public void DefenseBonus_WhenOneEffectFound_ShouldReturn0_02(ushort targetType, ICombatObject target, StubCityCombatObject cityCombatObject) { List <Effect> effects = new List <Effect> { new Effect { Value = new object[] { (int)targetType, 2 } } }; target.Type.Returns(targetType); cityCombatObject.City.Technologies.GetEffects(EffectCode.DefenseBonus).Returns(effects); cityCombatObject.DefenseBonus(target).Should().Be(0.02m); }
public void DefenseBonus_WhenValueIs101_ShouldReturn100(ushort targetType, ICombatObject target, StubCityCombatObject cityCombatObject) { List <Effect> effects = new List <Effect> { new Effect { Value = new object[] { (int)targetType, 101 } }, }; target.Type.Returns(targetType); cityCombatObject.City.Technologies.GetEffects(EffectCode.DefenseBonus).Returns(effects); cityCombatObject.DefenseBonus(target).Should().Be(1m); }
public void DefenseBonus_WhenNoEffectFound_ShouldReturn0(ICombatObject target, StubCityCombatObject cityCombatObject) { cityCombatObject.City.Technologies.GetEffects(EffectCode.DefenseBonus).Returns(new List <Effect>()); cityCombatObject.DefenseBonus(target).Should().Be(0); }