public void ModelFacade_UseItem() { PCModel pcm = gs.GetPCM(); PlayerCharacter workingPC = pcm.GetPC(); Inventory workingInv = pcm.GetInventory(); Assert.IsTrue(workingInv.Contains(items[21]), "Inventory should contain Item 22"); Assert.IsTrue(workingInv.Contains(items[23]), "Inventory should contain Item 24"); int invSlot = workingInv.GetInventorySlot(items[21]); Assert.AreEqual(80, workingPC.GetResource(PlayerCharacter.HEALTH), "Health should be 80"); Assert.AreEqual(50, workingPC.GetResource(PlayerCharacter.HUNGER), "Hunger should be 50"); Assert.AreEqual(60, workingPC.GetResource(PlayerCharacter.THIRST), "Thirst should be 60"); Assert.AreEqual(70, workingPC.GetResource(PlayerCharacter.SANITY), "Sanity should be 70"); Assert.IsTrue(mf.UseItem(gs, invSlot), "Item 22 should be used"); Assert.AreEqual(90, workingPC.GetResource(PlayerCharacter.HEALTH), "Health should be 90"); Assert.AreEqual(50, workingPC.GetResource(PlayerCharacter.HUNGER), "Hunger should stay the same"); Assert.AreEqual(60, workingPC.GetResource(PlayerCharacter.THIRST), "Thirst should stay the same"); Assert.AreEqual(70, workingPC.GetResource(PlayerCharacter.SANITY), "Sanity should stay the same"); Assert.IsFalse(workingInv.Contains(items[21]), "Inventory should no longer contain Item 22"); invSlot = workingInv.GetInventorySlot(items[23]); Assert.IsFalse(mf.UseItem(gs, invSlot), "Should not be possible to item 24 due to lack of prerequisites"); }
/// <summary> /// Constructor for new game state (for a new game) /// </summary> /// <param name="itemCatalogue">Item Catalogue String</param> /// <param name="eventCatalogue">Event Catalogue String</param> /// <param name="discoveryCatalogue">Discovery Catalogue String</param> public GameState(String itemCatalogue, String eventCatalogue, String discoveryCatalogue, String discovered) { pcm = new PCModel(itemCatalogue); em = new EventModel(eventCatalogue); lm = new LocationModel(512); dm = new DiscoveryModel(discovered, discoveryCatalogue); }
public void ModelFacade_CanAffordMove() { PCModel workingPCM = gs.GetPCM(); PlayerCharacter workingPC = workingPCM.GetPC(); Assert.AreEqual(80, workingPC.GetResource(PlayerCharacter.HEALTH), "Health should be 80"); Assert.AreEqual(50, workingPC.GetResource(PlayerCharacter.HUNGER), "Hunger should be 50"); Assert.AreEqual(60, workingPC.GetResource(PlayerCharacter.THIRST), "Thirst should be 60"); Assert.AreEqual(70, workingPC.GetResource(PlayerCharacter.SANITY), "Sanity should be 70"); Assert.IsTrue(mf.CanAffordMove(gs, ModelFacade.LOCATION_MOVE_COST), "Move should be possible"); mf.ReduceResourcesByMoveCost(gs, ModelFacade.LOCATION_MOVE_COST); Assert.IsTrue(mf.CanAffordMove(gs, ModelFacade.LOCATION_MOVE_COST), "Move should be possible"); mf.ReduceResourcesByMoveCost(gs, ModelFacade.LOCATION_MOVE_COST); Assert.IsTrue(mf.CanAffordMove(gs, ModelFacade.LOCATION_MOVE_COST), "Move should be possible"); mf.ReduceResourcesByMoveCost(gs, ModelFacade.LOCATION_MOVE_COST); Assert.IsTrue(mf.CanAffordMove(gs, ModelFacade.LOCATION_MOVE_COST), "Move should be possible"); mf.ReduceResourcesByMoveCost(gs, ModelFacade.LOCATION_MOVE_COST); Assert.IsFalse(mf.CanAffordMove(gs, ModelFacade.LOCATION_MOVE_COST), "Move should not be possible"); Assert.AreEqual(80, workingPC.GetResource(PlayerCharacter.HEALTH), "Health should be 80"); Assert.AreEqual(10, workingPC.GetResource(PlayerCharacter.HUNGER), "Hunger should be 10"); Assert.AreEqual(20, workingPC.GetResource(PlayerCharacter.THIRST), "Thirst should be 20"); Assert.AreEqual(70, workingPC.GetResource(PlayerCharacter.SANITY), "Sanity should be 70"); }
public void ModelFacade_DiscardItem() { PCModel pcm = gs.GetPCM(); PlayerCharacter workingPC = pcm.GetPC(); Inventory workingInv = pcm.GetInventory(); Assert.IsTrue(workingInv.Contains(items[0]), "Inventory should contain Item 1"); Assert.IsTrue(workingInv.Contains(items[2]), "Inventory should contain Item 3"); Assert.IsTrue(workingInv.Contains(items[3]), "Inventory should contain Item 4"); Assert.IsTrue(workingInv.Contains(items[5]), "Inventory should contain Item 6"); Assert.IsTrue(workingInv.Contains(items[7]), "Inventory should contain Item 8"); Assert.IsTrue(workingInv.Contains(items[21]), "Inventory should contain Item 22"); Assert.IsTrue(workingInv.Contains(items[23]), "Inventory should contain Item 24"); int invSlot = workingInv.GetInventorySlot(items[2]); Assert.IsTrue(mf.DiscardItem(gs, invSlot), "Should be possible to discard Item 3"); Assert.IsFalse(workingInv.Contains(items[2]), "Inventory should not contain Item 3"); invSlot = workingInv.GetInventorySlot(items[7]); Assert.IsTrue(workingInv.Contains(items[7]), "Inventory should contain Item 8"); Assert.IsTrue(mf.DiscardItem(gs, invSlot), "Should be possible to discard Item 8"); Assert.IsFalse(workingInv.Contains(items[7]), "Inventory should not contain Item 8"); Assert.IsFalse(mf.DiscardItem(gs, 10), "Should not be possible to discard empty slot"); }
/// <summary> /// Reduces the player in this game states resources (hunger and thirst) by the move cost /// </summary> /// <param name="gs">Games State to alter</param> public void ReduceResourcesByMoveCost(GameState gs, int cost) { PCModel pcm = gs.GetPCM(); pcm.ModifyPrimaryResource(PlayerCharacter.PlayerCharacter.HUNGER, -cost); pcm.ModifyPrimaryResource(PlayerCharacter.PlayerCharacter.THIRST, -cost); }
public void MainController_IntialiseNewGame() { //FileReadWriter frw = new FileReadWriter(); //frw.WriteSaveDataFile("eventCatalogue", gs.GetEM().ParseCatalogueToString()); //frw.WriteSaveDataFile("itemCatalogue", gs.GetPCM().GetItemCatalogue().ParseToString()); //frw.WriteSaveDataFile("discoveryCatalogue", gs.GetDM().ParseCatalogueToString()); MainController mc = new MainController(); //Assert.IsTrue(mc.InitialiseNewGame(), "New game should be succesfully initialized"); mc.InitialiseNewGame(); GameState workingGS = mc.GetGameState(); PCModel workingPCM = workingGS.GetPCM(); LocationModel workingLM = workingGS.GetLM(); EventModel workingEM = workingGS.GetEM(); DiscoveryModel workingDM = workingGS.GetDM(); EventCatalogue ec = workingEM.GetEventCatalogue(); String workingEventCat = workingEM.ParseCatalogueToString(); String workingDiscCat = workingDM.ParseCatalogueToString(); String workingItemCat = workingPCM.GetItemCatalogue().ParseToString(); Assert.AreEqual(eventCatalogue, workingEventCat, "Event catalogues should match"); Assert.AreEqual(discoveryCatalogue, workingDiscCat, "Discovery catalogues should match"); Assert.AreEqual(itemCatalogue, workingItemCat, "Item catalogues should match"); Assert.AreEqual(512, workingLM.GetUnvisited().Count, "Should be 1024 unvisited nodes"); }
/// <summary> /// Constructor for game state from save data /// </summary> /// <param name="pc">Player character string</param> /// <param name="inventory">Inventory string</param> /// <param name="itemCatalogue">Item catalogue string</param> /// <param name="usedEvents">used events string</param> /// <param name="currentEvent">current events string</param> /// <param name="eventCatalogue">event catalogue string</param> /// <param name="discovered">discovered string</param> /// <param name="discoveryCatalogue">discovered catalogue string</param> /// <param name="visitedLocs">visisted locations string</param> /// <param name="unvisitedLocs">unvisited locations string</param> /// <param name="currLoc">current location string</param> /// <param name="currSLoc">current sublocation string</param> public GameState(String pc, String inventory, String itemCatalogue, String usedEvents, String currentEvent, String eventCatalogue, String discovered, String discoveryCatalogue, String visitedLocs, String unvisitedLocs, String currLoc, String currSLoc, String buttonArea, System.Drawing.Bitmap worldMap) { pcm = new PCModel(pc, inventory, itemCatalogue); em = new EventModel(usedEvents, eventCatalogue, currentEvent); dm = new DiscoveryModel(discovered, discoveryCatalogue); lm = new LocationModel(visitedLocs, unvisitedLocs, currLoc, currSLoc, buttonArea, worldMap); }
public ActionResult PC() { CRUDService.ServiceClient sr = new CRUDService.ServiceClient(); PCModel pcmodel = new PCModel { parts = sr.getAllPCparts() }; return(View(pcmodel)); }
/// <summary> /// Resolve the current event with the option selected and the event modififer passed /// </summary> /// <param name="gs">Current Game state</param> /// <param name="optionSelected">The selected option</param> /// <param name="eventModifier">The event modifier</param> public void ResolveEvent(GameState gs, int optionSelected, double eventModifier) { EventModel em = gs.GetEM(); PCModel pcm = gs.GetPCM(); List <EventEffect> effects = em.GetOptionEffects(optionSelected); foreach (EventEffect effect in effects) { effect.ResolveEffect(eventModifier, pcm); } }
/// <summary> /// Resolves the IEE and applies it to the PC /// </summary> /// <param name="eventModifier">Event modifier for item amount</param> /// <param name="pcm">The PC model to apply to</param> public override void ResolveEffect(double eventModifier, PCModel pcm) { int amount = item.GetAmount(); if (amount < 0) { int remove = Math.Abs(amount); pcm.RemoveRandomItemFromInventory(remove); } else { pcm.ModifyInventory(item, amount); } }
/// <summary> /// Updates the item catalogue /// </summary> public void DrawItemCatalogue() { GameState gs = mc.GetGameState(); PCModel pcm = gs.GetPCM(); List <Item> items = pcm.GetItemCatalogue().GetItems(); List <string> temp = new List <string>(); foreach (Item item in items) { temp.Add(item.ToPrettyString()); } itemCatalogueLB.ItemsSource = temp; //itemCatalogue.DataSource = temp; }
public void ModelFacade_ReduceResourcesByMoveCost() { PCModel workingPCM = gs.GetPCM(); PlayerCharacter workingPC = workingPCM.GetPC(); Assert.AreEqual(80, workingPC.GetResource(PlayerCharacter.HEALTH), "Health should be 80"); Assert.AreEqual(50, workingPC.GetResource(PlayerCharacter.HUNGER), "Hunger should be 50"); Assert.AreEqual(60, workingPC.GetResource(PlayerCharacter.THIRST), "Thirst should be 60"); Assert.AreEqual(70, workingPC.GetResource(PlayerCharacter.SANITY), "Sanity should be 70"); mf.ReduceResourcesByMoveCost(gs, ModelFacade.LOCATION_MOVE_COST); Assert.AreEqual(80, workingPC.GetResource(PlayerCharacter.HEALTH), "Health should stay the same"); Assert.AreEqual(40, workingPC.GetResource(PlayerCharacter.HUNGER), "Hunger should be 40"); Assert.AreEqual(50, workingPC.GetResource(PlayerCharacter.THIRST), "Thirst should be 50"); Assert.AreEqual(70, workingPC.GetResource(PlayerCharacter.SANITY), "Sanity should stay the same"); }
public void MainController_WriteSaveData() { MainController mc = new MainController(); Assert.IsTrue(mc.InitialiseGameFromSave(), "Save game should be succesfully initialized"); GameState workingGS = mc.GetGameState(); PCModel workingPCM = workingGS.GetPCM(); LocationModel workingLM = workingGS.GetLM(); EventModel workingEM = workingGS.GetEM(); DiscoveryModel workingDM = workingGS.GetDM(); Assert.IsTrue(mc.WriteSaveData(), "Save Data should be sucessfully written"); FileReadWriter frw = new FileReadWriter(); String pc = frw.ReadSaveDataFile(FileReadWriter.PLAYER_CHARACTER); String inventory = frw.ReadSaveDataFile(FileReadWriter.INVENTORY); String usedEvents = frw.ReadSaveDataFile(FileReadWriter.USED_EVENTS); String currentEvent = frw.ReadSaveDataFile(FileReadWriter.CURRENT_EVENT); String discovered = frw.ReadSaveDataFile(FileReadWriter.DISCOVERED); String visitedLocs = frw.ReadSaveDataFile(FileReadWriter.VISITED); String unvisitedLocs = frw.ReadSaveDataFile(FileReadWriter.UNVISISTED); String currLoc = frw.ReadSaveDataFile(FileReadWriter.CURRENT_LOCATION); String currSLoc = frw.ReadSaveDataFile(FileReadWriter.CURRENT_SUBLOCATION); String workingPC = workingPCM.GetPC().ParseToString(); String workingInventory = workingPCM.GetInventory().ParseToString(); String workingUsedEvents = workingEM.ParseUsedEventsToString(); String workingCurrentEvent = workingEM.ParseCurrentEventToString(); String workingDiscovered = workingDM.ParseDiscoveredToString(); String workingVisited = workingLM.ParseVisitedToString(); String workingUnvisited = workingLM.ParseUnvisitedToString(); String workingCurrLocation = workingLM.ParseCurrLocationToString(); String workingCurrSLoc = workingLM.ParseCurrSubLocToString(); Assert.AreEqual(workingPC, pc, "Saved PC should match"); Assert.AreEqual(workingInventory, inventory, "Saved Inventory should match"); Assert.AreEqual(workingUsedEvents, usedEvents, "Saved Used Events should match"); Assert.AreEqual(workingCurrentEvent, currentEvent, "Saved Current events should match"); Assert.AreEqual(workingDiscovered, discovered, "Saved Discovered should match"); Assert.AreEqual(workingVisited, visitedLocs, "Saved Visited should match"); Assert.AreEqual(workingUnvisited, unvisitedLocs, "Saved Unvisisted should match"); Assert.AreEqual(workingCurrLocation, currLoc, "Saved Curr location should match"); Assert.AreEqual(workingCurrSLoc, currSLoc, "Saved Curr Sublocation should match"); }
public void ModelFacade_ItemUsable() { PCModel pcm = gs.GetPCM(); PlayerCharacter workingPC = pcm.GetPC(); Inventory workingInv = pcm.GetInventory(); Assert.IsTrue(workingInv.Contains(items[21]), "Inventory should contain Item 22"); Assert.IsTrue(workingInv.Contains(items[23]), "Inventory should contain Item 24"); int invSlot = workingInv.GetInventorySlot(items[21]); Assert.IsTrue(mf.ItemUsable(gs, invSlot), "Item 22 should be usable"); invSlot = workingInv.GetInventorySlot(items[23]); Assert.IsFalse(mf.ItemUsable(gs, invSlot), "Item 24 should not be usable"); Assert.IsFalse(mf.ItemUsable(gs, 10), "Should not be possible to use empty slot"); }
public void MainController_IntialiseGameFromSave() { //FileReadWriter frw = new FileReadWriter(); //frw.WriteSaveDataFile(FileReadWriter.DIFFICULTY_CONTROLLER, dc.ParseToString()); //frw.WriteSaveDataFile(FileReadWriter.PLAYER_CHARACTER, pc); //frw.WriteSaveDataFile(FileReadWriter.INVENTORY, inventory); //frw.WriteSaveDataFile(FileReadWriter.USED_EVENTS, usedEvents); //frw.WriteSaveDataFile(FileReadWriter.CURRENT_EVENT, currentEvent); //frw.WriteSaveDataFile(FileReadWriter.DISCOVERED, discovered); //frw.WriteSaveDataFile(FileReadWriter.VISITED, visitedLocs); //frw.WriteSaveDataFile(FileReadWriter.UNVISISTED, unvisitedLocs); //frw.WriteSaveDataFile(FileReadWriter.CURRENT_LOCATION, currLoc); //frw.WriteSaveDataFile(FileReadWriter.CURRENT_SUBLOCATION, currSLoc); MainController mc = new MainController(); Assert.IsTrue(mc.InitialiseGameFromSave(), "Save game should be succesfully initialized"); GameState workingGS = mc.GetGameState(); PCModel workingPCM = workingGS.GetPCM(); LocationModel workingLM = workingGS.GetLM(); EventModel workingEM = workingGS.GetEM(); DiscoveryModel workingDM = workingGS.GetDM(); String workingPC = workingPCM.GetPC().ParseToString(); String workingInventory = workingPCM.GetInventory().ParseToString(); String workingUsedEvents = workingEM.ParseUsedEventsToString(); String workingCurrentEvent = workingEM.ParseCurrentEventToString(); String workingDiscovered = workingDM.ParseDiscoveredToString(); String workingVisited = workingLM.ParseVisitedToString(); String workingUnvisited = workingLM.ParseUnvisitedToString(); String workingCurrLocation = workingLM.ParseCurrLocationToString(); String workingCurrSLoc = workingLM.ParseCurrSubLocToString(); Assert.AreEqual(pc, workingPC, "PC should match"); Assert.AreEqual(inventory, workingInventory, "Inventory should match"); Assert.AreEqual(usedEvents, workingUsedEvents, "Used Events should match"); Assert.AreEqual(currentEvent, workingCurrentEvent, "Current events should match"); Assert.AreEqual(discovered, workingDiscovered, "Discovered should match"); Assert.AreEqual(visitedLocs, workingVisited, "Visited should match"); Assert.AreEqual(unvisitedLocs, workingUnvisited, "Unvisisted should match"); Assert.AreEqual(currLoc, workingCurrLocation, "Curr location should match"); Assert.AreEqual(currSLoc, workingCurrSLoc, "Curr Sublocation should match"); }
public void Setup() { pcStr = PlayerCharacter.HEALTH + ":80:1," + PlayerCharacter.HUNGER + ":50:1," + PlayerCharacter.THIRST + ":60:1," + PlayerCharacter.SANITY + ":70:1"; invStr = Inventory.TAG + "#" + itemStr1 + "#" + itemStr2 + "#" + itemStr3; catalogue = ItemCatalogue.TAG + ";" + itemStr1 + ";" + itemStr2 + ";" + itemStr3 + ";" + itemStr4; std_pcm = new PCModel(catalogue); pcm = new PCModel(pcStr, invStr, catalogue); item1 = new Item(itemStr1); item2 = new Item(itemStr2); item3 = new Item(itemStr3); item4 = new Item(itemStr4); for (int i = 1; i < 21; i++) { Item tmp = new Item(StringMaker.makeItemStr(i)); items.Add(tmp); } }
/// <summary> /// Checks if string make up a valid game state /// </summary> /// <param name="pc">Player character string</param> /// <param name="inventory">Inventory string</param> /// <param name="itemCatalogue">Item catalogue string</param> /// <param name="usedEvents">used events string</param> /// <param name="currentEvent">current events string</param> /// <param name="eventCatalogue">event catalogue string</param> /// <param name="discovered">discovered string</param> /// <param name="discoveryCatalogue">discovered catalogue string</param> /// <param name="visitedLocs">visisted locations string</param> /// <param name="unvisitedLocs">unvisited locations string</param> /// <param name="currLoc">current location string</param> /// <param name="currSLoc">current sublocation string</param> /// <returns>If game state is valid</returns> public static bool IsValidGameState(String pc, String inventory, String itemCatalogue, String usedEvents, String currentEvent, String eventCatalogue, String discovered, String discoveryCatalogue, String visitedLocs, String unvisitedLocs, String currLoc, String currSLoc) { int currID, currSub; bool valid = true; valid &= PCModel.IsValidPCModel(pc, inventory, itemCatalogue); valid &= EventModel.IsValidCatalogue(eventCatalogue); if (currentEvent != "") { valid &= EventModel.IsValidCurrentEvent(currentEvent); } valid &= EventModel.IsValidUsedEvents(usedEvents); valid &= DiscoveryModel.IsValidDiscoveryCatalogue(discoveryCatalogue); valid &= DiscoveryModel.IsValidDiscovered(discovered); valid &= LocationModel.IsValidUnvisitedLocations(unvisitedLocs); valid &= LocationModel.IsValidVisitedLocations(visitedLocs); valid &= int.TryParse(currLoc, out currID); valid &= int.TryParse(currSLoc, out currSub); return(valid); }
public void ModelFacade_ScavengeSublocation() { LocationModel workingLM = gs.GetLM(); PCModel pcm = gs.GetPCM(); Inventory temp = new Inventory(inventory); Inventory workingInv = pcm.GetInventory(); int oldTotal = 0; foreach (Item item in workingInv.GetInventory()) { oldTotal += item.GetAmount(); } Assert.AreEqual(workingInv.ParseToString(), temp.ParseToString(), "Inventory should match"); Assert.IsFalse(workingLM.IsScavenged(), "Current sublocation should not be scavenged"); Assert.IsFalse(workingInv.IsInventoryFull(), "Inventody should not be full"); Assert.IsTrue(mf.ScavangeSubLocation(gs).Count > 0, "Scavenging should be succesful"); Assert.IsTrue(workingLM.IsScavenged(), "Current sublocation should now be scavenged"); Assert.AreNotEqual(workingInv.ParseToString(), temp.ParseToString(), "Inventory should have changed"); int newTotal = 0; foreach (Item item in workingInv.GetInventory()) { newTotal += item.GetAmount(); } Assert.IsTrue(oldTotal < newTotal, "There should be more items in the inventory"); var tempScav = mf.ScavangeSubLocation(gs); Assert.IsTrue(tempScav.Count == 0, "Scavenging should fail"); oldTotal = newTotal; newTotal = 0; foreach (Item item in workingInv.GetInventory()) { newTotal += item.GetAmount(); } Assert.AreEqual(oldTotal, newTotal, "no new items should have been added"); }
/// <summary> /// Adjusts the player character with this events effect /// </summary> /// <param name="eventModifier">Modifier for this event</param> /// <param name="pcm">The player character model to modify with</param> public override void ResolveEffect(double eventModifier, PCModel pcm) { int value = rnd.Next(minimum, maximum); if (minimum < 0) { value = Convert.ToInt32(value * (2 - eventModifier)); } else { value = Convert.ToInt32(value * eventModifier); } if (value < minimum) { value = minimum; } else if (value > maximum) { value = maximum; } pcm.ModifyPrimaryResource(resource, value); }
public void ModelFacade_ResolveEvent() { EventModel em = gs.GetEM(); PCModel pcm = gs.GetPCM(); PlayerCharacter workingPC = pcm.GetPC(); Inventory workingInv = pcm.GetInventory(); int optionSelected = 1; float eventModifier = 1.0f; Assert.AreEqual(80, workingPC.GetResource(PlayerCharacter.HEALTH), "Health should be 80"); Assert.AreEqual(50, workingPC.GetResource(PlayerCharacter.HUNGER), "Hunger should be 50"); Assert.AreEqual(60, workingPC.GetResource(PlayerCharacter.THIRST), "Thirst should be 60"); Assert.AreEqual(70, workingPC.GetResource(PlayerCharacter.SANITY), "Sanity should be 70"); Assert.IsFalse(workingInv.Contains(items[1]), "Inventory should contain Item 2"); mf.ResolveEvent(gs, optionSelected, eventModifier); int newHealth = workingPC.GetResource(PlayerCharacter.HEALTH); int currentHealth = newHealth; Assert.IsTrue(newHealth >= 90 && newHealth <= 100, "Health should be increased by somewhere between 10 to 20"); Assert.IsTrue(workingInv.Contains(items[1]), "Inventory should contain Item 2"); Assert.AreEqual(1, workingInv.GetAmount(items[1]), "Should be one of Item 2"); optionSelected = 10; mf.ResolveEvent(gs, optionSelected, eventModifier); newHealth = workingPC.GetResource(PlayerCharacter.HEALTH); Assert.AreEqual(currentHealth, newHealth, "Health should be the same as you can't select a non existent option"); Assert.IsTrue(workingInv.Contains(items[1]), "Inventory should contain Item 2"); Assert.AreEqual(1, workingInv.GetAmount(items[1]), "Should only be one of Item 2"); em.FetchSpecificEvent(100); mf.ResolveEvent(gs, optionSelected, eventModifier); newHealth = workingPC.GetResource(PlayerCharacter.HEALTH); Assert.AreEqual(currentHealth, newHealth, "Health should be the same as you can't select an option of a null event"); Assert.IsTrue(workingInv.Contains(items[1]), "Inventory should contain Item 2"); Assert.AreEqual(1, workingInv.GetAmount(items[1]), "Should only be one of Item 2"); }
/// <summary> /// Scavenges a sublocation putting found items into the inventory of this PC /// </summary> /// <param name="gs">The game state to modify</param> /// <returns>List of scavenged items</returns> public List <Item> ScavangeSubLocation(GameState gs) { LocationModel lm = gs.GetLM(); PCModel pcm = gs.GetPCM(); ItemCatalogue ic = pcm.GetItemCatalogue(); List <Item> scavengedItems = new List <Item>(); if (lm.IsScavenged() || pcm.GetInventory().IsInventoryFull()) { return(scavengedItems); } List <Item> itemSelection = new List <Item>(); for (int i = 0; i < 100; i++) { itemSelection.Add(ic.GetRandomItem()); } scavengedItems = lm.Scavenge(itemSelection); foreach (Item item in scavengedItems) { pcm.ModifyInventory(item, item.GetAmount()); } return(scavengedItems); }
public void Setup() { // PC Model List <Item> items = new List <Item>(); itemCatalogue = ItemCatalogue.TAG; inventory = Inventory.TAG; pc = PlayerCharacter.HEALTH + ":80:1," + PlayerCharacter.HUNGER + ":50:1," + PlayerCharacter.THIRST + ":60:1," + PlayerCharacter.SANITY + ":70:1"; for (int i = 1; i < 21; i++) { Item tmp = new Item(StringMaker.makeItemStr(i)); items.Add(tmp); itemCatalogue += ";" + tmp.ParseToString(); } inventory += "#" + items[0].ParseToString() + "#" + items[3].ParseToString() + "#" + items[2].ParseToString() + "#" + items[5].ParseToString() + "#" + items[7].ParseToString(); pcm = new PCModel(pc, inventory, itemCatalogue); // Event Model String validPREE = PREventEffect.PR_EFFECT_TAG + ":" + PlayerCharacter.HEALTH + ":10:20:Test Result"; String validIEE = ItemEventEffect.ITEM_EFFECT_TAG + "#" + items[1].ParseToString() + "#Test Result"; String validOption1 = Option.TAG + ";" + "1;TestText1;TestResult;EventEffects|" + validPREE + "|" + validIEE; String validOption2 = Option.TAG + ";" + "2;TestText2;TestResult;EventEffects|" + validPREE + "|" + validIEE; String validOption3 = Option.TAG + ";" + "3;TestText3;TestResult;EventEffects|" + validPREE + "|" + validIEE; String validOption4 = Option.TAG + ";" + "4;TestText4;TestResult;EventEffects|" + validPREE + "|" + validIEE; List <Event> events = new List <Event>(); eventCatalogue = EventCatalogue.TAG; for (int i = 1; i < 21; i++) { String evt = Event.TAG + "$" + i + "$Type$Test text$EventOptions*" + validOption1 + "*" + validOption2 + "*" + validOption3 + "*" + validOption4; if (!Event.IsValidEvent(evt)) { String wrong = evt; Event.IsValidEvent(wrong); } Event temp = new Event(evt); events.Add(temp); eventCatalogue += "^" + evt; } usedEvents = EventModel.USED_TAG + ":1:2:6"; currentEvent = events[7].ParseToString(); em = new EventModel(usedEvents, eventCatalogue, currentEvent); // Location Model Residential res = new Residential(1, 3, 5); Commercial com = new Commercial(2, 4, 7); Civic civ = new Civic(3, 6, 3); List <Location> locations = new List <Location>(); List <DummyLocation> dummyLocations = new List <DummyLocation>(); visitedLocs = "VisitedLocations"; unvisitedLocs = "UnvisitedLocations"; for (int i = 1; i < 21; i++) { int j = i + 20; String loc; String dloc; if (i + 1 < 21) { if (i - 1 > 0) { loc = "Type:Location,ID:" + i + ",Visited:True,Sublocations:" + res.ParseToString() + ":" + com.ParseToString() + ",CurrentSublocation:1"; dloc = "Type:DummyLocation,ID:" + j; } else { loc = "Type:Location,ID:" + i + ",Visited:True,Sublocations:" + res.ParseToString() + ":" + com.ParseToString() + ",CurrentSublocation:1"; dloc = "Type:DummyLocation,ID:" + j; } } else { loc = "Type:Location,ID:" + i + ",Visited:True,Sublocations:" + res.ParseToString() + ":" + com.ParseToString() + ",CurrentSublocation:1"; dloc = "Type:DummyLocation,ID:" + j; } Location temp = new Location(loc); DummyLocation dTemp = new DummyLocation(dloc); locations.Add(temp); dummyLocations.Add(dTemp); visitedLocs += "#" + loc; unvisitedLocs += "#" + dloc; } currLoc = "4"; currSLoc = "1"; lm = new LocationModel(visitedLocs, unvisitedLocs, currLoc, currSLoc); // Discovery Model List <Discovery> discoveries = new List <Discovery>(); discoveryCatalogue = DiscoveryCatalogue.TAG; for (int i = 1; i < 21; i++) { String disc = Discovery.TAG + ":" + i + ":Text:" + i; Discovery temp = new Discovery(disc); discoveries.Add(temp); discoveryCatalogue += "#" + disc; } discovered = DiscoveryModel.DISCOVERED_TAG + ":1:2:7:8"; dm = new DiscoveryModel(discovered, discoveryCatalogue); // Game State //gs = new GameState(pc, inventory, itemCatalogue, // usedEvents, currentEvent, eventCatalogue, // discovered, discoveryCatalogue, // visitedLocs, unvisitedLocs, currLoc, currSLoc); }
public void Setup() { // PC Model List <Item> items = new List <Item>(); itemCatalogue = ItemCatalogue.TAG; inventory = Inventory.TAG; pc = PlayerCharacter.HEALTH + ":80:1," + PlayerCharacter.HUNGER + ":50:1," + PlayerCharacter.THIRST + ":60:1," + PlayerCharacter.SANITY + ":70:1"; for (int i = 1; i < 21; i++) { Item tmp = new Item(StringMaker.makeItemStr(i)); items.Add(tmp); itemCatalogue += ";" + tmp.ParseToString(); } inventory += "#" + items[0].ParseToString() + "#" + items[3].ParseToString() + "#" + items[2].ParseToString() + "#" + items[5].ParseToString() + "#" + items[7].ParseToString(); pcm = new PCModel(pc, inventory, itemCatalogue); // Event Model String validPREE = PREventEffect.PR_EFFECT_TAG + ":" + PlayerCharacter.HEALTH + ":10:20:Test Result"; String validIEE = ItemEventEffect.ITEM_EFFECT_TAG + "#" + items[1].ParseToString() + "#Test Result"; String validOption1 = Option.TAG + ";" + "1;TestText1;TestResult;EventEffects|" + validPREE + "|" + validIEE; String validOption2 = Option.TAG + ";" + "2;TestText2;TestResult;EventEffects|" + validPREE + "|" + validIEE; String validOption3 = Option.TAG + ";" + "3;TestText3;TestResult;EventEffects|" + validPREE + "|" + validIEE; String validOption4 = Option.TAG + ";" + "4;TestText4;TestResult;EventEffects|" + validPREE + "|" + validIEE; List <Event> events = new List <Event>(); eventCatalogue = EventCatalogue.TAG; for (int i = 1; i < 21; i++) { String evt = Event.TAG + "$" + i + "$Type$Test text$EventOptions*" + validOption1 + "*" + validOption2 + "*" + validOption3 + "*" + validOption4; if (!Event.IsValidEvent(evt)) { String wrong = evt; Event.IsValidEvent(wrong); } Event temp = new Event(evt); events.Add(temp); eventCatalogue += "^" + evt; } usedEvents = EventModel.USED_TAG + ":1:2:6"; currentEvent = events[7].ParseToString(); em = new EventModel(usedEvents, eventCatalogue, currentEvent); // Location Model Residential res = new Residential(1, 3, 5); Commercial com = new Commercial(2, 4, 7); Civic civ = new Civic(3, 6, 3); List <Location> locations = new List <Location>(); List <DummyLocation> dummyLocations = new List <DummyLocation>(); visitedLocs = "VisitedLocations"; unvisitedLocs = "UnvisitedLocations"; for (int i = 1; i < 21; i++) { int j = i + 20; String loc; String dloc; if (i + 1 < 21) { if (i - 1 > 0) { loc = "Type:Location,ID:" + i + ",Visited:True,Sublocations:" + res.ParseToString() + ":" + com.ParseToString() + ",CurrentSublocation:1"; dloc = "Type:DummyLocation,ID:" + j; } else { loc = "Type:Location,ID:" + i + ",Visited:True,Sublocations:" + res.ParseToString() + ":" + com.ParseToString() + ",CurrentSublocation:1"; dloc = "Type:DummyLocation,ID:" + j; } } else { loc = "Type:Location,ID:" + i + ",Visited:True,Sublocations:" + res.ParseToString() + ":" + com.ParseToString() + ",CurrentSublocation:1"; dloc = "Type:DummyLocation,ID:" + j; } Location temp = new Location(loc); DummyLocation dTemp = new DummyLocation(dloc); locations.Add(temp); dummyLocations.Add(dTemp); visitedLocs += "#" + loc; unvisitedLocs += "#" + dloc; } currLoc = "4"; currSLoc = "1"; lm = new LocationModel(visitedLocs, unvisitedLocs, currLoc, currSLoc); // Discovery Model List <Discovery> discoveries = new List <Discovery>(); discoveryCatalogue = DiscoveryCatalogue.TAG; for (int i = 1; i < 21; i++) { String disc = Discovery.TAG + ":" + i + ":Text:" + i; Discovery temp = new Discovery(disc); discoveries.Add(temp); discoveryCatalogue += "#" + disc; } discovered = DiscoveryModel.DISCOVERED_TAG + ":1:2:7:8"; dm = new DiscoveryModel(discovered, discoveryCatalogue); String ba = "ButtonAreas#0:1882:425#1:1873:1363#2:415:859#3:802:257#4:1243:523#5:397:439#6:1144:285#7:1117:1615#8:154:89#9:1333:607#10:1333:1111#11:910:1125#12:451:1531#13:577:1195#14:1594:565#15:1351:1363#16:127:1251#17:613:1167#18:1117:551#19:1657:75#20:1288:313#21:1072:229#22:1585:187#23:1405:327#24:1882:453#25:262:1685#26:820:1657#27:19:327#28:640:1069#29:1225:691#30:649:971#31:1594:1153#32:658:593#33:946:1097#34:559:131#35:1630:817#36:262:621#37:397:243#38:991:971#39:1846:61#40:802:117#41:388:1349#42:532:621#43:1342:1265#44:28:1489#45:766:509#46:253:1335#47:1432:1657#48:253:355#49:595:1055#50:1216:61#51:1819:187#52:1540:1293#53:145:523#54:334:397#55:1108:1293#56:1495:775#57:19:103#58:100:425#59:271:159#60:28:677#61:946:33#62:1090:621#63:784:1237#64:478:425#65:343:551#66:730:313#67:676:873#68:1423:243#69:1936:229#70:793:75#71:1009:747#72:1360:1601#73:901:411#74:469:1699#75:1972:593#76:1855:551#77:928:537#78:982:1125#79:1198:1069#80:1027:103#81:1711:1027#82:739:1699#83:82:1293#84:73:1615#85:1846:1433#86:379:1055#87:1108:1657#88:694:1461#89:127:1195#90:496:1713#91:919:859#92:1981:1027#93:1927:1307#94:1909:775#95:712:1349#96:1558:1237#97:1153:803#98:1369:383#99:802:1209#100:190:1461#101:1225:103#102:1846:453#103:1135:691#104:1639:215#105:1054:1321#106:1117:1055#107:1054:845#108:1855:159#109:1918:1685#110:388:901#111:208:453#112:667:467#113:1054:957#114:838:341#115:91:383#116:874:1321#117:856:1657#118:523:943#119:1036:1713#120:1063:1503#121:1873:1279#122:1000:985#123:1054:341#124:478:1489#125:613:1027#126:1855:1055#127:1945:1335#128:1270:1041#129:1900:481#130:1873:1587#131:190:1153#132:739:747#133:739:831#134:46:341#135:1576:397#136:640:1545#137:469:1307#138:1522:1265#139:1900:1489#140:1531:411#141:1711:327#142:55:887#143:757:47#144:109:1615#145:541:47#146:352:1377#147:1909:1643#148:1315:1559#149:712:929#150:802:509#151:64:957#152:1747:691#153:55:719#154:586:1125#155:1234:901#156:73:635#157:1648:425#158:100:313#159:136:817#160:514:1069#161:1288:453#162:469:1083#163:82:453#164:343:131#165:1819:971#166:226:117#167:46:1405#168:1522:229#169:1936:1545#170:1450:565#171:433:607#172:1756:1209#173:1414:1293#174:928:1433#175:181:831#176:1387:635#177:667:1559#178:973:131#179:1531:1447#180:460:985#181:406:677#182:127:1307#183:1432:957#184:415:1643#185:1567:1559#186:1765:1475#187:1738:33#188:1855:1391#189:82:677#190:1099:1447#191:676:1293#192:1531:523#193:523:719#194:1792:901#195:613:1531#196:676:705#197:1378:1685#198:298:1181#199:244:901#200:1153:635#201:145:215#202:1945:1027#203:1135:1391#204:1081:439#205:1396:649#206:946:285#207:820:1237#208:1639:719#209:1153:439#210:100:1041#211:172:873#212:451:1223#213:847:803#214:1675:1251#215:1054:33#216:1432:341#217:1486:1293#218:1837:103#219:1144:985#220:1360:229#221:865:747#222:307:467#223:19:719#224:1864:397#225:289:327#226:1639:467#227:1063:75#228:1261:243#229:496:1125#230:1270:705#231:406:1489#232:712:677#233:289:215#234:1036:565#235:388:89#236:433:1447#237:1612:33#238:172:313#239:1702:565#240:1315:1475#241:226:313#242:307:1447#243:550:1405#244:109:607#245:208:285#246:505:691#247:1225:327#248:1252:1573#249:217:775#250:1423:1531#251:1054:1293#252:1531:1223#253:1270:33#254:1810:705#255:514:397#256:1369:1139#257:1693:1643#258:361:1447#259:1891:663#260:739:1223#261:163:691#262:1198:1013#263:1171:131#264:460:733#265:1459:19#266:1702:1153#267:1531:943#268:1198:1685#269:1126:173#270:1774:397#271:1792:1573#272:1306:761#273:172:1489#274:1423:187#275:550:1153#276:1612:145#277:1252:789#278:217:719#279:1504:257#280:820:1573#281:1459:1447#282:1486:1097#283:1117:47#284:604:733#285:316:1405#286:712:1433#287:1009:1027#288:1333:551#289:1180:1125#290:1765:299#291:685:1587#292:217:1615#293:946:1125#294:73:551#295:1720:1405#296:1630:985#297:1072:201#298:91:1503#299:1072:649#300:1873:1531#301:1387:1055#302:1198:957#303:1306:873#304:1540:1629#305:1693:439#306:955:1391#307:415:1307#308:406:761#309:1117:1251#310:1450:761#311:1072:145#312:1477:579#313:226:1573#314:424:929#315:442:789#316:1486:481#317:478:481#318:1531:887#319:1297:411#320:1576:593#321:451:1335#322:1765:1447#323:1153:775#324:955:1503#325:28:1209#326:1972:929#327:1873:1139#328:1306:369#329:631:803#330:1450:1153#331:1639:103#332:235:1503#333:262:285#334:1774:845#335:1828:1629#336:28:1601#337:1549:1111#338:640:1265#339:460:453#340:1396:1181#341:658:1041#342:1612:705#343:1567:159#344:1900:537#345:1450:425#346:1234:873#347:433:1587#348:163:1335#349:1018:901#350:1765:1531#351:883:1363#352:1594:761#353:955:1531#354:1558:481#355:217:1055#356:109:159#357:91:495#358:1261:607#359:1486:1321#360:37:579#361:1540:761#362:883:215#363:685:327#364:1540:313#365:1351:159#366:388:1545#367:325:243#368:298:985#369:1450:201#370:703:439#371:1162:369#372:1486:117#373:415:999#374:1045:1559#375:262:1069#376:1864:173#377:1369:1027#378:685:1335#379:1864:257#380:523:215#381:874:1489#382:1576:845#383:1801:411#384:1702:1265#385:1423:1419#386:586:1321#387:1441:1615#388:415:271#389:361:663#390:604:369#391:1027:1699#392:55:47#393:838:61#394:1828:341#395:307:1335#396:190:929#397:424:397#398:1171:1251#399:1873:775#400:1810:1181#401:1378:425#402:1333:999#403:1675:495#404:253:467#405:1090:1237#406:1720:1657#407:1630:649#408:883:579#409:829:971#410:856:649#411:289:1223#412:1720:509#413:991:47#414:1828:1265#415:28:1685#416:541:1643#417:577:159#418:1369:19#419:262:1629#420:838:1181#421:280:173#422:1576:985#423:1189:887#424:271:691#425:739:1531#426:1972:649#427:1810:1041#428:1414:1153#429:865:467#430:1648:929#431:1936:1237#432:1027:1139#433:1414:677#434:1882:1461#435:703:1643#436:1117:915#437:172:1209#438:181:495#439:559:187#440:802:1069#441:1468:1489#442:1657:579#443:1657:299#444:1675:1307#445:361:1643#446:1378:789#447:613:411#448:226:621#449:1666:1517#450:28:537#451:1612:1657#452:55:1447#453:253:1111#454:766:229#455:1657:47#456:1891:19#457:982:537#458:289:1307#459:1513:215#460:658:145#461:1882:61#462:1720:257#463:118:733#464:1378:705#465:1306:649#466:640:705#467:1450:1377#468:631:887#469:172:537#470:163:747#471:1720:1601#472:514:593#473:1981:243#474:163:1251#475:1351:831#476:1792:1153#477:1747:915#478:1846:929#479:1972:1461#480:991:439#481:1936:929#482:1072:985#483:1144:1013#484:1558:1461#485:667:47#486:1531:579#487:523:831#488:172:1097#489:1684:1489#490:1477:719#491:1774:1181#492:487:1447#493:1018:817#494:577:915#495:1288:901#496:1864:901#497:1009:19#498:514:1265#499:262:1405#500:550:957#501:271:1587#502:1378:313#503:1630:1041#504:1909:355#505:1108:285#506:298:369#507:1036:1181#508:640:1713#509:829:859#510:514:1293#511:352:61#512:856:1153"; // Game State gs = new GameState(pc, inventory, itemCatalogue, usedEvents, currentEvent, eventCatalogue, discovered, discoveryCatalogue, visitedLocs, unvisitedLocs, currLoc, currSLoc, ba, null); // Difficulty Controller difficultyController = DifficultyController.TAG + ":1.1:Tracker|1.1|1|0.9|0.7|1.1|1|1.075|0.9|0.85|0.7|0.6|0.8|1|0.9|1.1|1.05|1|1.05|1.1|0.9|1.1"; dc = new DifficultyController(difficultyController); }
/// <summary> /// Checks if the Player in this game state can afford to move /// </summary> /// <param name="gs">The game state to check</param> /// <returns>If the player can afford to move</returns> public bool CanAffordMove(GameState gs, int cost) { PCModel pcm = gs.GetPCM(); return(pcm.CanAffordToMove(cost, cost)); }
/// <summary> /// Checks if the item in the inventory slot is useable /// </summary> /// <param name="gs">The games state to check</param> /// <param name="invSlot">The inventory slot to check</param> /// <returns>If the slot is useable</returns> public bool ItemUsable(GameState gs, int invSlot) { PCModel pcm = gs.GetPCM(); return(pcm.ItemUsable(invSlot)); }
/// <summary> /// Discards an Item from an inventory slot /// </summary> /// <param name="gs">The game state to remove the item from</param> /// <param name="invSlot">The inventory slot to remove the item from</param> /// <returns>If the item was succesfully removed</returns> public bool DiscardItem(GameState gs, int invSlot) { PCModel pcm = gs.GetPCM(); return(pcm.DiscardItem(invSlot)); }
/// <summary> /// Checks if game is over /// </summary> /// <param name="gs">The current game state</param> /// <returns>If the game is over</returns> public bool IsGameOver(GameState gs) { PCModel pcm = gs.GetPCM(); return(pcm.IsGameOver()); }
/// <summary> /// Gets a list of current character resources /// </summary> /// <param name="gs">The current gamestate</param> /// <returns>List of current chracter resources</returns> public SortedList <string, int> GetPlayerCharacterResources(GameState gs) { PCModel pcm = gs.GetPCM(); return(pcm.GetPlayerCharacterResources()); }
/// <summary> /// Gets the value of the inventory in this game state /// </summary> /// <param name="gs">The game state to get the inventory value from</param> /// <returns>The total value of the inventory in the game state</returns> public double GetValueOfInventory(GameState gs) { PCModel pcm = gs.GetPCM(); return(pcm.GetInventoryValue()); }
/// <summary> /// Checks if strings are valid catalogues /// </summary> /// <param name="itemCatalogue">Item Catalogue String</param> /// <param name="eventCatalogue">Event Catalogue String</param> /// <param name="discoveryCatalogue">Discovery Catalogue String</param> /// <returns>If the catalogues are valid</returns> public static bool AreValidCatalogues(String itemCatalogue, String eventCatalogue, String discoveryCatalogue) { return(PCModel.IsValidItemCatalogue(itemCatalogue) && EventModel.IsValidCatalogue(eventCatalogue) && DiscoveryModel.IsValidDiscoveryCatalogue(discoveryCatalogue)); }