public void ShouldReturnCorrectName()
        {
            //arrange
            AllArmor        allArmor        = new AllArmor();
            AllShields      allShields      = new AllShields();
            Battleaxe       battleaxe       = new Battleaxe();
            BrewersSupplies brewersSupplies = new BrewersSupplies();
            Dagger          dagger          = new Dagger();
            Darts           darts           = new Darts();
            Handaxe         handaxe         = new Handaxe();
            LightArmor      lightArmor      = new LightArmor();
            LightCrossbow   lightCrossbow   = new LightCrossbow();
            Longbow         longbow         = new Longbow();
            Longsword       longsword       = new Longsword();
            MartialWeapons  martialWeapons  = new MartialWeapons();
            MasonsTools     masonsTools     = new MasonsTools();
            MediumArmor     mediumArmor     = new MediumArmor();
            Quarterstaff    quarterstaff    = new Quarterstaff();
            Shortbow        shortbow        = new Shortbow();
            Shortsword      shortsword      = new Shortsword();
            SimpleWeapons   simpleWeapons   = new SimpleWeapons();
            Sling           sling           = new Sling();
            SmithsTools     smithsTools     = new SmithsTools();
            ThrowingHammer  throwingHammer  = new ThrowingHammer();
            Warhammer       warhammer       = new Warhammer();

            //assert
            allArmor.Name().Should().Be(new TextObj("All Armor"));
            allShields.Name().Should().Be(new TextObj("All Shields"));
            battleaxe.Name().Should().Be(new TextObj("Battleaxe"));
            brewersSupplies.Name().Should().Be(new TextObj("Brewer's Supplies"));
            dagger.Name().Should().Be(new TextObj("Dagger"));
            darts.Name().Should().Be(new TextObj("Darts"));
            handaxe.Name().Should().Be(new TextObj("Handaxe"));
            lightArmor.Name().Should().Be(new TextObj("Light Armor"));
            lightCrossbow.Name().Should().Be(new TextObj("Light Crossbow"));
            longbow.Name().Should().Be(new TextObj("Longbow"));
            longsword.Name().Should().Be(new TextObj("Longsword"));
            martialWeapons.Name().Should().Be(new TextObj("Martial Weapons"));
            masonsTools.Name().Should().Be(new TextObj("Mason's Tools"));
            mediumArmor.Name().Should().Be(new TextObj("Medium Armor"));
            quarterstaff.Name().Should().Be(new TextObj("Quarterstaff"));
            shortbow.Name().Should().Be(new TextObj("Shortbow"));
            shortsword.Name().Should().Be(new TextObj("Shortsword"));
            simpleWeapons.Name().Should().Be(new TextObj("Simple Weapons"));
            sling.Name().Should().Be(new TextObj("Sling"));
            smithsTools.Name().Should().Be(new TextObj("Smith's Tools"));
            throwingHammer.Name().Should().Be(new TextObj("Throwing Hammer"));
            warhammer.Name().Should().Be(new TextObj("Warhammer"));
        }
示例#2
0
        public static IEnumerable <StatDrawEntry> Postfix(IEnumerable <StatDrawEntry> values, Thing thing)
        {
            foreach (StatDrawEntry entry in values)
            {
                yield return(entry);
            }
            if (thing.def.IsWeapon)
            {
                string tech = TechTracker.FindTech(thing.def)?.Tech.LabelCap ?? "None".Translate();
                yield return(new StatDrawEntry(StatCategoryDefOf.Weapon, "WeaponAssociatedTech".Translate(), tech, "WeaponAssociatedTechDesc".Translate(), 10000, null, null, false));

                bool known = unlocked.weapons.Contains(thing.def);
                yield return(new StatDrawEntry(StatCategoryDefOf.Weapon, "WeaponKnown".Translate(), known.ToStringYesNo(), "WeaponKnownDesc".Translate(), 9999, null, null, false));

                bool free = SimpleWeapons.Contains(thing.def) || UniversalWeapons.Contains(thing.def);
                yield return(new StatDrawEntry(StatCategoryDefOf.Weapon, "WeaponRequiresTraining".Translate(), (!free).ToStringYesNo(), "WeaponRequiresTrainingDesc".Translate(), 9998, null, null, false));
            }
        }