public async Task <IActionResult> Edit(int id, [Bind("Sleightofhandid,Sleightprof")] SleightOfHand sleightOfHand) { if (id != sleightOfHand.Sleightofhandid) { return(NotFound()); } if (ModelState.IsValid) { try { _context.Update(sleightOfHand); await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!SleightOfHandExists(sleightOfHand.Sleightofhandid)) { return(NotFound()); } else { throw; } } return(RedirectToAction(nameof(Index))); } return(View(sleightOfHand)); }
public void ShouldReturnName() { //assign ISkill actualSkillBase = new SleightOfHand(); //act ITextObj name = actualSkillBase.Name(); //assert name.Should().Be(new TextObj("Sleight Of Hand")); }
public void Bonus_SlightOfHandSpecified_ShouldWork() { SetupCharacter(); Skills sleightOfHand = new SleightOfHand(true, true); Assert.AreEqual(-5, sleightOfHand.Bonus); Assert.IsTrue(sleightOfHand.Proficiency); Assert.IsTrue(sleightOfHand.Expertise); }
public async Task <IActionResult> Create([Bind("Sleightofhandid,Sleightprof")] SleightOfHand sleightOfHand) { if (ModelState.IsValid) { _context.Add(sleightOfHand); await _context.SaveChangesAsync(); return(RedirectToAction(nameof(Index))); } return(View(sleightOfHand)); }
public void ShouldReturnBaseAttribute() { //arrange ISkill skill = new SleightOfHand(); ICharacterAttribute dexterityAttribute = new DexterityAttribute(); //act ICharacterAttribute actualAttribute = skill.BaseAttribute(); //assert actualAttribute.Should().Be(dexterityAttribute); }
public void ShouldReturnBonusOfBaseAttribute() { //arrange DexterityAttribute dexterityAttribute = new DexterityAttribute(new AttributeScore(14)); ISkill sleightOfHand = new SleightOfHand(dexterityAttribute); IAttributeScore expectedScore = new AttributeScore(2); //act IAttributeScore actualScore = sleightOfHand.SkillBonus(); //assert actualScore.Should().Be(expectedScore); }
public void ShouldReturnActivatedAndNonActiveSkillsForHumanWizard() { //arrange _characterSheet = new CharacterSheet(new Wizard(), new Human(), new FakeWizardAttributeSet()); ICharacterAttribute attribute = _characterSheet.Attribute(CharacterAttributeName.Dexterity); SleightOfHand slightOfHand = new SleightOfHand((DexterityAttribute)attribute, true); //act _characterSheet.ActivateSkill(slightOfHand); //assert List <ISkill> actualSkills = _characterSheet.Skills(); actualSkills.First(item => item.Name().Equals(new TextObj("Sleight Of Hand"))).SkillBonus().Should().Be(new AttributeScore(1)); actualSkills.First(item => item.Name().Equals(new TextObj("Acrobatics"))).SkillBonus().Should().Be(new AttributeScore(-1)); }
public override string ToString() { return(Acrobatics.ToString() + ' ' + AnimalHandling.ToString() + ' ' + Arcana.ToString() + ' ' + Athletics.ToString() + ' ' + Deception.ToString() + ' ' + History.ToString() + ' ' + Insight.ToString() + ' ' + Intimidation.ToString() + ' ' + Investigation.ToString() + ' ' + Medicine.ToString() + ' ' + Nature.ToString() + ' ' + Perception.ToString() + ' ' + Performance.ToString() + ' ' + Persusion.ToString() + ' ' + Religion.ToString() + ' ' + SleightOfHand.ToString() + ' ' + Stealth.ToString() + ' ' + Survival.ToString()); }
public override JSONObject Serialize() { JSONObject obj = new JSONObject(); obj.Add(cAppraise, Appraise.Serialize()); obj.Add(cBalance, Balance.Serialize()); obj.Add(cBluff, Bluff.Serialize()); obj.Add(cClimb, Climb.Serialize()); obj.Add(cConcentration, Concentration.Serialize()); obj.Add(cDecipherScript, DecipherScript.Serialize()); obj.Add(cDiplomacy, Diplomacy.Serialize()); obj.Add(cDisableDevice, DisableDevice.Serialize()); obj.Add(cDisguise, Disguise.Serialize()); obj.Add(cEscapeArtist, EscapeArtist.Serialize()); obj.Add(cForgery, Forgery.Serialize()); obj.Add(cGatherInformation, GatherInformation.Serialize()); obj.Add(cHandleAnimal, HandleAnimal.Serialize()); obj.Add(cHeal, Heal.Serialize()); obj.Add(cHide, Hide.Serialize()); obj.Add(cIntimidate, Intimidate.Serialize()); obj.Add(cJump, Jump.Serialize()); obj.Add(cListen, Listen.Serialize()); obj.Add(cMoveSilently, MoveSilently.Serialize()); obj.Add(cOpenLock, OpenLock.Serialize()); obj.Add(cRide, Ride.Serialize()); obj.Add(cSearch, Search.Serialize()); obj.Add(cSenseMotive, SenseMotive.Serialize()); obj.Add(cSleightOfHand, SleightOfHand.Serialize()); obj.Add(cSpellCraft, SpellCraft.Serialize()); obj.Add(cSpot, Spot.Serialize()); obj.Add(cSurvival, Survival.Serialize()); obj.Add(cSwim, Swim.Serialize()); obj.Add(cTumble, Tumble.Serialize()); obj.Add(cUseMagicDevice, UseMagicDevice.Serialize()); obj.Add(cUseRope, UseRope.Serialize()); return(obj); }