public void ShouldAddEquipmentToCharactersEquipment()
 {
     var c = new Player();
     var e = new TestHelpers.TestWeapon();
     EquipmentHelper.EquipEquipment(c, e);
     Assert.IsTrue(c.CharacterEquipment.Exists(x => x == e));
 }
 public void ShouldRemovesEquipmentFromCharactersEquipment()
 {
     var c = new Player();
     var e = new TestHelpers.TestWeapon();
     EquipmentHelper.EquipEquipment(c, e);
     EquipmentHelper.UnEquipEquipment(c, e);
     Assert.IsFalse(c.CharacterEquipment.Exists(x => x == e));
 }
 public void ShouldFreesCharactersEquipmentSlots()
 {
     var c = new Player();
     var e = new TestHelpers.TestWeapon();
     EquipmentHelper.EquipEquipment(c, e);
     EquipmentHelper.UnEquipEquipment(c, e);
     Assert.IsFalse(c.Slots.Exists(x => !x.SlotFree || x.SlotEquipmentName == e.Name));
 }
 public void ShouldEquipEquipmentIfCharacterDoesNotHaveEnoughFreeSlots()
 {
     var c = new Player();
     var e = new TestHelpers.TestWeapon();
     e.AddSlotType(new Hand());
     e.AddSlotType(new Hand());
     e.AddSlotType(new Hand());
     Assert.IsFalse(EquipmentHelper.CanEquipEquipment(c, e));
 }
 public void ShouldUpdatesCharacterEquipmentSlotsToUsed()
 {
     var c = new Player();
     var e = new TestHelpers.TestWeapon();
     e.AddSlotType(new Hand());
     EquipmentHelper.EquipEquipment(c, e);
     Assert.IsTrue(c.Slots.Exists(x => !x.SlotFree && x.SlotEquipmentName == e.Name));
 }
 public void ShouldThrowExceptionWhenCharacterDoesNotHaveEnoughFreeSlots()
 {
     var c = new Player();
     var e = new TestHelpers.TestWeapon();
     e.AddSlotType(new Hand());
     e.AddSlotType(new Hand());
     e.AddSlotType(new Hand());
     EquipmentHelper.EquipEquipment(c, e);
 }
 public void ShouldEquipEquipmentIfCharacterHasFreeSlots()
 {
     var c = new Player();
     var e = new TestHelpers.TestWeapon();
     Assert.IsTrue(EquipmentHelper.CanEquipEquipment(c, e));
 }
 public void ShouldCalculateWeaponDamage()
 {
     var w = new TestHelpers.TestWeapon();
     var dmg = w.GetDamage();
     Assert.IsTrue((w.BaseDamage + w.BonusDamage) >= dmg && dmg >= w.BaseDamage);
 }