public FeatsGenerator(ICollectionSelector collectionsSelector, IFeatsSelector featsSelector, IFeatFocusGenerator featFocusGenerator, Dice dice) { this.collectionsSelector = collectionsSelector; this.featsSelector = featsSelector; this.featFocusGenerator = featFocusGenerator; this.dice = dice; }
public AdditionalFeatsGenerator(ICollectionsSelector collectionsSelector, IFeatsSelector featsSelector, IFeatFocusGenerator featFocusGenerator, IAdjustmentsSelector adjustmentsSelector) { this.collectionsSelector = collectionsSelector; this.featsSelector = featsSelector; this.featFocusGenerator = featFocusGenerator; this.adjustmentsSelector = adjustmentsSelector; }
public ClassFeatsGenerator(IFeatsSelector featsSelector, IFeatFocusGenerator featFocusGenerator, ICollectionsSelector collectionsSelector) { this.featsSelector = featsSelector; this.featFocusGenerator = featFocusGenerator; this.collectionsSelector = collectionsSelector; }
public void Setup() { mockCollectionsSelector = new Mock<ICollectionsSelector>(); featFocusGenerator = new FeatFocusGenerator(mockCollectionsSelector.Object); requiredFeats = new List<RequiredFeatSelection>(); otherFeats = new List<Feat>(); characterClass = new CharacterClass(); skills = new Dictionary<string, Skill>(); focusTypes = new Dictionary<string, IEnumerable<string>>(); characterClass.Name = "class name"; mockCollectionsSelector.Setup(s => s.SelectAllFrom(TableNameConstants.Set.Collection.FeatFoci)).Returns(focusTypes); mockCollectionsSelector.Setup(s => s.SelectRandomFrom(It.IsAny<IEnumerable<string>>())).Returns((IEnumerable<string> c) => c.First()); }