public void TestGreatStridesTurns() { State details = new State(); Assert.AreEqual <uint>(0, GreatStrides.GetTurnsRemaining(details)); for (int i = 3; i >= 0; --i) { GreatStrides.SetTurnsRemaining(details, (uint)i); Assert.AreEqual <uint>((uint)i, GreatStrides.GetTurnsRemaining(details)); } }
public void TestSubsequentAbilitiesStillTickAfterOneWearsOff() { Manipulation manipulation = new Manipulation(); GreatStrides strides = new GreatStrides(); BasicTouch touch = new BasicTouch(); State state = Utility.CreateDefaultState(); state.Durability = 20; State s2 = strides.Activate(state, true); s2 = manipulation.Activate(s2, true); GreatStrides.SetTurnsRemaining(s2, 1); s2 = touch.Activate(s2, true); // Make sure Manipulation still ticked even though great strides wore off. Assert.AreEqual <uint>(20, s2.Durability); }
public void TestMultipleStatAssignment2() { State details = new State(); details.CrafterLevel = 13U; details.SynthLevel = 40U; details.Quality = 1215U; details.MaxQuality = 923U; details.Condition = Engine.Condition.Excellent; Manipulation.SetTurnsRemaining(details, 2); GreatStrides.SetTurnsRemaining(details, 3); Ingenuity.SetTurnsRemaining(details, 1); SteadyHand.SetTurnsRemaining(details, 4); Assert.AreEqual <uint>(13, details.CrafterLevel); Assert.AreEqual <uint>(40, details.SynthLevel); Assert.AreEqual <uint>(1215, details.Quality); Assert.AreEqual <uint>(923, details.MaxQuality); Assert.AreEqual <Engine.Condition>(Engine.Condition.Excellent, details.Condition); Assert.AreEqual <uint>(2, Manipulation.GetTurnsRemaining(details)); Assert.AreEqual <uint>(3, GreatStrides.GetTurnsRemaining(details)); Assert.AreEqual <uint>(1, Ingenuity.GetTurnsRemaining(details)); Assert.AreEqual <uint>(4, SteadyHand.GetTurnsRemaining(details)); }