public Character() { Alignment = new Alignment(); Class = new CharacterClass(); Race = new Race(); InterestingTrait = string.Empty; Combat = new Combat(); Ability = new Ability(); Equipment = new Equipment(); Magic = new Magic(); }
public Combat GenerateWith(BaseAttack baseAttack, CharacterClass characterClass, Race race, IEnumerable<Feat> feats, Dictionary<String, Stat> stats, Equipment equipment) { var combat = new Combat(); combat.BaseAttack = baseAttack; combat.BaseAttack.BaseBonus += GetBonusFromFeats(feats); combat.BaseAttack.CircumstantialBonus = IsAttackBonusCircumstantial(feats); combat.AdjustedDexterityBonus = GetAdjustedDexterityBonus(stats, equipment); combat.ArmorClass = armorClassGenerator.GenerateWith(equipment, combat.AdjustedDexterityBonus, feats, race); if (stats.ContainsKey(StatConstants.Constitution)) combat.HitPoints = hitPointsGenerator.GenerateWith(characterClass, stats[StatConstants.Constitution].Bonus, race, feats); else combat.HitPoints = hitPointsGenerator.GenerateWith(characterClass, 0, race, feats); combat.SavingThrows = savingThrowsGenerator.GenerateWith(characterClass, feats, stats); combat.InitiativeBonus = GetInitiativeBonus(combat.AdjustedDexterityBonus, feats); return combat; }
public void Setup() { combat = new Combat(); }
private void SetUpGenerators() { mockAlignmentGenerator = new Mock<IAlignmentGenerator>(); mockAbilitiesGenerator = new Mock<IAbilitiesGenerator>(); mockCombatGenerator = new Mock<ICombatGenerator>(); mockTreasureGenerator = new Mock<IEquipmentGenerator>(); mockCharacterClassGenerator = new Mock<ICharacterClassGenerator>(); mockRaceGenerator = new Mock<IRaceGenerator>(); mockMagicGenerator = new Mock<IMagicGenerator>(); generator = new ConfigurableIterationGenerator(4); alignment = new Alignment(); characterClass = new CharacterClass(); race = new Race(); ability = new Ability(); equipment = new Equipment(); combat = new Combat(); baseAttack = new BaseAttack(); feats = new List<Feat>(); magic = new Magic(); alignment.Goodness = "goodness"; alignment.Lawfulness = "lawfulness"; characterClass.Level = 1; characterClass.Name = "class name"; race.BaseRace = BaseRace; race.Metarace = RaceConstants.Metaraces.None; ability.Feats = feats; ability.Stats["stat"] = new Stat("stat"); mockCombatGenerator.Setup(g => g.GenerateBaseAttackWith(It.IsAny<CharacterClass>(), It.IsAny<Race>(), It.IsAny<Dictionary<string, Stat>>())).Returns(() => new BaseAttack()); mockTreasureGenerator.Setup(g => g.GenerateWith(It.IsAny<IEnumerable<Feat>>(), It.IsAny<CharacterClass>(), It.IsAny<Race>())).Returns(() => new Equipment()); mockCombatGenerator.Setup(g => g.GenerateWith(It.IsAny<BaseAttack>(), It.IsAny<CharacterClass>(), It.IsAny<Race>(), It.IsAny<IEnumerable<Feat>>(), It.IsAny<Dictionary<string, Stat>>(), It.IsAny<Equipment>())).Returns(() => new Combat()); mockMagicGenerator.Setup(g => g.GenerateWith(It.IsAny<Alignment>(), It.IsAny<CharacterClass>(), It.IsAny<Race>(), It.IsAny<Dictionary<string, Stat>>(), It.IsAny<IEnumerable<Feat>>(), It.IsAny<Equipment>())).Returns(() => new Magic()); mockAlignmentGenerator.Setup(g => g.GenerateWith(mockAlignmentRandomizer.Object)).Returns(alignment); mockCharacterClassGenerator.Setup(g => g.GenerateWith(alignment, mockLevelRandomizer.Object, mockClassNameRandomizer.Object)).Returns(characterClass); mockCharacterClassGenerator.Setup(g => g.GenerateWith(alignment, mockSetLevelRandomizer.Object, mockClassNameRandomizer.Object)).Returns(characterClass); mockRaceGenerator.Setup(g => g.GenerateWith(alignment, characterClass, mockBaseRaceRandomizer.Object, mockMetaraceRandomizer.Object)).Returns(race); mockAbilitiesGenerator.Setup(g => g.GenerateStats(characterClass, race, mockStatsRandomizer.Object)).Returns(ability.Stats); mockAbilitiesGenerator.Setup(g => g.GenerateWith(characterClass, race, ability.Stats, baseAttack)).Returns(ability); mockTreasureGenerator.Setup(g => g.GenerateWith(ability.Feats, characterClass, race)).Returns(equipment); mockCombatGenerator.Setup(g => g.GenerateWith(baseAttack, characterClass, race, ability.Feats, ability.Stats, equipment)).Returns(combat); mockCombatGenerator.Setup(g => g.GenerateBaseAttackWith(characterClass, race, ability.Stats)).Returns(baseAttack); mockMagicGenerator.Setup(g => g.GenerateWith(alignment, characterClass, race, ability.Stats, ability.Feats, equipment)).Returns(magic); }
public Animal() { Race = new Race(); Ability = new Ability(); Combat = new Combat(); }