/// <summary> /// Create Characters for Party /// </summary> public override bool CreateCharacterParty() { // Picks 6 Characters // To use your own characters, populate the List before calling RunAutoBattle //// Will first pull from existing characters foreach (var data in CharacterIndexViewModel.Instance.Dataset) { if (Battle.EngineSettings.CharacterList.Count() >= Battle.EngineSettings.MaxNumberPartyCharacters) { break; } // Start off with max health if adding a character in data.CurrentHealth = data.GetMaxHealthTotal; Battle.PopulateCharacterList(data); } //If there are not enough will add random ones for (int i = Battle.EngineSettings.CharacterList.Count(); i < Battle.EngineSettings.MaxNumberPartyCharacters; i++) { Battle.PopulateCharacterList(RandomPlayerHelper.GetRandomCharacter(1)); } return(true); }
public void RandomPlayerHelper_GetRandomCharacter_InValid_Empty_CharacterList_Should_Return_New() { // Arrange CharacterIndexViewModel.Instance.Dataset.Clear(); // Act var result = RandomPlayerHelper.GetRandomCharacter(1); // Reset // Assert Assert.AreEqual(true, result.Name.Contains("Elf")); }
public async Task RandomPlayerHelper_GetRandomCharacter_Valid_CharacterList_1_Should_Return_1() { // Arrange CharacterIndexViewModel.Instance.Dataset.Clear(); await CharacterIndexViewModel.Instance.CreateAsync(new CharacterModel { Guid = "1" }); // Act var result = RandomPlayerHelper.GetRandomCharacter(1); // Reset // Assert Assert.AreEqual(true, result.Guid.Contains("1")); }
public void RandomPlayerHelper_GetRandomCharacter_InValid_Empty_CharacterList_Should_Return_New() { // Arrange CharacterViewModel.Instance.Dataset.Clear(); // Act var result = RandomPlayerHelper.GetRandomCharacter(1); // Reset // Assert //our default character when creating a new character is named michelle Assert.AreEqual(true, result.Name.Contains("Michelle")); }
public async Task RandomPlayerHelper_GetRandomCharacter_Valid_CharacterList_1_Should_Return_1() { // Arrange CharacterIndexViewModel.Instance.Dataset.Clear(); await CharacterIndexViewModel.Instance.CreateAsync(new CharacterModel { UniqueItem = "1" }); // Arrange DiceHelper.EnableForcedRolls(); DiceHelper.SetForcedRollValue(1); // Act var result = RandomPlayerHelper.GetRandomCharacter(1); // Reset DiceHelper.DisableForcedRolls(); // Assert Assert.AreEqual(true, result.UniqueItem.Equals("1")); }
/// <summary> /// Constructor for Create makes a new model /// </summary> public CharacterCreatePage() { InitializeComponent(); this.ViewModel.Data = RandomPlayerHelper.GetRandomCharacter(1); BindingContext = this.ViewModel; this.ViewModel.Title = "Character Create"; // Load Level Values for the Level Picker LoadCharacterLevelPickerValues(); // Sets the Level Picker to the Character's level CharacterLevelPicker.SelectedIndex = ViewModel.Data.Level - 1; // Sets the Job Picker to the Character's Type CharacterJobPicker.SelectedItem = ViewModel.Data.Job.ToMessage(); }
public async Task RandomPlayerHelper_GetRandomCharacter_Valid_Health_Should_Be_Correct() { // Arrange CharacterIndexViewModel.Instance.Dataset.Clear(); await CharacterIndexViewModel.Instance.CreateAsync(new CharacterModel { UniqueItem = "1" }); await CharacterIndexViewModel.Instance.CreateAsync(new CharacterModel { UniqueItem = "2" }); await CharacterIndexViewModel.Instance.CreateAsync(new CharacterModel { UniqueItem = "3" }); DiceHelper.EnableForcedRolls(); DiceHelper.SetForcedRollValue(2); // Act var result = RandomPlayerHelper.GetRandomCharacter(1); // Reset DiceHelper.DisableForcedRolls(); // Assert Assert.AreEqual(result.MaxHealth, result.CurrentHealth); }
public async Task RandomPlayerHelper_GetRandomCharacter_Valid_CharacterList_3_Should_Return_2() { // Arrange CharacterIndexViewModel.Instance.Dataset.Clear(); await CharacterIndexViewModel.Instance.CreateAsync(new CharacterModel { Guid = "1" }); await CharacterIndexViewModel.Instance.CreateAsync(new CharacterModel { Guid = "2" }); await CharacterIndexViewModel.Instance.CreateAsync(new CharacterModel { Guid = "3" }); DiceHelper.EnableForcedRolls(); DiceHelper.SetForcedRollValue(2); // Act var result = RandomPlayerHelper.GetRandomCharacter(1); // Reset DiceHelper.DisableForcedRolls(); // Assert Assert.AreEqual(true, result.Guid.Contains("2")); }