Esempio n. 1
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        protected EnemyFighter(string name
                               , int level
                               , int health
                               , int mana
                               , int strength
                               , int defense
                               , int speed
                               , int evade
                               , int luck
                               , IChanceService chanceService
                               , List <Spell> spells            = null
                               , List <BattleMove> specialMoves = null)
            : base(name, level, health, mana, strength, defense, speed, evade, luck, spells, specialMoves)
        {
            ChanceService    = chanceService;
            ExpGivenOnDefeat = 5 * level;

            _availableMoves = new List <BattleMove>
            {
                MoveFactory.Get(BattleMoveType.Attack)
            };

            if (spells != null)
            {
                _availableMoves.AddRange(spells);
            }

            if (specialMoves != null)
            {
                _availableMoves.AddRange(specialMoves);
            }
        }
Esempio n. 2
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        public override List <MenuAction> GetInteractableMenuActions(IInput input = null, IOutput output = null)
        {
            IMenu offerBloodTargetMenu = MenuFactory.GetMenu(MenuType.ChooseTargetMenu, input, output);
            IMenu offerBloodSubMenu    = MenuFactory.GetMenu(MenuType.KeysOffOwnerNumberInputMenu, input, output, prompt: "how much HP shall you offer?", subMenu: offerBloodTargetMenu);

            IMenu  praySubMenu   = MenuFactory.GetMenu(MenuType.ChooseTargetMenu, input, output);
            string bellType      = BellType.ToString().ToLower();
            string bloodShortcut = $"blood {bellType}";
            string prayShortcut  = $"pray {bellType}";

            return(new List <MenuAction>
            {
                new MenuAction($"offer blood to {DisplayName} ('{bloodShortcut}')",
                               altText: bloodShortcut,
                               move: MoveFactory.Get(BellMoveType.ControlMove),
                               moveExecutor: this,
                               subMenu: offerBloodSubMenu),

                new MenuAction($"pray to {DisplayName} ('{prayShortcut}')",
                               altText: prayShortcut,
                               move: MoveFactory.Get(BellMoveType.SealMove),
                               moveExecutor: this,
                               subMenu: praySubMenu)
            });
        }
Esempio n. 3
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        public void CastSpell_CorrectlyDoesNotReflectsSpells_ReflectStatus_DoesNotMatchAttackingType(
            [Values(MagicType.Fire, MagicType.Ice, MagicType.Lightning)] MagicType spellType,
            [Values(MagicType.Wind, MagicType.Earth, MagicType.Water)] MagicType reflectType)
        {
            const int spellCost  = 5;
            const int spellPower = 5;
            const int expectedRemainingHealth = 100 - spellPower;

            Spell         spell       = new Spell("foo", spellType, SpellType.Attack, TargetType.SingleEnemy, spellCost, spellPower);
            BattleMove    runawayMove = MoveFactory.Get(BattleMoveType.Runaway);
            ReflectStatus status      = new ReflectStatus(1, reflectType);

            _human.SetHealth(100);
            _human.SetMana(spellCost);
            _human.SetMagicStrength(0);
            _human.SetMagicBonus(spellType, 0);
            _human.SetMagicResistance(0);
            _human.SetResistanceBonus(spellType, 0);
            _human.AddSpell(spell);
            _human.SetMove(spell, 1);
            _human.SetMove(runawayMove);
            _human.SetMoveTarget(_enemy);

            _enemy.AddStatus(status);
            _enemy.SetHealth(100);

            _battleManager.Battle(_humanTeam, _enemyTeam);

            Assert.AreEqual(_human.MaxHealth, _human.CurrentHealth, "human should still have full health, the spell should not have been reflected!");
            Assert.AreEqual(expectedRemainingHealth, _enemy.CurrentHealth, "the enemy should have lost 5 health from being hit by the spell!");
        }
Esempio n. 4
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        public void CastSpell_SpellsVanishIfReflectedTwice([Values(MagicType.Fire, MagicType.Ice, MagicType.Lightning)] MagicType spellType,
                                                           [Values(true, false)] bool reflectAll)
        {
            const int spellCost  = 5;
            const int spellPower = 5;

            Spell      spell       = new Spell("foo", spellType, SpellType.Attack, TargetType.SingleEnemy, spellCost, spellPower);
            BattleMove runawayMove = MoveFactory.Get(BattleMoveType.Runaway);

            MagicType     reflectType = reflectAll ? MagicType.All : spellType;
            ReflectStatus status      = new ReflectStatus(1, reflectType);

            _human.SetHealth(100);
            _human.SetMana(spellCost);
            _human.AddStatus(status);
            _human.AddSpell(spell);
            _human.SetMove(spell, 1);
            _human.SetMove(runawayMove);
            _human.SetMoveTarget(_enemy);

            _enemy.AddStatus(status);
            _enemy.SetHealth(100);

            _battleManager.Battle(_humanTeam, _enemyTeam);

            Assert.AreEqual(_enemy.MaxHealth, _enemy.CurrentHealth, "enemy should still have full health, the spell should have disappeared without hurting anyone!");
            Assert.AreEqual(_human.MaxHealth, _human.CurrentHealth, "the human should still have full health, the spell should have disappeared without hurting anyone");
        }
Esempio n. 5
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        public void CastSpell_CorrectlyReflectsSpells_WithCorrectMultiplier([Values(MagicType.Water, MagicType.Earth, MagicType.Wind)] MagicType spellType,
                                                                            [Values(true, false)] bool reflectAll)
        {
            const int spellCost  = 5;
            const int spellPower = 5;
            const int expectedRemainingHealth = 100 - (spellPower * 2);

            Spell      spell       = new Spell("foo", spellType, SpellType.Attack, TargetType.SingleEnemy, spellCost, spellPower);
            BattleMove runawayMove = MoveFactory.Get(BattleMoveType.Runaway);

            MagicType     reflectType = reflectAll ? MagicType.All : spellType;
            ReflectStatus status      = new ReflectStatus(1, reflectType, 2);

            _human.SetHealth(100);
            _human.SetMana(spellCost);
            _human.AddSpell(spell);
            _human.SetMove(spell, 1);
            _human.SetMove(runawayMove);
            _human.SetMoveTarget(_enemy);

            _enemy.AddStatus(status);
            _enemy.SetHealth(100);

            _battleManager.Battle(_humanTeam, _enemyTeam);

            Assert.AreEqual(_enemy.MaxHealth, _enemy.CurrentHealth, "enemy should still have full health, the spell should have been reflected!");
            Assert.AreEqual(expectedRemainingHealth, _human.CurrentHealth, $"the human should have lost {spellPower * 2} health from being hit by their own spell reflected at double the power!");
        }
Esempio n. 6
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        /// <summary>
        ///     Conducts the OpenSauce & HAC2 data backup routines.
        /// </summary>
        /// <param name="backupDir">
        ///     Backup directory to use for backing up OpenSauce & HAC2 data.
        /// </param>
        private void CommitBackups(string backupDir)
        {
            Directory.CreateDirectory(backupDir);
            var OSIDEbackupDir = Path.Combine(backupDir, OpenSauceDeveloper);

            new List <Move>
            {
                MoveFactory.Get(MoveFactory.Type.BackupOsFiles, _path, backupDir),
                MoveFactory.Get(MoveFactory.Type.BackupOsDirectories, _path, backupDir),
                MoveFactory.Get(MoveFactory.Type.BackupHac2Files, _path, backupDir)
            }.ForEach(move => move.Commit());

            if (Directory.Exists(Paths.KStudios))
            {
                Copy.All(Paths.KStudios, OSIDEbackupDir);
                try
                {
                    Directory.Delete(Paths.KStudios, true);
                }
                catch (UnauthorizedAccessException)
                {
                    /// <see cref="https://stackoverflow.com/a/31363010/14894786"/>
                    /// <seealso cref="https://stackoverflow.com/a/8055390/14894786"/>
                    var batPath = Path.Combine(Paths.Temp, "AdminDelKorn.bat");
                    var batText = "del /s /q \"Kornner Studios\" && rmdir /s /q \"Kornner Studios\"";
                    File.WriteAllText(batPath, batText);
                    new System.Diagnostics.ProcessStartInfo
                    {
                        FileName         = batPath,
                        Verb             = "RunAs",
                        WorkingDirectory = Paths.ProgData
                    };
                }
            }
        }
Esempio n. 7
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        public void MoveFactory_SmokeTest()
        {
            BattleMove ret = null;

            Assert.DoesNotThrow(() => ret = MoveFactory.Get(BattleMoveType.ShieldBuster));
            Assert.NotNull(ret);
        }
Esempio n. 8
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        public void CorrectlyRenamesEnemiesIfMultipleEnemiesOfSameType()
        {
            _menuInput.Push("Goblin A");

            var ret = _menu.GetInput(MoveFactory.Get(BattleMoveType.Attack), null);

            Assert.AreEqual(_enemyTeam.Fighters[0], ret.Target);
        }
Esempio n. 9
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        public void TargetMenu_CorrectlyHandlesBackOption()
        {
            //should result in an error
            _menuInput.Push("back");

            var ret = _menu.GetInput(MoveFactory.Get(BattleMoveType.Attack), null);

            Assert.AreEqual("back", ret.Description);
        }
Esempio n. 10
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        /// <summary>
        ///     Conducts the OpenSauce & HAC2 data backup routines.
        /// </summary>
        /// <param name="backupDir">
        ///     Backup directory to use for backing up OpenSauce & HAC2 data.
        /// </param>
        private void CommitBackups(string backupDir)
        {
            Directory.CreateDirectory(backupDir);

            new List <Move>
            {
                MoveFactory.Get(MoveFactory.Type.BackupOsFiles, _path, backupDir),
                MoveFactory.Get(MoveFactory.Type.BackupOsDirectories, _path, backupDir),
                MoveFactory.Get(MoveFactory.Type.BackupHac2Files, _path, backupDir)
            }.ForEach(move => move.Commit());
        }
Esempio n. 11
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        public void TestUndoDebuffsEffect_IndividualEffect()
        {
            StatMultiplierStatus lowerAttackStatus    = new StatMultiplierStatus(3, StatType.Strength, 1.0 / 3);
            StatusMove           lowerEnemyAttackMove = new StatusMove("raise attack", TargetType.SingleEnemy, lowerAttackStatus);

            UndoDebuffsStatus undoDebuffStatus = new UndoDebuffsStatus(1);
            StatusMove        undoDebuffMove   = new StatusMove("reset stats", TargetType.SingleAlly, undoDebuffStatus);

            TestHumanFighter fighter2 = new TestHumanFighter("foo 2", 1);

            _humanTeam = new TestTeam(_humanFighter, fighter2);

            //enemy won't be killed if the status isn't assigned to _fighter2
            _enemy.SetHealth(3);
            _enemy.SetSpeed(2);
            _enemy.SetMove(lowerEnemyAttackMove);
            _chanceService.PushEventOccurs(true); //status hits
            _enemy.SetMoveTarget(fighter2);

            _humanFighter.SetSpeed(1);
            _humanFighter.SetMove(undoDebuffMove);
            _chanceService.PushEventOccurs(true); //status hits
            _humanFighter.SetMoveTarget(fighter2);
            _logger.Subscribe(EventType.StatusAdded, fighter2);
            _logger.Subscribe(EventType.StatusRemoved, fighter2);

            BattleMove attack = MoveFactory.Get(BattleMoveType.Attack);

            fighter2.SetStrength(3);
            fighter2.SetMove(attack);
            fighter2.SetMoveTarget(_enemy);
            _chanceService.PushEventOccurs(true);  //attack hits
            _chanceService.PushEventOccurs(false); //attack is not a crit

            //once Statuses are removed after battle, won't be able to
            _battleManager.Battle(_humanTeam, _enemyTeam);

            List <EventLog> logs = _logger.Logs;

            Assert.AreEqual(2, logs.Count);

            EventLog log = logs[1];

            Assert.AreEqual(EventType.StatusRemoved, log.Type);
            StatusRemovedEventArgs e = log.E as StatusRemovedEventArgs;

            Assert.NotNull(e);
            Assert.IsTrue(lowerAttackStatus.AreEqual(e.Status));
        }
Esempio n. 12
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        public void SetUp()
        {
            _input         = new MockInput();
            _output        = new MockOutput();
            _menuManager   = new TestMenuManager(_input, _output);
            _chanceService = new MockChanceService();
            _battleManager = new BattleManager(_chanceService, _input, _output);

            _human     = (TestHumanFighter)TestFighterFactory.GetFighter(TestFighterType.TestHuman, 1);
            _humanTeam = new TestTeam(_menuManager, _human);

            _enemy     = (TestEnemyFighter)TestFighterFactory.GetFighter(TestFighterType.TestEnemy, 1);
            _enemyTeam = new Team(_menuManager, _enemy);

            _doNothingMove = (DoNothingMove)MoveFactory.Get(BattleMoveType.DoNothing);
        }
Esempio n. 13
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        private static IEnumerable <BattleMove> GetRegionMovesForRegion(WorldRegion region)
        {
            BattleMove[] ret;

            switch (region)
            {
            case WorldRegion.Desert:
                ret = new[] { MoveFactory.Get(BattleMoveType.ShieldBuster), MoveFactory.Get(BattleMoveType.Attack, "feint") };
                break;

            default:
                ret = new BattleMove[0];
                break;
            }

            return(ret);
        }
        public void CorrectlySetsUpMenuForHumanPlayer()
        {
            BattleMove doNothing  = MoveFactory.Get(BattleMoveType.DoNothing);
            BattleMove shieldMove = MoveFactory.Get(BattleMoveType.Shield, "iron shield");

            _player.AddMove(doNothing);
            _player.AddMove(shieldMove);

            _menu.Build(_player, _playerTeam, _enemyTeam, null);

            List <MenuAction> menuActions = _menu.MenuActions;

            Assert.AreEqual(2, menuActions.Count);

            Assert.True(menuActions.Exists(ma => ma.BattleMove == doNothing));
            Assert.True(menuActions.Exists(ma => ma.BattleMove == shieldMove));
        }
Esempio n. 15
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        public void AllSpecialMoves_CorrectlyCombinesSpecialMoves_AndExtraSpecialMoveLists()
        {
            Assert.AreEqual(0, _fighter.SpecialMoves.Count);
            Assert.AreEqual(0, _fighter.AllSpecialMoves.Count);

            BattleMove doNothingMove    = MoveFactory.Get(BattleMoveType.DoNothing);
            BattleMove shieldBusterMove = MoveFactory.Get(BattleMoveType.ShieldBuster);

            _fighter.AddMove(doNothingMove);    //will be added to "extra special move" property
            _fighter.AddMove(shieldBusterMove); //will be added to "special move" property

            Assert.AreEqual(1, _fighter.SpecialMoves.Count);
            Assert.Contains(shieldBusterMove, _fighter.SpecialMoves);

            Assert.AreEqual(2, _fighter.AllSpecialMoves.Count);
            Assert.Contains(doNothingMove, _fighter.AllSpecialMoves);
            Assert.Contains(shieldBusterMove, _fighter.AllSpecialMoves);
        }
Esempio n. 16
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        public void StatusTechnique_AppropriatelyAssignsStatusToTarget()
        {
            StatMultiplierStatus status     = new StatMultiplierStatus(3, StatType.Strength, 1.5);
            StatusMove           statusMove = new StatusMove("raise attack", TargetType.SingleAlly, status);

            TestHumanFighter fighter2 = new TestHumanFighter("foo 2", 1);

            _humanTeam = new TestTeam(_humanFighter, fighter2);

            _humanFighter.SetSpeed(1);
            _humanFighter.SetMove(statusMove);
            _chanceService.PushEventOccurs(true);
            _humanFighter.SetMoveTarget(fighter2);
            _logger.Subscribe(EventType.StatusAdded, fighter2);

            BattleMove attack = MoveFactory.Get(BattleMoveType.Attack);

            fighter2.SetStrength(2);
            fighter2.SetMove(attack);
            fighter2.SetMoveTarget(_enemy);
            _chanceService.PushEventOccurs(true);  //attack hits
            _chanceService.PushEventOccurs(false); //attack is not a crit

            //enemy won't be killed if the status isn't assigned to _fighter2
            _enemy.SetHealth(3);
            _enemy.SetMove(_doNothing);
            _enemy.SetMoveTarget(_enemy);

            //once Statuses are removed after battle, won't be able to
            _battleManager.Battle(_humanTeam, _enemyTeam);

            List <EventLog> logs = _logger.Logs;

            Assert.AreEqual(1, logs.Count);

            EventLog log = logs[0];

            Assert.AreEqual(EventType.StatusAdded, log.Type);
            StatusAddedEventArgs e = log.E as StatusAddedEventArgs;

            Assert.NotNull(e);
            Assert.IsTrue(status.AreEqual(e.Status));
        }
Esempio n. 17
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        public void AddMove_AppropriatelyRaisesEvent_SpecialMove()
        {
            BattleMove shieldMove = MoveFactory.Get(BattleMoveType.Shield, "iron shield");

            _fighter.AddMove(shieldMove);

            List <EventLog> logs = _logger.Logs;

            Assert.AreEqual(1, logs.Count);

            EventLog log = logs[0];

            Assert.AreEqual(EventType.MoveLearned, log.Type);

            MoveLearnedEventArgs e = log.E as MoveLearnedEventArgs;

            Assert.NotNull(e);
            Assert.AreEqual(shieldMove, e.Move);
        }
Esempio n. 18
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        /// <summary>
        ///     Conducts optional installation finalisation routines.
        ///     - Restore the HCE shaders.
        ///     - Move the OpenSauce IDE.
        ///     - Backup directory cleanup.
        /// </summary>
        /// <param name="backupDir"></param>
        private void FinishInstall(string backupDir)
        {
            // restore backed up HCE shaders
            MoveFactory.Get(MoveFactory.Type.RestoreHceShaders, _path, backupDir).Commit();

            var source =
                Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.CommonApplicationData),
                             FileNames.OpenSauceDeveloper, FileNames.OpenSauceDirectory, FileNames.OpenSauceIDE);

            var target = Path.Combine(_path, FileNames.OpenSauceIDE);

            Copy.All(new DirectoryInfo(source), new DirectoryInfo(target));
            Directory.Delete(source, true);

            // cleans up backup directory
            if (!Directory.EnumerateFileSystemEntries(backupDir).Any())
            {
                Directory.Delete(backupDir);
            }
        }
Esempio n. 19
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        /// <summary>
        ///     Conducts optional installation finalisation routines.
        ///     - Restore the HCE shaders.
        ///     - Move the OpenSauce IDE.
        ///     - Empty backup directory cleanup.
        /// </summary>
        /// <param name="backupDir"></param>
        private void FinishInstall(string backupDir)
        {
            // restore backed up HCE shaders
            MoveFactory.Get(MoveFactory.Type.RestoreHceShaders, _path, backupDir)
            .Commit();

            // copy OS IDE to Install path
            var source =
                Path.Combine(Paths.KStudios, OpenSauceDirectory, OpenSauceIDE);

            var target = Path.Combine(_path, OpenSauceIDE);

            Copy.All(source, target);

            // cleans up empty backup directory
            if (!Directory.EnumerateFileSystemEntries(backupDir).Any())
            {
                Directory.Delete(backupDir);
            }
        }
Esempio n. 20
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        private static bool Foo()
        {
            SelectEnemyTeamMenuManager enemyTeamGenerator = new SelectEnemyTeamMenuManager(Globals.Input, Globals.Output);

            BattleConfigurationSpecialFlag battleFlag;

            Team enemyTeam = enemyTeamGenerator.GetTeam(new MenuManager(Globals.Input, Globals.Output, Globals.MenuFactory), Globals.Input, Globals.Output, out battleFlag);

            NumberInputMenu          levelInputMenu = new NumberInputMenu("What levels will your fighters be (min 1. Max 5)?", Globals.Input, Globals.Output, 1, 5);
            NumberInputMenuSelection levelInput     = levelInputMenu.GetInput() as NumberInputMenuSelection;

            if (levelInput == null)
            {
                throw new Exception("something went terribly wrong, a NumberInputMenu did not return a NumberInputMenuSelection");
            }
            int level = levelInput.Number;

            var playerOne  = (HumanFighter)FighterFactory.GetFighter(FighterType.HumanControlledPlayer, level, "Dante");
            var playerTwo  = (HumanFighter)FighterFactory.GetFighter(FighterType.HumanControlledPlayer, level, "Arrokoh");
            var playerTeam = new Team(new MenuManager(Globals.Input, Globals.Output, Globals.MenuFactory), playerOne, playerTwo);

            BattleMove doNothing    = MoveFactory.Get(BattleMoveType.DoNothing);
            BattleMove feintAttack  = MoveFactory.Get(BattleMoveType.Attack, "feint");
            BattleMove shieldBuster = MoveFactory.Get(BattleMoveType.ShieldBuster);

            foreach (HumanFighter fighter in playerTeam.Fighters)
            {
                fighter.AddMove(doNothing);
                fighter.AddMove(feintAttack);
                fighter.AddMove(shieldBuster);
            }

            FakeBattleManager manager = new FakeBattleManager(Globals.ChanceService, Globals.Input, Globals.Output);

            manager.Battle(playerTeam, enemyTeam, config: new BattleManagerBattleConfiguration {
                SpecialBattleFlag = battleFlag
            });

            return(true);
        }
        public void SetUp()
        {
            _input         = new MockInput();
            _output        = new MockOutput();
            _menuManager   = new TestMenuManager(_input, _output);
            _chanceService = new MockChanceService();
            _battleManager = new BattleManager(_chanceService, _input, _output);

            _human     = (TestHumanFighter)TestFighterFactory.GetFighter(TestFighterType.TestHuman, 1);
            _humanTeam = new TestTeam(_menuManager, _human);

            _enemy     = (TestEnemyFighter)TestFighterFactory.GetFighter(TestFighterType.TestEnemy, 1);
            _enemyTeam = new Team(_menuManager, _enemy);

            _doNothingMove = (DoNothingMove)MoveFactory.Get(BattleMoveType.DoNothing);

            _restoreHealthEffect           = new RestorationBattleMoveEffect(RestorationType.Health, 5, BattleMoveEffectActivationType.OnAttackHit);
            _attackWithRestoreHealthEffect = new AttackBattleMove("foo", TargetType.SingleEnemy, 100, 10, effects: _restoreHealthEffect);

            _restoreManaEffect           = new RestorationBattleMoveEffect(RestorationType.Mana, 5, BattleMoveEffectActivationType.OnAttackHit);
            _attackWithRestoreManaEffect = new AttackBattleMove("foo", TargetType.SingleEnemy, 100, 10, effects: _restoreManaEffect);
        }
Esempio n. 22
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        public void TargetMenu_DoesNotDisplayDefeatedEnemies()
        {
            var enemy = _enemyTeam.Fighters[0];

            enemy.PhysicalDamage(enemy.MaxHealth);

            //should result in an error
            _menuInput.Push("Goblin A");
            _menuInput.Push("Goblin B");

            var ret = _menu.GetInput(MoveFactory.Get(BattleMoveType.Attack), null);

            Assert.AreEqual(_enemyTeam.Fighters[1], ret.Target);

            var outputs = _menuOutput.GetOutputs();

            //5 for each time menu is printed (prompt, only one enemy displayed, back prompt, help prompt, status prompt)
            //1 for error message
            Assert.AreEqual(11, outputs.Length);

            Assert.AreEqual(MockOutputMessageType.Error, outputs[5].Type);
        }
Esempio n. 23
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        public void SelectMove_MultiTurnMoveSelected()
        {
            var enemy     = (TestEnemyFighter)TestFighterFactory.GetFighter(TestFighterType.TestEnemy, 1);
            var enemyTeam = new Team(_menuManager, enemy);

            var human     = (TestHumanFighter)TestFighterFactory.GetFighter(TestFighterType.TestHuman, 1);
            var humanTeam = new Team(_menuManager, human);

            var fooMove = new DoNothingMove("Foo!");
            var barMove = new DoNothingMove("Bar!");
            var bazMove = new AttackBattleMove("Baz", TargetType.SingleEnemy, 50, 100);

            var multiTurnMove = new MultiTurnBattleMove("multi turn move", TargetType.SingleEnemy,
                                                        fooMove,
                                                        barMove,
                                                        bazMove);

            enemy.SetAvailableMove(multiTurnMove);

            var selectedMove = enemy.SetupMove(enemyTeam, humanTeam);

            Assert.AreEqual(multiTurnMove, selectedMove.Move);

            var attack = MoveFactory.Get(BattleMoveType.Attack);

            enemy.SetAvailableMove(attack);

            selectedMove = enemy.SetupMove(enemyTeam, humanTeam);
            Assert.AreEqual(barMove, selectedMove.Move);

            selectedMove = enemy.SetupMove(enemyTeam, humanTeam);
            Assert.AreEqual(bazMove, selectedMove.Move);

            selectedMove = enemy.SetupMove(enemyTeam, humanTeam);
            Assert.AreEqual(attack, selectedMove.Move);
        }
Esempio n. 24
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        /// <summary>
        /// Fake moves include targetType = self/description = "test" for a test self-target
        /// moveType = "Special" and description = "test" for a test special move (target type field)
        /// and description = "testMultiTurn" to get a fake multi-turn move (2 turns do nothing, 3rd turn attack)
        /// </summary>
        /// <param name="targetType"></param>
        /// <param name="description"></param>
        /// <param name="moveType"></param>
        /// <returns></returns>
        public static BattleMove Get(TargetType targetType = TargetType.Self, string description = "test", BattleMoveType?moveType = null)
        {
            BattleMove ret;

            if (description == "test")
            {
                if (targetType == TargetType.Self && moveType == null)
                {
                    ret = FakeSelfTargetMove;
                }
                else if (targetType == TargetType.SingleAlly || targetType == TargetType.SingleAllyOrSelf)
                {
                    ret = new BattleMove(description, BattleMoveType.DoNothing, targetType);
                }
                else if (!moveType.HasValue)
                {
                    throw new ArgumentException(
                              "Either TargetType self must be specified or a valid moveType must be given");
                }
                else
                {
                    switch (moveType.Value)
                    {
                    case BattleMoveType.Special:
                        ret = FakeSpecialMove;
                        break;

                    case BattleMoveType.DoNothing:
                        ret = new TestDoNothingMove();
                        break;

                    case BattleMoveType.Field:
                        ret = new TestFieldEffectMove("foo", TargetType.OwnTeam, 2);
                        break;

                    case BattleMoveType.Dance:
                        ret = new TestDanceMove("foo dance", TargetType.Field, 0);
                        break;

                    default:
                        throw new ArgumentException(
                                  $"No test move found for the given inputs. TargetType: '{targetType}', moveType: '{moveType}'");
                    }
                }
            }
            else if (description == "testMultiTurn")
            {
                ret = FakeMultiTurnMove;
            }
            else if (moveType == null)
            {
                throw new ArgumentException(
                          "TestMoveFactory.Get() must either specify a moveType, or indicate it wants a test move!");
            }
            else
            {
                ret = MoveFactory.Get(moveType.Value);
            }

            return(ret);
        }
        public override void Build(IFighter owner, Team ownTeam, Team enemyTeam, List <TerrainInteractable> terrainInteractables)
        {
            MenuActions = new List <MenuAction>
            {
                new MenuAction("attack", subMenu: _menuFactory.GetMenu(MenuType.ChooseTargetMenu, _input, _output), move: MoveFactory.Get(BattleMoveType.Attack))
            };

            if (owner.Spells.Any())
            {
                MenuActions.Add(new MenuAction("magic", subMenu: _menuFactory.GetMenu(MenuType.ChooseSpellMenu, _input, _output)));
            }

            if (owner.SpecialMoves.Any())
            {
                //MenuActions.Add(new MenuAction("special move", altText: "special"));
                MenuActions.Add(new MenuAction("special move", altText: "special", subMenu: _menuFactory.GetMenu(MenuType.ChooseSpecialAttackMenu, _input, _output)));
            }

            base.Build(owner, ownTeam, enemyTeam, terrainInteractables);
        }