public void ShouldReturnSavingThrows() { //assign List <ISavingThrowAttribute> expectedThrowAttributes = new List <ISavingThrowAttribute> { SavingThrowAttribute.Strength, SavingThrowAttribute.Constitution }; //act List <ISavingThrowAttribute> savingThrows = new Fighter().SavingThrows(); //assert savingThrows.All(i => expectedThrowAttributes.Contains(i)).Should().BeTrue(); }
public void ShouldReturnProficiencies() { //arrange List <IProficiency> expectedProf = new List <IProficiency> { new SimpleWeapons(), new MartialWeapons(), new AllArmor(), new AllShields() }; //act List <IProficiency> actualProfs = new Fighter().Proficiencies(); //assert actualProfs.All(i => expectedProf.Contains(i)).Should().BeTrue(); }
public void ShouldReturnSkillList() { //assign List <ISkill> expectedSkills = new List <ISkill> { new Acrobatics(), new AnimalHandling(), new Athletics(), new History(), new Insight(), new Intimidation(), new Perception(), new Survival() }; //act List <ISkill> actualSkills = new Fighter().Skills(); //assert actualSkills.All(i => expectedSkills.Contains(i)).Should().BeTrue(); }