public void TestDifficulty()
    {
      GenerationInfo.Difficulty = Difficulty.Easy;
      var gameEasy = CreateGame(true, 60);
      Assert.AreEqual(gameEasy.GameManager.GameState.CoreInfo.Difficulty, Difficulty.Easy);
      
      var plainEasy = PlainNormalEnemies.First();
      var chempEasy = ChampionNormalEnemies.First();
      
      GenerationInfo.Difficulty = Difficulty.Normal;
      var gameNormal = CreateGame(true);
      Assert.AreEqual(gameNormal.GameManager.GameState.CoreInfo.Difficulty, Difficulty.Normal);
      var plainNormal = PlainNormalEnemies.First();
      var chempNormal = ChampionNormalEnemies.First();

      GenerationInfo.Difficulty = Difficulty.Hard;
      var gameHard = CreateGame(true);
      Assert.AreEqual(gameHard.GameManager.GameState.CoreInfo.Difficulty, Difficulty.Hard);
      var plainHard = PlainNormalEnemies.First();
      var chempHard = ChampionNormalEnemies.First();


      Assert.Greater(plainNormal.Stats.Defense, plainEasy.Stats.Defense);
      Assert.Greater(chempNormal.Stats.Defense, chempEasy.Stats.Defense);
      Assert.Greater(chempHard.Stats.Defense, chempNormal.Stats.Defense);
    }
示例#2
0
        public void ScrollPowerVSMeleeTest(bool scroll)
        {
            var game = CreateGame();
            var hero = game.Hero;

            Assert.Less(hero.Stats.MeleeAttack, 20);
            var enemy = PlainNormalEnemies.First();

            enemy.Stats.SetNominal(Roguelike.Attributes.EntityStatKind.Health, 350);
            hero.Stats.SetNominal(Roguelike.Attributes.EntityStatKind.Mana, 250);
            var enemyHealth = enemy.Stats.Health;

            for (int i = 0; i < 10; i++)
            {
                Assert.True(UseFireBallSpellSource(hero, enemy, scroll));
                GotoNextHeroTurn();
            }

            Assert.Greater(enemyHealth, enemy.Stats.Health);
            var diffScroll = enemyHealth - enemy.Stats.Health;

            //melee
            enemyHealth = enemy.Stats.Health;
            var wpn = GenerateEquipment <Weapon>("rusty_sword");

            SetHeroEquipment(wpn, CurrentEquipmentKind.Weapon);
            for (int i = 0; i < 10; i++)
            {
                enemy.OnMelleeHitBy(game.Hero);
            }
            var diffMelee = enemyHealth - enemy.Stats.Health;

            Assert.Greater(diffMelee, 20);
            Assert.Less(Math.Abs(diffMelee - diffScroll), 30);//TODO %
        }
示例#3
0
        public void TestPoisoned()
        {
            var game       = CreateGame();
            var healthStat = game.Hero.Stats.GetStat(EntityStatKind.Health);
            var health     = healthStat.Value.CurrentValue;

            Assert.Greater(game.Hero.GetChanceToExperienceEffect(EffectType.Poisoned), 0);
            game.Hero.SetChanceToExperienceEffect(EffectType.Poisoned, 100);

            //make enemy poisonus
            var enemy        = PlainNormalEnemies.First();
            var poisonAttack = enemy.Stats.GetStat(EntityStatKind.PoisonAttack);

            poisonAttack.Value.Nominal = 10;

            game.Hero.OnMeleeHitBy(enemy);
            var le1 = game.Hero.GetFirstLastingEffect(EffectType.Poisoned);

            Assert.NotNull(le1);

            Assert.Less(healthStat.Value.CurrentValue, health);
            var turns = le1.PendingTurns;

            for (int i = 0; i < turns; i++)
            {
                game.GameManager.SkipHeroTurn();
                GotoNextHeroTurn();
                Assert.Less(healthStat.Value.CurrentValue, health);
                health = healthStat.Value.CurrentValue;
            }

            health = healthStat.Value.CurrentValue;

            for (int i = 0; i < 5; i++)
            {
                game.GameManager.SkipHeroTurn();
                GotoNextHeroTurn();
                Assert.AreEqual(healthStat.Value.CurrentValue, health);
            }
        }
示例#4
0
        public void TestBasicFightItemFactor(FightItemKind kind)
        {
            var game = CreateGame(true, 100);

            //take one which is active to make sure will have it's turn
            RevealAllEnemies(game);
            var enemy = PlainNormalEnemies.First();

            PrepareEnemyToBeBeaten(enemy);

            var hero = game.GameManager.Hero;

            var fi = ActivateFightItem(kind, hero);

            var damage1 = fi.Damage;

            IncreaseAbility(hero, fi, 1);

            var damage2 = fi.Damage;

            Assert.Greater(damage2, damage1);
            Assert.Less(damage2 / damage1, 1.6f);
        }
示例#5
0
        public void TestBasicFightItem(FightItemKind kind)
        {
            var game = CreateGame(true, 100);

            //take one which is active to make sure will have it's turn
            RevealAllEnemies(game);
            var enemy = PlainNormalEnemies.First();

            Assert.True(enemy.Revealed && enemy.Alive);
            PrepareEnemyToBeBeaten(enemy);

            var enemyBeginHealth = enemy.Stats.Health;
            var hero             = game.GameManager.Hero;

            var fi = ActivateFightItem(kind, hero);

            var damage1 = fi.Damage;

            if (kind != FightItemKind.WeightedNet)
            {
                Assert.Greater(damage1, 0);
            }
            //Assert.AreEqual(enemy.OnHitBy(fi), HitResult.Hit);

            Assert.True(UseFightItem(hero, enemy, hero.ActiveProjectileFightItem));

            if (kind != FightItemKind.WeightedNet)//TODO test range?
            {
                var chempAfter1HitHealth = enemy.Stats.Health;
                Assert.Greater(enemyBeginHealth, chempAfter1HitHealth);
                var firstDamageWithAblity = enemyBeginHealth - chempAfter1HitHealth;

                IncreaseAbility(hero, fi);

                fi = ActivateFightItem(kind, hero);
                var damage2 = fi.Damage;
                Assert.Greater(damage2, damage1);
                //Assert.Less(damage2/damage1, 1.6f);
                GotoNextHeroTurn();
                Assert.True(UseFightItem(hero, enemy, hero.ActiveProjectileFightItem));
                //enemy.OnHitBy(fi);
                GotoNextHeroTurn();//effect prolonged - make turn to see effect
                var chempAfter2HitHealth   = enemy.Stats.Health;
                var secondDamageWithAblity = chempAfter1HitHealth - chempAfter2HitHealth;
                Assert.Greater(secondDamageWithAblity, firstDamageWithAblity);
            }
            else
            {
                int counter = 0;
                while (true)
                {
                    var le = enemy.GetFirstLastingEffect(Roguelike.Effects.EffectType.WebTrap);
                    if (le == null)
                    {
                        break;
                    }

                    counter++;
                    Assert.AreEqual(le.Description, "Web Trap");
                    Assert.NotNull(le);
                    Assert.AreEqual(enemyBeginHealth, enemy.Stats.Health);
                    GotoNextHeroTurn();
                }

                Assert.Greater(counter, 1);
            }
        }