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OpenDiablo2/OpenDiablo2.Common.UT/UT_EnemyState.cs
nicholasdechiara 6b40c30b5c Load Enemy Type Info from monstats.txt (#48)
* EnemyConfig loading from monstats.txt
* removed some unneeded comments
* Added difficulty flag to enemystate
* Fix renaming issue
2018-12-12 18:20:44 -05:00

201 lines
7.8 KiB
C#

using Microsoft.VisualStudio.TestTools.UnitTesting;
using OpenDiablo2.Common.Enums;
using OpenDiablo2.Common.Enums.Mobs;
using OpenDiablo2.Common.Models.Mobs;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace OpenDiablo2.Common.UT
{
[TestClass]
public class UT_EnemyState
{
public EnemyState MakeEnemyState(int id, eDifficulty difficulty, Random rand)
{
// does not correspond to any particular enemy in the actual data, just for testing
EnemyTypeConfig config = new EnemyTypeConfig(
InternalName: "TestEnemy",
Name: "TestEnemy1",
Type: "Skeleton",
Descriptor: "",
BaseId: 1,
PopulateId: 1,
Spawned: true,
Beta: false,
Code: "SK",
ClientOnly: false,
NoMap: false,
SizeX: 2,
SizeY: 2,
Height: 3,
NoOverlays: false,
OverlayHeight: 2,
Velocity: 3,
RunVelocity: 6,
CanStealFrom: false,
ColdEffect: 50,
Rarity: true,
MinimumGrouping: 2,
MaximumGrouping: 5,
BaseWeapon: "1hs",
AIParams: new int[] {75, 85, 9, 50, 0 },
Allied: false,
IsNPC: false,
IsCritter: false,
CanEnterTown: false,
HealthRegen: 80,
IsDemon: false,
IsLarge: false,
IsSmall: false,
IsFlying: false,
CanOpenDoors: false,
SpawningColumn: 0,
IsBoss: false,
IsInteractable: false,
IsKillable: true,
CanBeConverted: true,
HitClass: 3,
HasSpecialEndDeath: false,
DeadCollision: false,
CanBeRevivedByOtherMonsters: true,
AppearanceConfig: new EnemyTypeAppearanceConfig(
HasDeathAnimation: true,
HasNeutralAnimation: true,
HasWalkAnimation: true,
HasGetHitAnimation: true,
HasAttack1Animation: true,
HasAttack2Animation: false,
HasBlockAnimation: true,
HasCastAnimation: false,
HasSkillAnimation: new bool[] { false, false, false, false },
HasCorpseAnimation: false,
HasKnockbackAnimation: true,
HasRunAnimation: true,
HasLifeBar: true,
HasNameBar: false,
CannotBeSelected: false,
CanCorpseBeSelected: false,
BleedType: 0,
HasShadow: true,
LightRadius: 0,
HasUniqueBossColors: false,
CompositeDeath: true,
LightRGB: new byte[] { 255, 255, 255 }
),
CombatConfig: new EnemyTypeCombatConfig(
ElementalAttackMode: 4,
ElementalAttackType: eDamageTypes.PHYSICAL,
ElementalOverlayId: 0,
ElementalChance: 0,
ElementalMinDamage: 0,
ElementalMaxDamage: 0,
ElementalDuration: 0,
MissileForAttack: new int[] { 0, 0 },
MissileForSkill: new int[] { 0, 0, 0, 0, },
MissileForCase: 0,
MissileForSequence: 0,
CanMoveAttack: new bool[] { false, false },
CanMoveSkill: new bool[] { false, false, false, false },
CanMoveCast: false,
IsMelee: true,
IsAttackable: true,
MeleeRange: 0,
SkillType: new int[] { 0, 0, 0, 0 },
SkillSequence: new int[] { 0, 0, 0, 0 },
SkillLevel: new int[] { 0, 0, 0, 0 },
IsUndeadWithPhysicalAttacks: true,
IsUndeadWithMagicAttacks: false,
UsesMagicAttacks: false,
ChanceToBlock: 20,
DoesDeathDamage: false,
IgnoredBySummons: false
),
NormalDifficultyConfig: new EnemyTypeDifficultyConfig(
Level: 5,
DamageResist: 0,
MagicResist: 0,
FireResist: 0.5,
LightResist: 0,
ColdResist: 0,
PoisonResist: 0,
MinHP: 10,
MaxHP: 15,
AC: 3,
Exp: 100,
AttackMinDamage: new int[] { 5, 0 },
AttackMaxDamage: new int[] { 10, 0 },
AttackChanceToHit: new int[] { 35, 0 },
Skill1MinDamage: 0,
Skill1MaxDamage: 0,
Skill1ChanceToHit: 0,
TreasureClass: new string[] { "Swarm 1", "Act 2 Champ A", "Act 2 Unique A", "" }
),
NightmareDifficultyConfig: new EnemyTypeDifficultyConfig(
Level: 10,
DamageResist: 0,
MagicResist: 0,
FireResist: 0.5,
LightResist: 0.5,
ColdResist: 0,
PoisonResist: 0,
MinHP: 20,
MaxHP: 25,
AC: 3,
Exp: 1000,
AttackMinDamage: new int[] { 5, 0 },
AttackMaxDamage: new int[] { 10, 0 },
AttackChanceToHit: new int[] { 35, 0 },
Skill1MinDamage: 0,
Skill1MaxDamage: 0,
Skill1ChanceToHit: 0,
TreasureClass: new string[] { "Swarm 1", "Act 3 Champ A", "Act 3 Unique A", "" }
),
HellDifficultyConfig: new EnemyTypeDifficultyConfig(
Level: 15,
DamageResist: 0,
MagicResist: 0,
FireResist: 0.5,
LightResist: 0.5,
ColdResist: 0.5,
PoisonResist: 0,
MinHP: 30,
MaxHP: 45,
AC: 3,
Exp: 10000,
AttackMinDamage: new int[] { 5, 0 },
AttackMaxDamage: new int[] { 10, 0 },
AttackChanceToHit: new int[] { 35, 0 },
Skill1MinDamage: 0,
Skill1MaxDamage: 0,
Skill1ChanceToHit: 0,
TreasureClass: new string[] { "Swarm 2", "Act 4 Champ A", "Act 4 Unique A", "" }
)
);
EnemyState en = new EnemyState("Fallen", id, 0, 0, config, difficulty, rand);
return en;
}
[TestMethod]
public void EnemyDifficultyTest()
{
Random rand = new Random();
EnemyState en = MakeEnemyState(1, eDifficulty.NORMAL, rand);
Assert.AreEqual(5, en.Level);
Assert.AreEqual(100, en.ExperienceGiven);
EnemyState en2 = MakeEnemyState(2, eDifficulty.NIGHTMARE, rand);
Assert.AreEqual(10, en2.Level);
Assert.AreEqual(1000, en2.ExperienceGiven);
EnemyState en3 = MakeEnemyState(3, eDifficulty.HELL, rand);
Assert.AreEqual(15, en3.Level);
Assert.AreEqual(10000, en3.ExperienceGiven);
}
}
}