public DiceGameSettings(RoundStartSettings roundStartSettings, DiceSettings diceSettings, PlayerSettings playerSettings, RuleSettings ruleSettings) { _startSettings = roundStartSettings; _diceSettings = diceSettings; _playerPlayerSettings = playerSettings; _ruleSettings = ruleSettings; }
/// <summary> /// Zapisuje odpowiednie ustawienia do obiektu GameSave znajdującego się w klasie GameplayController /// </summary> public void SaveProgress(ref GameSave save) { DiceSettings ds = new DiceSettings(); ds.amountOfRolls = dice.amountOfRolls; ds.currentPlayer = dice.currentPlayer; ds.last1 = dice.last1; ds.last2 = dice.last2; ds.round = dice.round; save.tiers = tiers; save.places = new Dictionary<int, System.Tuple<int, string>>(); for (int i = 0; i < places.Keys.Count; i++) save.places.Add(i, new System.Tuple<int, string>(places[i], GetField(i).name)); save.dice = ds; }
public void DiceSettingsSet_DiceRolled_ValueWithinGivenSettings(int minDiceValue, int maxDiceValue) { // Arrange var diceSettings = new DiceSettings { MinValue = minDiceValue, MaxValue = maxDiceValue }; var dice = new Dice(diceSettings); // Act var diceResult = dice.Roll(); // Assert Assert.True(minDiceValue <= diceResult); Assert.True(maxDiceValue >= diceResult); }
public Dice(DiceSettings diceSettings) { _diceSettings = diceSettings; }