public void ShouldAddEquipmentToCharactersEquipment() { var c = new Player(); var e = new TestHelpers.TestWeapon(); EquipmentHelper.EquipEquipment(c, e); Assert.IsTrue(c.CharacterEquipment.Exists(x => x == e)); }
public void ShouldRemovesEquipmentFromCharactersEquipment() { var c = new Player(); var e = new TestHelpers.TestWeapon(); EquipmentHelper.EquipEquipment(c, e); EquipmentHelper.UnEquipEquipment(c, e); Assert.IsFalse(c.CharacterEquipment.Exists(x => x == e)); }
public void ShouldFreesCharactersEquipmentSlots() { var c = new Player(); var e = new TestHelpers.TestWeapon(); EquipmentHelper.EquipEquipment(c, e); EquipmentHelper.UnEquipEquipment(c, e); Assert.IsFalse(c.Slots.Exists(x => !x.SlotFree || x.SlotEquipmentName == e.Name)); }
public void ShouldEquipEquipmentIfCharacterDoesNotHaveEnoughFreeSlots() { var c = new Player(); var e = new TestHelpers.TestWeapon(); e.AddSlotType(new Hand()); e.AddSlotType(new Hand()); e.AddSlotType(new Hand()); Assert.IsFalse(EquipmentHelper.CanEquipEquipment(c, e)); }
public void ShouldUpdatesCharacterEquipmentSlotsToUsed() { var c = new Player(); var e = new TestHelpers.TestWeapon(); e.AddSlotType(new Hand()); EquipmentHelper.EquipEquipment(c, e); Assert.IsTrue(c.Slots.Exists(x => !x.SlotFree && x.SlotEquipmentName == e.Name)); }
public void ShouldThrowExceptionWhenCharacterDoesNotHaveEnoughFreeSlots() { var c = new Player(); var e = new TestHelpers.TestWeapon(); e.AddSlotType(new Hand()); e.AddSlotType(new Hand()); e.AddSlotType(new Hand()); EquipmentHelper.EquipEquipment(c, e); }
public void ShouldEquipEquipmentIfCharacterHasFreeSlots() { var c = new Player(); var e = new TestHelpers.TestWeapon(); Assert.IsTrue(EquipmentHelper.CanEquipEquipment(c, e)); }
public void ShouldCalculateWeaponDamage() { var w = new TestHelpers.TestWeapon(); var dmg = w.GetDamage(); Assert.IsTrue((w.BaseDamage + w.BonusDamage) >= dmg && dmg >= w.BaseDamage); }