public void TurnEngine_DetermineCriticalMissProblem_Attacker_Sword_Roll_1_Should_Return_Sword_Broke() { MockForms.Init(); // Turn off random numbers // Set random to 1, and to hit to 1 GameGlobals.SetForcedRandomNumbers(1, 1); GameGlobals.ForcedRandomValue = 1; var myTurnEngine = new TurnEngine(); var myCharacter = new Character(DefaultModels.CharacterDefault()); var itemGuid = ItemHelper.AddItemForAttribute(AttributeEnum.Attack, ItemLocationEnum.PrimaryHand, 1000).Guid; var myItem = ItemsViewModel.Instance.GetItem(itemGuid); myCharacter.PrimaryHand = itemGuid; // Nothing in the hand, so nothing to drop... var Actual = myTurnEngine.DetermineCriticalMissProblem(myCharacter); var Expected = " Item " + myItem.Name + " from " + ItemLocationEnum.PrimaryHand + " Broke, and lost forever"; // Reset GameGlobals.ToggleRandomState(); Assert.AreEqual(Expected, Actual, TestContext.CurrentContext.Test.Name); }