public void CheckIsTrueWhenZoneChanges() { // Fixture setup context.Player.Zone = StartingZone; context.Zone = NewZone; context.Player.Str = 100; // Exercise system bool result = sut.Check(context); // Verify outcome Assert.True(result); // Teardown }
public void CheckIsFalseWhenNotZoning() { // Fixture setup var api = new FakeMemoryAPI(); var player = new FakePlayer { Zone = Zone.Konschtat_Highlands, Stats = new Structures.PlayerStats { Str = 100 } }; api.Player = player; var sut = new ZoneState(api);; // Exercise system var result = sut.Check(); // Verify outcome Assert.False(result); // Teardown }
public void CheckIsTrueWhenPlayersStatsAreZero() { // Fixture setup var api = new FakeMemoryAPI(); var player = new FakePlayer { Zone = Zone.Konschtat_Highlands, Stats = new Structures.PlayerStats { Str = 0 } }; api.Player = player; var sut = new ZoneState(new StateMemory(api)); // Exercise system var result = sut.Check(); // Verify outcome Assert.True(result); // Teardown }
public void CheckIsTrueWhenZoneChanges() { // Fixture setup var api = new FakeMemoryAPI(); var player = new FakePlayer { Zone = Zone.Konschtat_Highlands }; api.Player = player; var sut = new ZoneState(api); player.Zone = Zone.Valkurm_Dunes; player.Stats = new Structures.PlayerStats { Str = 100 }; // Exercise system var result = sut.Check(); // Verify outcome Assert.True(result); // Teardown }