public void ProcessSkill_AttackTest() { //Initialize necessary instances. BattleSimulator battleSim = this.BattleSimulator; //A custom attack skill used for the tests. Skill attackSkill = new Attack("attack", 1, 25, 999, Target.Opponent); //Initialize entities. Player player = this.Player; Enemy enemy = this.Enemy; //Give the player enough gauge to use the attack skill. player.Gauge = attackSkill.Gauge; //Trigger the skill. battleSim.ProcessSkill(attackSkill, player, enemy); //Verify to see if the player's gauge was consumed, which //indicates a successful execution. Assert.AreEqual <byte>(0, player.Gauge); //Follow up by making sure the enemy took //damage from the attack. Assert.AreNotEqual <short>(enemy.MaxHp, enemy.Hp); }
public void ProcessSkill_RecoveryTest() { //Initialize necessary instances. BattleSimulator battleSim = this.BattleSimulator; //A custom healing skill used for the tests. Skill attackSkill = new Heal("Heal", 1, 25, 999, Target.Self); //Initialize entities. Player player = this.Player; Enemy enemy = this.Enemy; //Give the player enough gauge to use the healing skill. player.Gauge = attackSkill.Gauge; //Damage the player to verify that Hp gets recovered. player.Hp = 1; //Damage the enemy to make sure the enemy is not //recovering from the skill as well. enemy.Hp = 1; //Trigger the skill. battleSim.ProcessSkill(attackSkill, player, enemy); //Verify to see if the player's gauge was consumed, which //indicates a successful execution. Assert.AreEqual <byte>(0, player.Gauge); //Follow up by making sure the player recovered Hp. Assert.IsTrue(player.Hp > 1); //Check to make sure the healing effects were not //also applied to the enemy's Hp. Assert.AreEqual <short>(1, enemy.Hp); }