public void only_one_chest_euipped_at_a_time() { //ARRANGE ICharacter character = Substitute.For <ICharacter>(); Inventory_test inventory = new Inventory_test(character); InvItem chestOne = new InvItem() { EquipSlot = EquipSlots.Chest }; InvItem chestTwo = new InvItem() { EquipSlot = EquipSlots.Chest }; //ACT inventory.EquipItem(chestOne); inventory.EquipItem(chestTwo); //ASSERT InvItem equippedItem = inventory.GetItem(EquipSlots.Chest); Assert.AreEqual(chestTwo, equippedItem); }
public void with_90_armor_takes_10_percent_damage() { //ARRANGE ICharacter character = Substitute.For <ICharacter>(); //new ICharacter(); Inventory_test inventory = new Inventory_test(character); InvItem pants = new InvItem() { EquipSlot = EquipSlots.Legs, Armor = 40 }; InvItem shild = new InvItem() { EquipSlot = EquipSlots.RightHand, Armor = 50 }; inventory.EquipItem(pants); inventory.EquipItem(shild); character.Inventory.Returns(inventory); //ACT int claculatedDamage = DamageCalculator.CalculateDamage(1000, character); //ASSERT Assert.AreEqual(100, claculatedDamage); }
public void tells_characther_when_an_item_equipped_successfully() { //ARRANGE ICharacter character = Substitute.For <ICharacter>(); Inventory_test inventory = new Inventory_test(character); InvItem chestOne = new InvItem() { EquipSlot = EquipSlots.Chest }; //ACT inventory.EquipItem(chestOne); //ASSERT character.Received().OnItemEquipped(chestOne); }