public void MeleeFighter_Created_Health_Equals_1000() { // Arrange e Act var meleeFighter = _testsFixture.GenerateMeleeFighter(); // Assert Assert.Equal(1000, meleeFighter.Health); }
public void Character_Can_Only_Heal_ItSelf(double damage, double health) { // Arrange var character = _testsFixture.GenerateMeleeFighter(); var opponent = _testsFixture.GenerateRangedGighter(); //Act var opponentHealthBeforeDamage = opponent.Health; character.DealDamage(opponent, damage); opponent.Heal(health); // Assert Assert.Equal(opponentHealthBeforeDamage - damage + health, opponent.Health); }
public void Characters_Must_Be_In_Range_To_Deal_Damage_To_A_Target(double damage) { // Arrange var attacker = _testsFixture.GenerateRangedGighter(); var target = _testsFixture.GenerateMeleeFighter(); // Act _testsFixture.Run(3, target); var targetHealthBeforeDamage = target.Health; attacker.DealDamage(target, damage); // Assert Assert.Equal(targetHealthBeforeDamage - damage, target.Health); }
public void Players_Belonging_To_The_Same_Faction_Are_Considered_Allies() { // Arrange var rangedGighter = _testsFixture.GenerateRangedGighter(); var meleeFighter = _testsFixture.GenerateMeleeFighter(); // Act var brazilFaction = _testsFixture.GenerateBrazilFaction(); var usaFaction = _testsFixture.GenerateUsaFaction(); rangedGighter.JoinFaction(brazilFaction); rangedGighter.JoinFaction(usaFaction); meleeFighter.JoinFaction(brazilFaction); // Assert Assert.True(rangedGighter.IsAllie(meleeFighter)); }