public void GivenAPladinLevel_SpellArrayIsReturned(int level, int[] expectedSpells) { PlayerClass player = new Paladin(); player.AssignLevel(level); player.GetClassSpellsPerDay(); int[] actual = player.Magic.ClassSpellsPerDay; Assert.AreEqual(expectedSpells, actual); }
public void GivenALevel_ArrayOfClassSkillsReturned(int level, string[] expected) { PlayerClass pc = new Paladin(); pc.AssignLevel(level); pc.AssignClassAbilties(); string[] actual = pc.ClassAbilities; Assert.AreEqual(expected, actual); }
public void PaladinReturnAlignments() { PlayerClass player = new Paladin(); string[] expected = {"Lawful Good"}; string[] actual = player.ClassAlignments; Assert.AreEqual(expected,actual); }
public void Given_Then_Returned() { // Arrange PlayerClass pc = new Paladin(); // Act pc.GetSpellDifficultyClass(); int[] actual = pc.Magic.SpellDC; // Assert Assert.IsNull(actual); }
public void CreatePlayerClass(string playerClass) { switch (playerClass) { case "Barbarian": PlayerClass = new Barbarian(); break; case "Bard": PlayerClass = new Bard(); break; case "Cleric": PlayerClass = new Cleric(); break; case "Druid": PlayerClass = new Druid(); break; case "Fighter": PlayerClass = new Fighter(); break; case "Monk": PlayerClass = new Monk(); break; case "Paladin": PlayerClass = new Paladin(); break; case "Ranger": PlayerClass = new Ranger(); break; case "Rogue": PlayerClass = new Rogue(); break; case "Sorcerer": PlayerClass = new Sorcerer(); break; case "Wizard": PlayerClass = new Wizard(); break; } }
public void Init() { Paladin = new Paladin(); }