public void TurnEngine_RolltoHitTarget_Hit_Should_Pass() { // Arrange var AttackScore = 10; var DefenseScore = 0; DiceHelper.EnableForcedRolls(); DiceHelper.SetForcedRollValue(3); // Always roll a 3. // Act var result = Engine.RollToHitTarget(AttackScore, DefenseScore); // Reset DiceHelper.DisableForcedRolls(); // Assert Assert.AreEqual(HitStatusEnum.Hit, result); }
public void TurnEngine_RolltoHitTarget_Hit_Should_Pass() { // Arrange var AttackScore = 10; var DefenseScore = 0; DiceHelper.EnableRandomValues(); DiceHelper.SetForcedRandomValue(3); // Always roll a 3. // Act Engine.CharacterHitValue = 20; Engine.CurrentAttacker = new PlayerInfoModel(); Engine.CurrentAttacker.PlayerType = PlayerTypeEnum.Character; var result = Engine.RollToHitTarget(AttackScore, DefenseScore); // Reset DiceHelper.DisableRandomValues(); Engine.CharacterHitValue = 0; // Assert Assert.AreEqual(HitStatusEnum.Hit, result); }