public void OnNextTurnEffect_ApplyEffect_DoesNotApplyInCurrentTurn() { OnNextTurnEffect timedDamage = new OnNextTurnEffect( AllEffects.Create(DamageTarget(1)) ); Member attacker = TestMembers.With(StatType.Attack, 1); Member target = TestMembers.Create(s => s.With(StatType.MaxHP, 10).With(StatType.Damagability, 1f)); timedDamage.Apply(attacker, new Single(target)); Assert.AreEqual( 10, target.State[TemporalStatType.HP], "Effect applied on current turn." ); }
public void OnNextTurnEffect_ApplyEffect_ApplyOnNextTurn() { OnNextTurnEffect timedDamage = new OnNextTurnEffect( AllEffects.Create(DamageTarget(1)) ); Member attacker = TestMembers.With(StatType.Attack, 1); Member target = TestMembers.Create(s => s.With(StatType.MaxHP, 10).With(StatType.Damagability, 1f)); BattleEvent.Publish(new TurnEnd()); timedDamage.Apply(attacker, new Single(target)); Assert.AreEqual( 9, target.State[TemporalStatType.HP], "Effect did not applied on next turn." ); }