Esempio n. 1
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        public void TurnEngine_DetermineCriticalMissProblem_Attacker_Null_Roll_1_Should_Return_Nothing_Broke()
        {
            MockForms.Init();

            // Turn off random numbers
            // Set random to 1, and to hit to 1
            GameGlobals.SetForcedRandomNumbersValueAndToHit(1, 1);
            GameGlobals.SetForcedRandomNumbersValue(1);

            var myTurnEngine = new TurnEngine();

            var myCharacter = new Character(DefaultModels.CharacterDefault());

            myCharacter.PrimaryHand = null; // Nothing in the hand, so nothing to drop...

            var Actual = myTurnEngine.DetermineCriticalMissProblem(myCharacter);

            // Should roll for 1 item, and return it...
            var Expected = " Luckly, nothing to drop from PrimaryHand";

            // Reset
            GameGlobals.ToggleRandomState();

            Assert.AreEqual(Expected, Actual, TestContext.CurrentContext.Test.Name);
        }
        public void Character_ScaleLevel_Level_2_Forced_5_Should_Return_MaxHealth_10()
        {
            //Health, Attack, Defense, Speed
            int[] BaseClassBaseStats    = { 5, 4, 3, 4 };
            int[] MageClassBaseStats    = { 4, 7, 3, 4 };
            int[] KnightClassBaseStats  = { 6, 6, 6, 2 };
            int[] AssasinClassBaseStats = { 3, 5, 3, 8 };

            // Base stats.
            int[][] ClassBaseStats = { BaseClassBaseStats, MageClassBaseStats, KnightClassBaseStats, AssasinClassBaseStats };

            // Arrange
            var Test     = new Character();
            int Level    = 2;
            int Expected = ClassBaseStats[Test.ClassCode()][0] + 5;  // Expected MaxHealth

            // Turn on Forced Values
            GameGlobals.SetForcedRandomNumbersValue(5);

            // Act
            var Actual = Test.ScaleLevel(Level);

            // Reset
            GameGlobals.DisableRandomValues();

            // Assert
            Assert.AreEqual(Expected, Test.GetHealthMax(), TestContext.CurrentContext.Test.Name);
        }
Esempio n. 3
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        // Debug Switches

        /// <summary>
        /// Turn on Random Number Forced Values
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private void UseForcedRandomValuesSwitch_OnToggled(object sender, ToggledEventArgs e)
        {
            if (e.Value)
            {
                ForcedRandomValuesSettingsFrame.IsVisible = true;
                GameGlobals.EnableRandomValues();

                GameGlobals.SetForcedRandomNumbersValue(Convert.ToInt16(ForcedValue.Text));
            }
            else
            {
                GameGlobals.DisableRandomValues();
                ForcedRandomValuesSettingsFrame.IsVisible = false;
            }
        }
        public void Character_ScaleLevel_Level_2_Forced_5_Should_Return_MaxHealth_10()
        {
            // Arrange
            var Test     = new Character();
            int Level    = 2;
            int Expected = 10;  // Expected MaxHealth

            // Turn on Forced Values
            GameGlobals.SetForcedRandomNumbersValue(5);

            // Act
            var Actual = Test.ScaleLevel(Level);

            // Reset
            GameGlobals.DisableRandomValues();

            // Assert
            Assert.AreEqual(Expected, Test.GetHealthMax(), TestContext.CurrentContext.Test.Name);
        }
Esempio n. 5
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        public void TurnEngine_DetermineCriticalMissProblem_Attacker_Null_Should_Return_Invalid()
        {
            MockForms.Init();

            // Turn off random numbers
            // Set random to 1, and to hit to 1
            GameGlobals.SetForcedRandomNumbersValueAndToHit(1, 1);
            GameGlobals.SetForcedRandomNumbersValue(1);

            var myTurnEngine = new TurnEngine();

            var Actual = myTurnEngine.DetermineCriticalMissProblem(null);

            // Should roll for 1 item, and return it...
            var Expected = " Invalid Character ";

            // Reset
            GameGlobals.ToggleRandomState();

            Assert.AreEqual(Expected, Actual, TestContext.CurrentContext.Test.Name);
        }
Esempio n. 6
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        public void TurnEngine_GetRandomMonsterItemDrops_1_Roll_Should_Return_List()
        {
            MockForms.Init();

            // Turn off random numbers
            // Set random to 1, and to hit to 1
            GameGlobals.SetForcedRandomNumbersValueAndToHit(1, 1);
            GameGlobals.SetForcedRandomNumbersValue(1);

            var myTurnEngine = new TurnEngine();

            var roundCount = 1;

            var Actual = myTurnEngine.GetRandomMonsterItemDrops(roundCount);

            // Should roll for 1 item, and return it...
            var Expected = 1;

            // Reset
            GameGlobals.ToggleRandomState();

            Assert.AreEqual(Expected, Actual.Count(), TestContext.CurrentContext.Test.Name);
        }
Esempio n. 7
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 // The stepper function for Forced Value
 void ForcedValue_OnStepperValueChanged(object sender, ValueChangedEventArgs e)
 {
     ForcedValue.Text = String.Format("{0}", e.NewValue);
     GameGlobals.SetForcedRandomNumbersValue(Convert.ToInt16(ForcedValue.Text));
 }