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OpenDiablo2/OpenDiablo2.Common.UT/UT_MobState.cs
nicholasdechiara 55f8f3ef34 Mob and Playerstate (#31)
* 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
2018-11-29 21:20:29 -05:00

57 lines
2.4 KiB
C#

using System;
using Microsoft.VisualStudio.TestTools.UnitTesting;
using OpenDiablo2.Common.Enums.Mobs;
using OpenDiablo2.Common.Models.Mobs;
namespace OpenDiablo2.Common.UT
{
[TestClass]
public class UT_MobState
{
[TestMethod]
public void MobDeathTest()
{
MobState mob = new MobState("test1", 1, 1, 100, 0, 0);
mob.TakeDamage(1000, Enums.Mobs.eDamageTypes.NONE);
Assert.AreEqual(false, mob.Alive);
}
[TestMethod]
public void MobFlagsTest()
{
MobState mob = new MobState("test1", 1, 1, 100, 0, 0);
mob.AddFlag(Enums.Mobs.eMobFlags.ENEMY);
Assert.AreEqual(true, mob.HasFlag(Enums.Mobs.eMobFlags.ENEMY));
Assert.AreEqual(false, mob.HasFlag(Enums.Mobs.eMobFlags.INVULNERABLE));
mob.RemoveFlag(Enums.Mobs.eMobFlags.ENEMY);
Assert.AreEqual(false, mob.HasFlag(Enums.Mobs.eMobFlags.ENEMY));
}
[TestMethod]
public void MobResistancesTest()
{
MobState mob = new MobState("test1", 1, 1, 100, 0, 0);
mob.SetResistance(eDamageTypes.COLD, 0.5);
int dam = mob.TakeDamage(100, eDamageTypes.COLD); // now try 100 cold damage
Assert.AreEqual(50, dam); // b/c mob has 50% resistance, should only take 50 damage
Assert.IsTrue(mob.Alive); // mob should not have taken enough damage to die
int dam2 = mob.TakeDamage(100, eDamageTypes.FIRE); // now try 100 fire damage
Assert.AreEqual(100, dam2); // b/c mob has no fire resistance, should take full damage
Assert.IsFalse(mob.Alive); // mob should be dead
}
[TestMethod]
public void MobImmunityTest()
{
MobState mob = new MobState("test1", 1, 1, 100, 0, 0);
mob.AddImmunitiy(eDamageTypes.COLD);
int dam = mob.TakeDamage(100, eDamageTypes.COLD); // now try 100 cold damage
Assert.AreEqual(0, dam); // b/c mob has immunity, should not take damage
Assert.IsTrue(mob.Alive); // mob should not have taken enough damage to die
int dam2 = mob.TakeDamage(100, eDamageTypes.FIRE); // now try 100 fire damage
Assert.AreEqual(100, dam2); // b/c mob has no fire immunity, should take full damage
Assert.IsFalse(mob.Alive); // mob should be dead
}
}
}