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https://github.com/OpenDiablo2/OpenDiablo2
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* Filled out eLevelId enum - Added OpenDiablo2.Core.UT unit test project - Added ELevelIdHelper class which contains code that generates the enum from the mpq data - Added a unit test that verifies EngineDataManager works - Added a unit test that runs the ELevelIdHelper generate function - Renamed some enum values for constistency (e.g. Act1_Town -> Act1_Town1, as it is in the mpq) * Retargeted OpenDiablo2.Core.UT to .net Framework 4.6.1 * Added TestConsole TestConsole currently only supports writing the elevelids enum to a file Also, removed elevelids generation unit test * PlayerState and MobState
73 lines
2.9 KiB
C#
73 lines
2.9 KiB
C#
using Microsoft.VisualStudio.TestTools.UnitTesting;
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using OpenDiablo2.Common.Models.Mobs;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace OpenDiablo2.Common.UT
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{
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[TestClass]
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public class UT_PlayerState
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{
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private PlayerState MakePlayer()
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{
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HeroTypeConfig herotypeconfig = new HeroTypeConfig(vitality: 20, strength: 20, dexterity: 20,
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energy: 20, health: 50, mana: 40, stamina: 30,
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perlevelhealth: 3, perlevelmana: 1.5, perlevelstamina: 1,
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pervitalityhealth: 2, pervitalitystamina: 1, perenergymana: 1.5,
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baseatkrating: -30, basedefrating: -30, perdexterityatkrating: 5, perdexteritydefrating: 4);
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LevelExperienceConfig expconfig = new LevelExperienceConfig(new List<int>()
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{
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0, // level 0
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0, // level 1
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500, // level 2
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1500, // level 3
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2250,
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4125,
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});
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PlayerState ps = new PlayerState("player1", id: 1, level: 1, x: 0, y: 0,
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vitality: herotypeconfig.StartingVitality,
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strength: herotypeconfig.StartingStrength,
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energy: herotypeconfig.StartingEnergy,
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dexterity: herotypeconfig.StartingDexterity,
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experience: 0,
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herotype: Enums.eHero.Amazon,
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heroconfig: herotypeconfig,
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expconfig: expconfig);
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return ps;
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}
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[TestMethod]
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public void PlayerLevelUpTest()
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{
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PlayerState ps = MakePlayer();
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int level1hp = ps.GetHealthMax();
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int level1mana = ps.GetManaMax();
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int level1stamina = ps.GetStaminaMax();
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Assert.IsFalse(ps.AddExperience(499)); // not quite enough
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Assert.IsTrue(ps.AddExperience(1)); // there we go
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int level2hp = ps.GetHealthMax();
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int level2mana = ps.GetManaMax();
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int level2stamina = ps.GetStaminaMax();
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Assert.IsFalse(ps.AddExperience(999)); // not quite enough
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Assert.IsTrue(ps.AddExperience(1)); // there we go
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int level3hp = ps.GetHealthMax();
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int level3mana = ps.GetManaMax();
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int level3stamina = ps.GetStaminaMax();
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// this should update the player's health, mana, and stamina
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Assert.AreEqual(level1hp + 3, level2hp);
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Assert.AreEqual(level1mana + 1, level2mana);
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Assert.AreEqual(level1stamina + 1, level2stamina);
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Assert.AreEqual(level2hp + 3, level3hp);
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Assert.AreEqual(level2mana + 2, level3mana); // because 2->3 is an odd levelup, should get 2
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// more mana on this level (1.5 = +1 on even levels, +2 on odd)
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Assert.AreEqual(level2stamina + 1, level3stamina);
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}
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}
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}
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