public void CreateAll() { Level = LevelCreator.OfSize(null, new Size(2, 1)); Entity = new TestEntity(0, 0); Entity1 = new TestEntity(1, 0); Level.PlaceObject(Entity); Level.PlaceObject(Entity1); Entity.Rotate(Direction.Right); }
public void Test_AttackSteps() { var entity1 = new TestEntity(0, 1); Level.PlaceObject(entity1); var initialHealth = entity1.Health; Entity.Scheduler.AddAttack(Entity, Entity.Position); Entity.Scheduler.Commit(); Assert.IsTrue(entity1.Health < initialHealth); }
public void Test_CorrectlyAttacks() { var enemy1 = new TestEntity(1, 0); var initialHealth = enemy1.Health; level.PlaceObject(enemy1); ai.TryScheduleAttack(level, testEnemy, new[] { enemy1.Position }); while (testEnemy.Scheduler.Commit()) { ; } Assert.IsTrue(enemy1.Health < initialHealth); }
public void CreateAll() { Entity = new TestEntity(0, 0); Entity.SetAttack(new Attack(new[] { new Size(1, 0) }, AttackType.Fire, 10, 1, true)); Level = LevelCreator.OfSize(null, new Size(3, 3)); Level.PlaceObject(Entity); }
public void SetUp() { game = new GameModel(levelLines); level = game.CurrentLevel; testEnemy = new TestEnemy(game, new Point(1, 1)); level.PlaceObject(testEnemy); ai = new BasicAI(game, new List <BasicEnemy> { testEnemy }); }