public void TestCreateBaseEquippableWithStrength1() { BaseEquipable BE = new BaseEquipable(1, "BaseSword", 10); BE.EquipEffects.Add("Strength", 1); Assert.AreEqual(1, BE.EquipEffects["Strength"]); }
public void TestCreateBaseEquippable() { BaseEquipable BE = new BaseEquipable(1, "BaseSword", 10); BE.EquipEffects.Add("Strength", 1); Assert.IsInstanceOfType(BE, typeof(BaseEquipable)); }
public void TestAddBaseEquippableToCharacter() { GenericCharacter GC = GenericCharacter.GCFactory(); BaseEquipable BE = new BaseEquipable(1, "BaseSword", 10); BE.EquipEffects.Add("Strength", 1); BE.TargetBodyParts.Add(new Arm()); Assert.IsTrue(GC.AddEquipment(BE)); }
public void TestAddBaseEquippableToCharacterAndTestStrength() { GenericCharacter GC = GenericCharacter.GCFactory(); BaseEquipable BE = new BaseEquipable(1, "BaseSword", 10); BE.EquipEffects.Add("Strength", 1); BE.TargetBodyParts.Add(new Arm()); GC.AddEquipment(BE); Assert.AreEqual(4, GC.myStats.Strength.Value); }
/*****************************CreateEquipment******************************** * In: * Out: * Purpose: * **************************************************************************/ private void CreateEquipment() { newEquipment = new BaseEquipable(); newEquipment.ItemName = itemNames[Random.Range(0, 4)]; newEquipment.ItemID = Random.Range(1, 101); ChooseItemType(); newEquipment.Strength = Random.Range(1, 6); newEquipment.Constitution = Random.Range(1, 6); newEquipment.Dexterity = Random.Range(1, 6); newEquipment.Intellegence = Random.Range(1, 6); newEquipment.Wisdom = Random.Range(1, 6); newEquipment.Charisma = Random.Range(1, 6); }
/*****************************CreateEquipment******************************** * In: * Out: * Purpose: * **************************************************************************/ private void CreateEquipment() { newEquipment = new BaseEquipable(); newEquipment.ItemName = itemNames[Random.Range(0, 4)]; newEquipment.ItemID = Random.Range(1, 101); ChooseItemType(); newEquipment.Strength = Random.Range(1, 6); newEquipment.Constitution = Random.Range(1, 6); newEquipment.Dexterity = Random.Range(1, 6); newEquipment.Intellegence = Random.Range(1, 6); newEquipment.Wisdom = Random.Range(1, 6); newEquipment.Charisma = Random.Range(1, 6); }
// TODO : Need to be Changed to BaseArmor? Implement this more fully public static BaseEquipable CreateEquipable(int level, bool allowSpecial = false, bool forceSpecial = false) { string name = ""; string material = ""; if ((allowSpecial && prng.Next(10) <= 2) || forceSpecial) { material = MaterialsByLevel.GetNextSpecialMaterial(level); forceSpecial = true; } else { material = MaterialsByLevel.GetNextMaterial(level); } name = material + " Armor"; BaseEquipable BE = Equipables.Find(x => x.Name == name); if (BE != null) { return(BE); } BE = new BaseEquipable(Equipables.Count + 1, name, 15 * level, level); BE.Exclusive = true; if (forceSpecial) { BE.Price *= 2; foreach (string target in BE.EquipEffects.Keys) { BE.EquipEffects[target] *= (float)1.5; } } Equipables.Add(BE); return(BE); }