public async Task CreateSkillAsync_InvalidAttributeName_ReturnCreationFailed() { var charProvider = new MockCharacterProvider(); var statProvider = new MockStatisticProvider(); var controller = new StatisticController(charProvider, statProvider, null); var result = await controller.CreateSkillAsync("Intimidation", "STR"); Assert.Equal(StatisticResult.StatisticCreationFailed(), result); }
public async Task CreateSkillAsync_AlreadyExists_ReturnNameAlreadyExists() { var charProvider = new MockCharacterProvider(); var statProvider = new MockStatisticProvider(); var controller = new StatisticController(charProvider, statProvider, null); var result = await controller.CreateSkillAsync("Powerlifting", "Strength"); Assert.Equal(StatisticResult.NameAlreadyExists(), result); }
public async Task CreateSkillAsync_ValidInput_ReturnSuccess() { var charProvider = new MockCharacterProvider(); var statProvider = new MockStatisticProvider(); var controller = new StatisticController(charProvider, statProvider, null); var result = await controller.CreateSkillAsync("Intimidation", "Strength"); Assert.Equal(StatisticResult.StatisticCreatedSuccessfully(), result); }
public async Task CreateSkillAsync(string statName, [Remainder] string attribName) { var result = await _statController.CreateSkillAsync(statName, attribName); await ReplyAsync(result.Message); }
public static async Task Seed(StatisticController _statController) { await _statController.CreateAttributeAsync("Strength"); await _statController.CreateAttributeAsync("Perception"); await _statController.CreateAttributeAsync("Endurance"); await _statController.CreateAttributeAsync("Charisma"); await _statController.CreateAttributeAsync("Intelligence"); await _statController.CreateAttributeAsync("Agility"); await _statController.CreateAttributeAsync("Luck"); await _statController.AddAliasAsync("Strength", "STR"); await _statController.AddAliasAsync("Perception", "PER"); await _statController.AddAliasAsync("Endurance", "END"); await _statController.AddAliasAsync("Charisma", "CHA"); await _statController.AddAliasAsync("Intelligence", "INT"); await _statController.AddAliasAsync("Agility", "AGI"); await _statController.AddAliasAsync("Luck", "LCK"); await _statController.CreateSkillAsync("Barter", "Charisma"); await _statController.CreateSkillAsync("Energy Weapons", "Perception"); await _statController.CreateSkillAsync("Explosives", "Perception"); await _statController.CreateSkillAsync("Guns", "Agility"); await _statController.CreateSkillAsync("Lockpick", "Perception"); await _statController.CreateSkillAsync("Medicine", "Intelligence"); await _statController.CreateSkillAsync("Melee Weapons", "Strength"); await _statController.CreateSkillAsync("Repair", "Intelligence"); await _statController.CreateSkillAsync("Science", "Intelligence"); await _statController.CreateSkillAsync("Sneak", "Agility"); await _statController.CreateSkillAsync("Speech", "Charisma"); await _statController.CreateSkillAsync("Survival", "Endurance"); await _statController.CreateSkillAsync("Unarmed", "Endurance"); }