ToString(); blnCharacterProfWithArmor = Feat.IsFeatInList(objArmor.objArmorProfFeat, objCharacter.lstFeats); if (blnCharacterProfWithArmor) { this.txtReflexWithArmor.Text = CharacterDefense.GetReflexDefense(objCharacter).GetDefenseTotal(objArmor.ReflexAdjustment, 0).ToString(); this.txtFortCurrent.Text = CharacterDefense.GetFortitudeDefense(objCharacter).GetDefenseTotal(objArmor.FortitudeAdjustment, 0).ToString(); } else { this.txtReflexWithArmor.Text = CharacterDefense.GetReflexDefense(objCharacter).GetDefenseTotal(objArmor.ReflexAdjustment, objArmor.objArmorType.ArmorCheckPenalty).ToString(); this.txtFortCurrent.Text = CharacterDefense.GetFortitudeDefense(objCharacter).GetDefenseTotal(0, 0).ToString(); } if (!blnCharacterProfWithArmor) { SetCharacterSkillsGrid(objArmor); } else { DisplaySkillsGrid(false); } this.btnSelectArmor.Enabled = true; }
public void Test_IsFeatInList_TrueResult() { Feat objFeat = new Feat(); List <Feat> lstFeatList = new List <Feat>(); bool blnFeatIsInList; objFeat.GetFeat(1); for (int i = 0; i < 3; i++) { lstFeatList.Add(objFeat); } blnFeatIsInList = Feat.IsFeatInList(objFeat, lstFeatList); Assert.IsTrue(blnFeatIsInList); }