public void Test_BasicAttack_AbilityScoreRangedWeaponCombinations(int strength, int constitution, int dexterity, int intelligence, RangedType type, WeaponHandedness handedness, WeaponWeight weight, int expectedAttackBonus, int expectedDamageDiceCount, DiceType expectedDamageDiceType, int expectedDamageBonus, int expectedRange) { Character character; BasicAttack basicAttack; character = new Character(new int[] { strength, constitution, dexterity, intelligence }, new NullOrigin(ScoreType.Wisdom), new NullOrigin(ScoreType.Charisma), ScoreType.Acrobatics); character.SetHeldItem(Hand.Main, new RangedWeapon(type, handedness, weight)); character.Update(); basicAttack = character.GetPowers().First(x => x is BasicAttack) as BasicAttack; Assert.That(basicAttack, !Is.Null, "Basic Attack is null"); Assert.That(basicAttack.Attacks.Count, Is.EqualTo(1), "Incorrect number of Basic Attack attacks"); Assert.That(basicAttack.Attacks[0].AttackBonus.Total, Is.EqualTo(expectedAttackBonus), string.Format("Incorrect Basic Attack attack bonus: {0}", basicAttack.Attacks[0].AttackBonus)); Assert.That(basicAttack.Attacks[0].Damage.Dice, Is.EqualTo(new Dice(expectedDamageDiceCount, expectedDamageDiceType)), "Incorrect Basic Attack damage"); Assert.That(basicAttack.Attacks[0].DamageBonus.Total, Is.EqualTo(expectedDamageBonus), string.Format("Incorrect Basic Attack damage bonus: {0}", basicAttack.Attacks[0].DamageBonus)); Assert.That(basicAttack.AttackTypeAndRange.AttackType, Is.EqualTo(AttackType.Ranged), "Incorrect Basic Attack attack type"); Assert.That(basicAttack.AttackTypeAndRange.Range, Is.EqualTo(expectedRange.ToString()), "Incorrect Basic Attack range"); }
/// <summary> /// Get the ranged weapon's name. /// </summary> /// <param name="rangedType"> /// Whether the weapon requires ammunition. /// </param> /// <param name="handedness"> /// Whether the weapon is one or two handed. /// </param> /// <param name="weight"> /// Whether the weapon is light or heavy. /// </param> /// <returns> /// The weapon's name. /// </returns> internal static string GetRangedWeaponName(RangedType rangedType, WeaponHandedness handedness, WeaponWeight weight) { return string.Format("{0} {1}-handed {2}", weight == WeaponWeight.Heavy ? "Heavy" : "Light", handedness == WeaponHandedness.TwoHanded ? "two" : "one", rangedType == RangedType.Weapon ? "ranged weapon" : "gun"); }
public Weapon(int numberOfDice, int diceSides, int damageMod, int penetration, int encumbrance, int enchantmentLevel, int price, WeaponType type, WeaponReach reach, WeaponHandedness handedness, WeaponSize size) : base("", "", encumbrance, price) { NumberOfDice = numberOfDice; DiceSides = diceSides; DamageMod = damageMod; Penetration = penetration; EnchantmentLevel = enchantmentLevel; Type = type; Reach = reach; Handedness = handedness; Size = size; IsDire = false; Quality = WeaponQuality.MAX; Material = WeaponMaterial.MAX; _isEquippable = true; WeaponId = NextAvailableId; NextAvailableId++; }
/// <summary> /// Create a new <see cref="MeleeWeapon"/>. /// </summary> /// <param name="handedness"> /// Is the weapon one or two handed? /// </param> /// <param name="weight"> /// is the weapon light or heavy? /// </param> public MeleeWeapon(WeaponHandedness handedness, WeaponWeight weight) : base(WeaponHelper.GetMeleeWeaponName(handedness, weight), handedness, weight) { // Do nothing }
/// <summary> /// Get the melee weapon's name. /// </summary> /// <param name="handedness"> /// Whether the weapon is one or two handed. /// </param> /// <param name="weight"> /// Whether the weapon is light or heavy. /// </param> /// <returns> /// The weapon's name. /// </returns> public static string GetMeleeWeaponName(WeaponHandedness handedness, WeaponWeight weight) { return string.Format("{0} {1}-handed melee weapon", weight == WeaponWeight.Heavy ? "Heavy" : "Light", handedness == WeaponHandedness.TwoHanded ? "two" : "one"); }
public void TestName(RangedType rangedType, WeaponHandedness handedness, WeaponWeight weight, string expectedName) { Assert.That(new RangedWeapon(rangedType, handedness, weight).Name, Is.EqualTo(expectedName)); }
public void TestExpectedRange(RangedType rangedType, WeaponHandedness handedness, WeaponWeight weight, int expectedRange) { Assert.That(new RangedWeapon(rangedType, handedness, weight).Range, Is.EqualTo(expectedRange)); }
public void TestExpectedDamageDice(RangedType rangedType, WeaponHandedness handedness, WeaponWeight weight, int expectedNumber, DiceType expectedDiceType) { Assert.That(new RangedWeapon(rangedType, handedness, weight).Damage, Is.EqualTo(new Dice(expectedNumber, expectedDiceType))); }
public void TestAccuracyBonus(RangedType rangedType, WeaponHandedness handedness, WeaponWeight weight, int expectedAccuracyBonus) { Assert.That(new RangedWeapon(rangedType, handedness, weight).AccuracyBonus, Is.EqualTo(expectedAccuracyBonus)); }
public void TestName(WeaponHandedness handedness, WeaponWeight weight, string expectedName) { Assert.That(new MeleeWeapon(handedness, weight).Name, Is.EqualTo(expectedName)); }
/// <summary> /// Create a new <see cref="RangedWeapon"/>. /// </summary> /// <param name="rangedType"> /// Is the weapon a gun? /// </param> /// <param name="handedness"> /// Is the weapon one or two handed? /// </param> /// <param name="weight"> /// is the weapon light or heavy? /// </param> public RangedWeapon(RangedType rangedType, WeaponHandedness handedness, WeaponWeight weight) : base(WeaponHelper.GetRangedWeaponName(rangedType, handedness, weight), handedness, weight) { Type = rangedType; }
/// <summary> /// Create a new <see cref="Weapon"/>. /// </summary> /// <param name="name"> /// The weapon's name. /// </param> /// <param name="handedness"> /// Is the weapon one or two handed? /// </param> /// <param name="weight"> /// is the weapon light or heavy? /// </param> /// <exception cref="ArgumentNullException"> /// <paramref name="name"/> cannot be null or empty. /// </exception> protected Weapon(string name, WeaponHandedness handedness, WeaponWeight weight) : base(name, Slot.Hands) { Handedness = handedness; Weight = weight; }