public void RandomPlayerHelper_GetRandomMonster_Valid_Items_False_Should_Return_New_Monster() { // Arrange // Act var result = RandomPlayerHelper.GetRandomMonster(1, false); // Reset // Assert Assert.AreEqual(PlayerTypeEnum.Monster, result.PlayerType); }
public void RandomPlayerHelper_GetRandomMonster_Not_Valid_Should_Return_New_Monster() { // Arrange // Act var result = RandomPlayerHelper.GetRandomMonster(100000); // Reset // Assert Assert.AreEqual(400000, result.ExperienceRemaining); }
/// <summary> /// Constructor for Create makes a new model /// </summary> public MonsterCreatePage() { InitializeComponent(); this.ViewModel.Data = RandomPlayerHelper.GetRandomMonster(1); BindingContext = this.ViewModel; this.ViewModel.Title = "Monster Create"; // Sets the Job Picker to the Monster's Type MonsterTypePicker.SelectedItem = ViewModel.Data.MonsterType.ToMessage(); }
public void RandomPlayerHelper_GetRandomMonster_InValid_Empty_List_Should_Return_New_Monster() { // Arrange MonsterIndexViewModel.Instance.Dataset.Clear(); // Act var result = RandomPlayerHelper.GetRandomMonster(1); // Reset // Assert Assert.AreEqual(PlayerTypeEnum.Monster, result.PlayerType); }
public async Task RandomPlayerHelper_GetRandomMonster_Valid_Items_True_Should_Return_New_Monster() { // Arrange MonsterIndexViewModel.Instance.Dataset.Clear(); await MonsterIndexViewModel.Instance.CreateAsync(new MonsterModel { Name = "1" }); await MonsterIndexViewModel.Instance.CreateAsync(new MonsterModel { Name = "2" }); await MonsterIndexViewModel.Instance.CreateAsync(new MonsterModel { Name = "3" }); // Act var result = RandomPlayerHelper.GetRandomMonster(1, true); // Reset // Assert Assert.AreEqual(PlayerTypeEnum.Monster, result.PlayerType); }
/// <summary> /// Add Monsters to the Round /// /// Because Monsters can be duplicated, will add 1, 2, 3 to their name /// /* * Hint: * I don't have crudi monsters yet so will add 6 new ones.. * If you have crudi monsters, then pick from the list * * Consdier how you will scale the monsters up to be appropriate for the characters to fight * */ /// </summary> /// <returns></returns> public override int AddMonstersToRound() { int TargetLevel = 1; if (EngineSettings.CharacterList.Count() > 0) { // Get the Avg Character Level (linq is soo cool....) TargetLevel = Convert.ToInt32(EngineSettings.CharacterList.Average(m => m.Level)); } // get the same amount of monster as characters in game for (var i = 0; i < EngineSettings.CharacterList.Count(); i++) { var data = RandomPlayerHelper.GetRandomMonster(TargetLevel, EngineSettings.BattleSettingsModel.AllowMonsterItems); // Help identify which Monster it is data.Name += " " + EngineSettings.MonsterList.Count() + 1; EngineSettings.MonsterList.Add(new PlayerInfoModel(data)); } return(EngineSettings.MonsterList.Count()); }
/// <summary> /// Add Monsters to the Round /// /// Because Monsters can be duplicated, will add 1, 2, 3 to their name /// /* * Hint: * I don't have crudi monsters yet so will add 6 new ones... * If you have crudi monsters, then pick from the list * * Consdier how you will scale the monsters up to be appropriate for the characters to fight * */ /// </summary> /// <returns></returns> public virtual int AddMonstersToRound() { // TODO: Teams, You need to implement your own Logic can not use mine. int TargetLevel = 1; if (EngineSettings.CharacterList.Count() > 0) { // Get the Min Character Level (linq is soo cool....) TargetLevel = Convert.ToInt32(EngineSettings.CharacterList.Min(m => m.Level)); } for (var i = 0; i < EngineSettings.MaxNumberPartyMonsters; i++) { var data = RandomPlayerHelper.GetRandomMonster(TargetLevel, EngineSettings.BattleSettingsModel.AllowMonsterItems); // Help identify which Monster it is data.Name += " " + EngineSettings.MonsterList.Count() + 1; EngineSettings.MonsterList.Add(new PlayerInfoModel(data)); } return(EngineSettings.MonsterList.Count()); }