public void VipersChest_HasExpectedValues() { // Arrange var attributes = new List <ItemStatAttribute> { new ItemStatAttribute("Power", .3m), new ItemStatAttribute("ConditionDamage", .3m), new ItemStatAttribute("Precision", .165m), new ItemStatAttribute("Expertise", .165m) }; // Act var actual = new ChestArmor(attributes); // Assert const int expectedPower = 121; const int expectedConditionDamage = 121; const int expectedPrecision = 67; const int expectedExpertise = 67; Assert.AreEqual(expectedPower, actual.Power); Assert.AreEqual(expectedConditionDamage, actual.ConditionDamage); Assert.AreEqual(expectedPrecision, actual.Precision); Assert.AreEqual(expectedExpertise, actual.Expertise); }
public Item GenerateItem(ItemType itemType) { switch (itemType) { case ItemType.Weapon: Sword returnedSword = new Sword(30, "Short Sword", ItemType.Weapon, RndPos()); TraceSource.TraceEvent(TraceEventType.Information, 50, $"Placed item {returnedSword.Name} in the world, at x{returnedSword.Position.PosX},y{returnedSword.Position.PosY}"); TraceSource.Flush(); _world.WorldObjects.Add(returnedSword); return(returnedSword); case ItemType.Armor: ChestArmor returnedArmor = new ChestArmor(50, "Low Quality Breastplate", ItemType.Armor, RndPos()); TraceSource.TraceEvent(TraceEventType.Information, 50, $"Placed item {returnedArmor.Name} in the world, at x{returnedArmor.Position.PosX},y{returnedArmor.Position.PosY}"); TraceSource.Flush(); _world.WorldObjects.Add(returnedArmor); return(returnedArmor); default: return(null); } }
public void BerserkersChest_HasExpectedValues() { // Arrange var attributes = new List <ItemStatAttribute> { new ItemStatAttribute("Power", .35m), new ItemStatAttribute("Precision", .25m), new ItemStatAttribute("Ferocity", .25m) }; // Act var actual = new ChestArmor(attributes); // Assert const int expectedPower = 141; const int expectedPrecision = 101; const int expectedFerocity = 101; Assert.AreEqual(expectedPower, actual.Power); Assert.AreEqual(expectedPrecision, actual.Precision); Assert.AreEqual(expectedFerocity, actual.Ferocity); }
public void unequip(String slot) { if (bag.Count == size) { log.Println("The inventory is full. Cannot unequip."); return; } EquippableItem item = null; switch (slot) { case "boots": item = this.boots; this.boots = null; break; case "legs": item = this.legs; this.legs = null; break; case "gloves": item = this.gloves; this.gloves = null; break; case "chest": item = this.chest; this.chest = null; break; case "cloak": item = this.cloak; this.cloak = null; break; case "helm": item = this.helmet; this.helmet = null; break; case "weapon": item = this.weapon; this.weapon = null; break; default: //check if maybe the names match if (this.weapon != null && this.weapon.ToString().ToLower().Equals(slot.ToLower())) { item = this.weapon; this.weapon = null; } else if (this.helmet != null && this.helmet.ToString().ToLower().Equals(slot.ToLower())) { item = this.helmet; this.helmet = null; } else if (this.cloak != null && this.cloak.ToString().ToLower().Equals(slot.ToLower())) { item = this.cloak; this.cloak = null; } else if (this.legs != null && this.legs.ToString().ToLower().Equals(slot.ToLower())) { item = this.legs; this.legs = null; } else if (this.boots != null && this.boots.ToString().ToLower().Equals(slot.ToLower())) { item = this.boots; this.boots = null; } else if (this.gloves != null && this.gloves.ToString().ToLower().Equals(slot.ToLower())) { item = this.gloves; this.gloves = null; } else if (this.chest != null && this.chest.ToString().ToLower().Equals(slot.ToLower())) { item = this.chest; this.chest = null; } else { return; } break; } Add(item, () => { }, () => { /*bag cannot be full here*/ }); }
public void equip(EquippableItem item) { if (!bag.Contains(item)) { return; } EquippableItem tmp = null; if (item is HelmArmor) { if (helmet != null) { tmp = helmet; } helmet = (HelmArmor)item; } if (item is CloakArmor) { if (cloak != null) { tmp = cloak; } cloak = (CloakArmor)item; } if (item is ChestArmor) { if (chest != null) { tmp = chest; } chest = (ChestArmor)item; } if (item is GlovesArmor) { if (gloves != null) { tmp = gloves; } gloves = (GlovesArmor)item; } if (item is LegArmor) { if (legs != null) { tmp = legs; } legs = (LegArmor)item; } if (item is BootsArmor) { if (boots != null) { tmp = boots; } boots = (BootsArmor)item; } if (item is Weapon) { if (weapon != null) { tmp = weapon; } weapon = (Weapon)item; } bag.Remove(item); if (tmp != null) { bag.Add(tmp); } log.Print("Equipped "); log.ItemPrintln(item); }
public ChestSlot(ChestArmor slotItem) : base(slotItem) { }