public void AnalyzeAndLearn_ShortTermAngerLowered_LongTermAngerLowered() { //Arrange MainEmotionLearningStrategy strategy = new MainEmotionLearningStrategy(); var Rick = new Person("Rick", Gender.Male, Sex.Male, Orientation.Pansexual, Guid.NewGuid()); var character = new global::RNPC.Core.Character(Rick, Archetype.TheCreator) { FileController = new DecisionTreeFileController(), DecisionTreeBuilder = new DecisionTreeBuilder() }; int initialAnger = character.MyTraits.LongTermEmotions.Anger; character.MyTraits.ShortTermEmotions.Anger = 0; //ACT strategy.AnalyzeAndLearn(character); //Assert Assert.IsTrue(character.MyTraits.LongTermEmotions.Anger < initialAnger); }
public void AnalyzeAndLearn_ShortTermDisappointmentRaised_LongTermDisappointmentRaised() { //Arrange MainEmotionLearningStrategy strategy = new MainEmotionLearningStrategy(); var Rick = new Person("Rick", Gender.Male, Sex.Male, Orientation.Pansexual, Guid.NewGuid()); var character = new global::RNPC.Core.Character(Rick, Archetype.TheCreator) { FileController = new DecisionTreeFileController(), DecisionTreeBuilder = new DecisionTreeBuilder() }; int initialDisappointment = character.MyTraits.LongTermEmotions.Disappointment; character.MyTraits.ShortTermEmotions.Disappointment = 20; //ACT strategy.AnalyzeAndLearn(character); //Assert Assert.IsTrue(character.MyTraits.LongTermEmotions.Disappointment > initialDisappointment); Console.WriteLine(@"New value:" + character.MyTraits.LongTermEmotions.Disappointment); }