public void Heal_WhenHealsHerself_ReturnsUnalteredHealth() { FakeCharacter me = new FakeCharacter(); HealService sut = new HealService(); sut.Heal(100, me, me); Assert.Equal(1000, me.HealthPoints); }
public void SomeTempAndCurrentDeficit_shouldHealCurrentAndNotChangeTemp() { var expectedCharacter = MakeCharacter(20, 20, 20); var healService = new HealService(); var actualCharacter = MakeCharacter(20, 10, 20); healService.HealCharacter(actualCharacter, 15); actualCharacter.Should().BeEquivalentTo(expectedCharacter); }
public void SomeTempAndMaxCurrent_shouldNotChangeCurrentOrTemp() { var expectedCharacter = MakeCharacter(20, 20, 20); var healService = new HealService(); var actualCharacter = MakeCharacter(20, 20, 20); healService.HealCharacter(actualCharacter, 10); actualCharacter.Should().BeEquivalentTo(expectedCharacter); }
public void NoTempAndHealMoreThanDeficit_shouldHealToMax() { var expectedCharacter = MakeCharacter(20, 20, 0); var healService = new HealService(); var actualCharacter = MakeCharacter(20, 10, 0); healService.HealCharacter(actualCharacter, 15); actualCharacter.Should().BeEquivalentTo(expectedCharacter); }
public void Heal_WhenCharactersArentAllies_ReturnsSubtractedHealth() { Faction faction = new Faction(1); Faction faction2 = new Faction(2); FakeCharacter ally = new FakeCharacter(); ally.JoinFaction(faction); FakeCharacter enemy = new FakeCharacter(); enemy.SetDamage(100); enemy.JoinFaction(faction2); HealService sut = new HealService(); sut.Heal(100, ally, enemy); Assert.Equal(900, enemy.HealthPoints); }
public void Heal_WhenCharactersAreAllies_ReturnsAddedHealth() { Faction faction = new Faction(1); Faction faction2 = new Faction(2); FakeCharacter ally = new FakeCharacter(); ally.SetDamage(100); ally.JoinFaction(faction); FakeCharacter ally2 = new FakeCharacter(); ally2.JoinFaction(faction); HealService sut = new HealService(); sut.Heal(100, ally2, ally); Assert.Equal(1000, ally.HealthPoints); }