public void GenerateEnemyTest_ShouldReturn_ExpectedEnemy() { //Arrange Enemy expectedEnemy = new Enemy { Name = "Bug", Class = EnemyClassENUM.Backend, HP = 260, Armor = 11, Damage = 30, CompilerErrorChance = 5, RuntimeErrorChance = 5 }; EnemyGeneratorService serviceMocked = Substitute.For <EnemyGeneratorService>(); string returnValueName = "Bug"; EnemyClassENUM returnValueENUM = EnemyClassENUM.Backend; serviceMocked.GetRandomName().Returns(returnValueName); serviceMocked.GetRandomClass().Returns(returnValueENUM); //Act Enemy resultEnemy = serviceMocked.GenerateEnemy(_testPlayer).Result; //Asserts Assert.AreEqual(expectedEnemy.Name, resultEnemy.Name); Assert.AreEqual(expectedEnemy.Class, resultEnemy.Class); Assert.AreEqual(expectedEnemy.HP, resultEnemy.HP); Assert.AreEqual(expectedEnemy.Armor, resultEnemy.Armor); Assert.AreEqual(expectedEnemy.Damage, resultEnemy.Damage); Assert.AreEqual(expectedEnemy.CompilerErrorChance, resultEnemy.CompilerErrorChance); Assert.AreEqual(expectedEnemy.RuntimeErrorChance, resultEnemy.RuntimeErrorChance); }
public async Task Setup() { _character = new Character { Algorithm = 3, CharacterLevel = 2, CleanCode = 4, DebugChance = 10, Design = 1, Energy = 3, FastCoding = 2, Motivation = 300, ProblemSolving = 2, Testing = 1 }; _enemy = await _enemyGeneratorService.GenerateEnemy(_character); }