public void TestAddToCharactersInventory() { int initialItemsInInvetory = 0; int OneItemInInventory = 1; Dictionary <Dungeons_and_Dragons.Attribute, int> dict = new Dictionary <Dungeons_and_Dragons.Attribute, int>(); dict.Add(Dungeons_and_Dragons.Attribute.Strength, 12); dict.Add(Dungeons_and_Dragons.Attribute.Dexterity, 15); dict.Add(Dungeons_and_Dragons.Attribute.Intelligence, 17); dict.Add(Dungeons_and_Dragons.Attribute.Wisdom, 7); dict.Add(Dungeons_and_Dragons.Attribute.Constitution, 14); dict.Add(Dungeons_and_Dragons.Attribute.Charisma, 9); int xp = 0; int hp = 2; Character character = new MagicUser("Morris", Race.Halfling, dict, hp, xp); ShortSword shortSword = new ShortSword(); Assert.AreEqual(initialItemsInInvetory, character.inventory.Count, "TEST1: The number of items in the character's inventory is not as expected"); character.AddToCharactersInventory(shortSword); Assert.AreEqual(OneItemInInventory, character.inventory.Count, "TEST2: The number of items in the character's inventory is not as expected"); }
public void GivenADefaultAndAConditionalBinding_AllBindingsWillResolve() { var shortSword = new ShortSword(); var shuriken = new Shuriken(); kernel.Bind<IWeapon>().ToConstant(shortSword); kernel.Bind<IWeapon>().ToConstant(shuriken).When(_ => true); var result = kernel.GetAll<IWeapon>(); result.Should().Contain(shortSword); result.Should().Contain(shuriken); }
static void Main(string[] args) { PotionString(); ContainerFun(); ShortSword mySword = new ShortSword(); Console.WriteLine(mySword); mySword.Description = "New description"; //mySword.Type = items.ItemType.Armor; Console.ReadLine(); }
public void GivenOnlyImplicitBindings_AllBindingsWillResolve() { var shortSword = new ShortSword(); var shuriken = new Shuriken(); kernel.Bind <IWeapon>().ToConstant(shortSword).BindingConfiguration.IsImplicit = true; kernel.Bind <IWeapon>().ToConstant(shuriken).BindingConfiguration.IsImplicit = true; var result = kernel.GetAll <IWeapon>(); result.Should().Contain(shortSword); result.Should().Contain(shuriken); }
public void GivenADefaultAndAConditionalBinding_AllBindingsWillResolve() { var shortSword = new ShortSword(); var shuriken = new Shuriken(); kernel.Bind <IWeapon>().ToConstant(shortSword); kernel.Bind <IWeapon>().ToConstant(shuriken).When(_ => true); var result = kernel.GetAll <IWeapon>(); result.Should().Contain(shortSword); result.Should().Contain(shuriken); }
public void GivenAMixtureOfBindings_OnlyNonImplicitBindingsWillResolve() { var shortSword = new ShortSword(); var sword = new Sword(); var shuriken = new Shuriken(); kernel.Bind<IWeapon>().ToConstant(shortSword); kernel.Bind<IWeapon>().ToConstant(sword); kernel.Bind<IWeapon>().ToConstant(shuriken).Binding.IsImplicit = true; var result = kernel.GetAll<IWeapon>(); result.Should().Contain(shortSword); result.Should().Contain(sword); result.Should().NotContain(shuriken); }
public void GivenAMixtureOfBindings_OnlyNonImplicitBindingsWillResolve() { var shortSword = new ShortSword(); var sword = new Sword(); var shuriken = new Shuriken(); this.kernel.Bind <IWeapon>().ToConstant(shortSword); this.kernel.Bind <IWeapon>().ToConstant(sword); this.kernel.Bind <IWeapon>().ToConstant(shuriken).BindingConfiguration.IsImplicit = true; var result = this.kernel.GetAll <IWeapon>(); result.Should().Contain(shortSword); result.Should().Contain(sword); result.Should().NotContain(shuriken); }
public static void ShortSwordDemo() { // create an object of type Short Sword ShortSword mySword = new ShortSword(); // by overridding the ToString method we can print whatever we want Console.WriteLine(mySword); // I can change Description because the setter is public mySword.Description = "Some new description"; Console.WriteLine(mySword); // I cannot change the Type because the setter is protected // Only inside the Item class or a child class can I set it. // Program does not inherit from Item //mySword.Type = Items.ItemType.Armor; }
public void IsInstanceOf_NotTransparentProxy_IsAnInstanceOf() { var instance = new ShortSword(); var reference = new InstanceReference { Instance = instance }; Assert.True(reference.IsInstanceOf <ShortSword>(out var shortSword)); Assert.Same(instance, shortSword); Assert.True(reference.IsInstanceOf <Sword>(out var sword)); Assert.Same(instance, sword); Assert.True(reference.IsInstanceOf <IWeapon>(out var weapon)); Assert.Same(instance, weapon); Assert.True(reference.IsInstanceOf <IWeapon>(out var obj)); Assert.Same(instance, obj); }
public Item CreateItem(string name) { { Item item; switch (name) { case "BroadAxe": item = new BroadAxe(); break; case "Flail": item = new Flail(); break; case "Scepter": item = new Scepter(); break; case "ShortSword": item = new ShortSword(); break; case "Occulus": item = new Occulus(); break; case "BoneShield": item = new BoneShield(); break; default: throw new ArgumentException($"invalid item \"{name}\""); } return(item); } }
public void GivenOnlyImplicitBindings_AllBindingsWillResolve() { var shortSword = new ShortSword(); var shuriken = new Shuriken(); kernel.Bind<IWeapon>().ToConstant(shortSword).BindingConfiguration.IsImplicit = true; kernel.Bind<IWeapon>().ToConstant(shuriken).BindingConfiguration.IsImplicit = true; var result = kernel.GetAll<IWeapon>(); result.Should().Contain(shortSword); result.Should().Contain(shuriken); }
public static InventoryItem CreateInventoryItem(string key, TeamType team, string region, Vector2 location, ContentManager content, GraphicsDevice graphics) { InventoryItem item = null; int amountStacked = 1; switch (key) { case ("tribalTokens"): item = new TribalTokens(team, region, location, content, graphics); break; case ("basePlank"): item = new BasePlank(team, region, location, content, graphics); break; case ("shortSword"): item = new ShortSword(team, region, location, content, graphics); break; case ("softWood"): item = new SoftWood(team, region, location, content, graphics); break; case ("islandGrass"): item = new IslandGrass(team, region, location, content, graphics); break; case ("coal"): item = new Coal(team, region, location, content, graphics); break; case ("ironOre"): item = new IronOre(team, region, location, content, graphics); break; case ("baseSword"): item = new BaseSword(team, region, location, content, graphics); break; case ("anvilItem"): item = new AnvilItem(team, region, location, content, graphics); item.placeableVersion = new CraftingAnvil(team, region, location, content, graphics); break; case ("baseChestItem"): item = new BaseChestItem(team, region, location, content, graphics); item.placeableVersion = new BaseChest(team, region, location, content, graphics); break; case ("nails"): item = new Nails(team, region, location, content, graphics); amountStacked = 5; break; case ("cannonBallItem"): item = new CannonBallItem(team, region, location, content, graphics); amountStacked = 3; break; case ("pistolShotItem"): item = new PistolShotItem(team, region, location, content, graphics); amountStacked = 5; break; case ("ironBar"): item = new IronBar(team, region, location, content, graphics); break; case ("treasureMapItem"): item = new TreasureMapItem(null, team, region, location, content, graphics); break; case ("chiliFish"): item = new ChiliFish(team, region, location, content, graphics); break; case ("chiliPepper"): item = new ChiliPepper(team, region, location, content, graphics); break; case ("cookedFish"): item = new CookedFish(team, region, location, content, graphics); break; case ("cookedMeat"): item = new CookedMeat(team, region, location, content, graphics); break; case ("rawFish"): item = new RawFish(team, region, location, content, graphics); break; case ("rawMeat"): item = new RawMeat(team, region, location, content, graphics); break; case ("spoiledFish"): item = new SpoiledFish(team, region, location, content, graphics); break; case ("spoiledMeat"): item = new SpoiledMeat(team, region, location, content, graphics); break; case ("feather"): item = new Feather(team, region, location, content, graphics); break; case ("scales"): item = new Scales(team, region, location, content, graphics); break; case ("fishOil"): item = new FishOil(team, region, location, content, graphics); break; case ("goldCoins"): item = new GoldCoins(team, region, location, content, graphics); break; } item.itemKey = key; item.amountStacked = amountStacked; return(item); }
public static void Weapon() { string prefixName; int prefixValue; string prefixStat; (prefixName, prefixStat, prefixValue) = Prefix.Generate("Weapon"); string suffixName; string suffixStat; int suffixValue; (suffixName, suffixStat, suffixValue) = Suffix.Generate("Weapon"); int _weaponType = random.Next(1, 27); //26 weapons switch (_weaponType) { case 1: Axe axe = new Axe(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); // Console.WriteLine("prefixName: " + prefixName + ", prefixStat: " + prefixStat + ", prefixValue: " + prefixValue + ", suffixName: " + suffixName + ", suffixStat: " + suffixStat + ", suffixVallue: " + suffixValue); axe.WeaponAddToInventory(); break; case 2: BastardSword bastardSword = new BastardSword(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); bastardSword.WeaponAddToInventory(); break; case 3: BattleAxe battleAxe = new BattleAxe(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); battleAxe.WeaponAddToInventory(); break; case 4: Blade blade = new Blade(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); blade.WeaponAddToInventory(); break; case 5: BroadAxe broadAxe = new BroadAxe(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); broadAxe.WeaponAddToInventory(); break; case 6: BroadSword broadSword = new BroadSword(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); broadSword.WeaponAddToInventory(); break; case 7: Claymore claymore = new Claymore(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); claymore.WeaponAddToInventory(); break; case 8: Club club = new Club(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); club.WeaponAddToInventory(); break; case 9: Dagger dagger = new Dagger(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); dagger.WeaponAddToInventory(); break; case 10: Falchion falchion = new Falchion(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); falchion.WeaponAddToInventory(); break; case 11: Flail flail = new Flail(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); flail.WeaponAddToInventory(); break; case 12: GreatAxe greatAxe = new GreatAxe(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); greatAxe.WeaponAddToInventory(); break; case 13: GreatSword greatSword = new GreatSword(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); greatSword.WeaponAddToInventory(); break; case 14: LargeAxe largeAxe = new LargeAxe(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); largeAxe.WeaponAddToInventory(); break; case 15: LongSword longSword = new LongSword(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); longSword.WeaponAddToInventory(); break; case 16: Mace mace = new Mace(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); mace.WeaponAddToInventory(); break; case 17: Maul maul = new Maul(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); maul.WeaponAddToInventory(); break; case 19: MorningStar morningStar = new MorningStar(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); morningStar.WeaponAddToInventory(); break; case 20: Sabre sabre = new Sabre(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); sabre.WeaponAddToInventory(); break; case 21: Scimitar scimitar = new Scimitar(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); scimitar.WeaponAddToInventory(); break; case 22: ShortSword shortSword = new ShortSword(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); shortSword.WeaponAddToInventory(); break; case 23: SmallAxe smallAxe = new SmallAxe(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); smallAxe.WeaponAddToInventory(); break; case 24: SpikedClub spikedClub = new SpikedClub(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); spikedClub.WeaponAddToInventory(); break; case 25: TwoHandedSword twoHandedSword = new TwoHandedSword(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); twoHandedSword.WeaponAddToInventory(); break; case 26: WarHammer warHammer = new WarHammer(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); warHammer.WeaponAddToInventory(); break; } }