public void CalcValue_200ConstitutionDebuff_1() { var player = NewPlayer(); player.DebuffCategory[eProperty.Constitution] = 200; int actual = StatCalculator.CalcValue(player, eProperty.Constitution); Assert.AreEqual(1, actual); }
public void CalcValue_NPCWith100Intelligence_100() { var npc = NewNPC(); npc.Intelligence = 100; int actual = StatCalculator.CalcValue(npc, eProperty.Intelligence); Assert.AreEqual(100, actual); }
public void CalcValue_200ConstitutionAbilityBonus_200() { var player = NewPlayer(); player.AbilityBonus[eProperty.Constitution] = 200; int actual = StatCalculator.CalcValue(player, eProperty.Constitution); Assert.AreEqual(200, actual); }
public void CalcValue_NPCWith100Constitution_100() { var npc = NewNPC(); npc.Constitution = 100; int actual = StatCalculator.CalcValue(npc, eProperty.Constitution); Assert.AreEqual(100, actual); }
public void CalcValue_200ConstitutionDebuff_Return1() { var player = NewFakePlayer(); player.DebuffCategory[eProperty.Constitution] = 200; StatCalculator statCalc = createStatCalculator(); int actual = statCalc.CalcValue(player, eProperty.Constitution); Assert.AreEqual(1, actual); }
public void CalcValue_200ConstitutionAbilityBonus_Return200() { var player = NewFakePlayer(); player.AbilityBonus[eProperty.Constitution] = 200; StatCalculator statCalc = createStatCalculator(); int actual = statCalc.CalcValue(player, eProperty.Constitution); Assert.AreEqual(200, actual); }
public void CalcValue_NPCWith100Intelligence_Return100() { var npc = NewFakeNPC(); npc.Intelligence = 100; StatCalculator statCalc = createStatCalculator(); int actual = statCalc.CalcValue(npc, eProperty.Intelligence); Assert.AreEqual(100, actual); }
public void CalcValue_NPCWith100Constitution_Return100() { var npc = NewFakeNPC(); npc.Constitution = 100; StatCalculator statCalc = createStatCalculator(); int actual = statCalc.CalcValue(npc, eProperty.Constitution); Assert.AreEqual(100, actual); }
public void CalcValue_200ConAbilityBonusAnd50ConDebuff_200() { var player = NewPlayer(); player.AbilityBonus[eProperty.Constitution] = 200; player.DebuffCategory[eProperty.Constitution] = 50; int actual = StatCalculator.CalcValue(player, eProperty.Constitution); Assert.AreEqual(200 - (50 / 2), actual); }
public void CalcValue_200ConAbilityBonusAnd50ConDebuff_Return200() { var player = Create.FakePlayer(); player.AbilityBonus[eProperty.Constitution] = 200; player.DebuffCategory[eProperty.Constitution] = 50; StatCalculator statCalc = createStatCalculator(); int actual = statCalc.CalcValue(player, eProperty.Constitution); Assert.AreEqual(200 - (50 / 2), actual); }
public void CalcValue_GetIntelligenceFromLevel50AnimistWith50Acuity_50() { var player = NewPlayer(); player.fakeCharacterClass = new CharacterClassAnimist(); player.Level = 50; player.BaseBuffBonusCategory[(int)eProperty.Acuity] = 50; int actual = StatCalculator.CalcValue(player, eProperty.Intelligence); Assert.AreEqual(50, actual); }
public void CalcValue_70ConBaseStatAnd3ConLostOnDeath_67() { var player = NewPlayer(); player.Level = 50; player.baseStat = 70; player.TotalConstitutionLostAtDeath = 3; int actual = StatCalculator.CalcValue(player, eProperty.Constitution); Assert.AreEqual(67, actual); }
public void CalcValue_GetIntelligenceFromLevel50AnimistWith50Acuity_Return50() { var player = Create.FakePlayer(new CharacterClassAnimist()); player.Level = 50; player.BaseBuffBonusCategory[(int)eProperty.Acuity] = 50; StatCalculator statCalc = createStatCalculator(); int actual = statCalc.CalcValue(player, eProperty.Intelligence); Assert.AreEqual(50, actual); }
public void CalcValue_70ConBuffBonusAnd50ConDebuff_20() { var player = NewPlayer(); player.Level = 50; player.SpecBuffBonusCategory[eProperty.Constitution] = 70; player.DebuffCategory[eProperty.Constitution] = 50; int actual = StatCalculator.CalcValue(player, eProperty.Constitution); Assert.AreEqual(20, actual); }
public void CalcValue_70ConBuffBonusAnd50ConDebuff_Return20() { var player = Create.FakePlayer(); player.Level = 50; player.SpecBuffBonusCategory[eProperty.Constitution] = 70; player.DebuffCategory[eProperty.Constitution] = 50; StatCalculator statCalc = createStatCalculator(); int actual = statCalc.CalcValue(player, eProperty.Constitution); Assert.AreEqual(20, actual); }
public void CalcValue_70ConBaseStatAnd3ConLostOnDeath_Return67() { var player = Create.FakePlayer(); player.Level = 50; player.baseStat = 70; player.TotalConstitutionLostAtDeath = 3; StatCalculator statCalc = createStatCalculator(); int actual = statCalc.CalcValue(player, eProperty.Constitution); Assert.AreEqual(67, actual); }
public void CalcValue_70ConBaseStatAnd50ConDebuff_45() { var player = NewPlayer(); player.Level = 50; player.baseStat = 70; player.DebuffCategory[eProperty.Constitution] = 50; int actual = StatCalculator.CalcValue(player, eProperty.Constitution); int expected = 70 - (50 / 2); Assert.AreEqual(expected, actual); }
public void CalcValue_70ConItemBonusAnd50ConDebuff_Return45() { var player = NewFakePlayer(); player.Level = 50; player.ItemBonus[eProperty.Constitution] = 70; player.DebuffCategory[eProperty.Constitution] = 50; StatCalculator statCalc = createStatCalculator(); int actual = statCalc.CalcValue(player, eProperty.Constitution); int expected = 70 - (50 / 2); Assert.AreEqual(expected, actual); }