public void WhenEngagedSetAndEngagedShouldBattle() { // Fixture setup context.Config.IsEngageEnabled = true; context.Player.Status = Status.Fighting; context.IsFighting = true; context.Target = FindUnit(); // Exercise system bool result = sut.Check(context); // Verify outcome Assert.True(result); // Teardown }
public void WhenInjuredShouldntBattle() { // Fixture setup var player = FindPlayer(); player.HPPCurrent = 25; Config.Instance.LowHealth = 50; Config.Instance.HighHealth = 100; Config.Instance.IsHealthEnabled = true; player.Status = Status.Standing; CombatState.IsFighting = true; Config.Instance.IsEngageEnabled = false; CombatState.Target = FindUnit(); var memory = new FakeMemoryAPI { Player = player }; var sut = new BattleState(memory); UnitService.Units = new List <IUnit>(); // Exercise system var result = sut.Check(); // Verify outcome Assert.False(result); // Teardown }
public void WithInvalidTargetShouldntBattle() { // Fixture setup var player = FindPlayer(); player.Status = Status.Standing; CombatState.IsFighting = true; Config.Instance.IsEngageEnabled = false; CombatState.Target = FindNonValidUnit(); var memory = new FakeMemoryAPI { Player = player }; var sut = new BattleState(memory); UnitService.Units = new List <IUnit>(); // Exercise system var result = sut.Check(); // Verify outcome Assert.False(result); // Teardown }
public void WithNonValidUnitShouldNotBattle() { // Fixture setup Config.Instance.IsEngageEnabled = false; var memory = new FakeMemoryAPI { Player = FindPlayer() }; var stateMemory = new StateMemory(memory) { Target = FindNonValidUnit(), IsFighting = true }; var sut = new BattleState(stateMemory); // Exercise system var result = sut.Check(); // Verify outcome Assert.False(result); // Teardown }
public void WhenEngagedNotSetShouldBattle() { // Fixture setup Config.Instance.IsEngageEnabled = false; var memory = new FakeMemoryAPI(); var player = FindPlayer(); player.Status = Status.Standing; memory.Player = player; var stateMemory = new StateMemory(memory) { Target = FindUnit(), IsFighting = true }; var sut = new BattleState(stateMemory); // Exercise system var result = sut.Check(); // Verify outcome Assert.True(result); // Teardown }
public void WhenNotFightingShouldntBattle() { // Fixture setup MockConfig.IsEngageEnabled = false; StateMemory memory = CreateStateMemory(); memory.Target = FindUnit(); memory.IsFighting = false; BattleState sut = new BattleState(memory); // Exercise system bool result = sut.Check(); // Verify outcome Assert.False(result); // Teardown }
public void WhenEngagedSetAndEngagedShouldBattle() { // Fixture setup MockConfig.IsEngageEnabled = true; MockEliteAPI.Player.Status = Status.Fighting; StateMemory memory = CreateStateMemory(); memory.Target = FindUnit(); memory.IsFighting = true; BattleState sut = new BattleState(memory); // Exercise system bool result = sut.Check(); // Verify outcome Assert.True(result); // Teardown }
public void WithInvalidTargetShouldntBattle() { // Fixture setup StateMemory memory = CreateStateMemory(targetValid: false); memory.Target = FindNonValidUnit(); memory.IsFighting = true; MockEliteAPI.Player.Status = Status.Standing; MockConfig.IsEngageEnabled = false; BattleState sut = new BattleState(memory); // Exercise system bool result = sut.Check(); // Verify outcome Assert.False(result); // Teardown }
public void WhenNotFightingShouldntBattle() { // Fixture setup CombatState.IsFighting = false; CombatState.Target = FindUnit(); Config.Instance.IsEngageEnabled = false; var memory = new FakeMemoryAPI { Player = FindPlayer() }; var sut = new BattleState(memory); // Exercise system var result = sut.Check(); // Verify outcome Assert.False(result); // Teardown }
public void WhenInjuredShouldntBattle() { // Fixture setup StateMemory memory = CreateStateMemory(); memory.Target = FindUnit(); memory.IsFighting = false; MockEliteAPI.Player.HPPCurrent = 25; MockEliteAPI.Player.Status = Status.Standing; MockConfig.LowHealth = 50; MockConfig.HighHealth = 100; MockConfig.IsHealthEnabled = true; MockConfig.IsEngageEnabled = false; BattleState sut = new BattleState(memory); // Exercise system bool result = sut.Check(); // Verify outcome Assert.False(result); // Teardown }