不确定如何在DnD Kata

时间:2016-01-18 21:10:07

标签: c# tdd

我开始使用Everquest TDD Kata(Github Link)进行编码,我就此而言

  

功能:角色能力修改器修改属性

     

作为一个角色,我想运用我的能力修正器来提高我在战斗中的能力,这样我就能用极端的偏见战胜我的敌人

     

将强度修饰符添加到:

     
      
  • 攻击掷骰和造成的伤害
  •   
  • 关键命中的双倍强度修正
  •   

但我无法弄清楚我的数学是否正确。使用NUnit的TestCaseSource我有以下测试

[TestFixture]
public class CharacterAbilityTests
{
    [TestCaseSource("StrengthAbilityTestCases", Category = "Character Strength Tests")]
    public int StrengthAbiltyAddsModifierToAttackRollAndDamage(Character hero, int hitroll)
    {
        var enemy = new Character();
        Assert.That(hero.Attack(enemy, hitroll), Is.True);

        return enemy.HitPoints;
    }

    private static IEnumerable<TestCaseData> StrengthAbilityTestCases
    {
        get
        {
            yield return My.Hero.WithStrength(12).RollsHitOf(9).LeavesEnemyWithHitPoints(3);
            yield return My.Hero.WithStrength(14).RollsHitOf(8).LeavesEnemyWithHitPoints(2);
            yield return My.Hero.WithStrength(16).RollsHitOf(7).LeavesEnemyWithHitPoints(1);
            yield return My.Hero.WithStrength(19).RollsHitOf(6).LeavesEnemyWithHitPoints(0);
            yield return My.Hero.WithStrength(20).RollsHitOf(5).LeavesEnemyWithHitPoints(-1);

            yield return My.Hero.WithStrength(12).RollsHitOf(20).LeavesEnemyWithHitPoints(2);
            yield return My.Hero.WithStrength(14).RollsHitOf(20).LeavesEnemyWithHitPoints(0);
            yield return My.Hero.WithStrength(16).RollsHitOf(20).LeavesEnemyWithHitPoints(-2);
            yield return My.Hero.WithStrength(19).RollsHitOf(20).LeavesEnemyWithHitPoints(-4);
            yield return My.Hero.WithStrength(20).RollsHitOf(20).LeavesEnemyWithHitPoints(-6);
        }
    }
    private class My
    {
        private Character hero;
        private int hitRoll;

        public static My Hero { get { return new My(); } }
        private My() { hero = new Character(); }

        public My WithStrength(int strength){hero.Strength = strength;return this;}
        public My RollsHitOf(int hitRoll) { this.hitRoll = hitRoll; return this; }

        public TestCaseData LeavesEnemyWithHitPoints(int expectedHitPoints)
        {
            var testCaseData = new TestCaseData(hero, hitRoll)
            {
                HasExpectedResult = true,
                ExpectedResult = expectedHitPoints,
                TestName = $"Hero with Stength of {hero.Strength} rolling a {hitRoll} Should leave enemy with {expectedHitPoints} Hit points"
            };

            return testCaseData;
        }
    }
}

我处理关键命中的所有测试都失败了(最后5次测试)事情是我不确定我的数学是否正确。这是我的攻击方法:(请注意我以前的所有测试都在通过)

public class Character
{
    public string Name { get; set; }
    public Alignment Alignment { get; set; }
    public int ArmorClass { get; private set; }
    public int HitPoints { get; private set; }
    public bool IsDead { get { return HitPoints <= 0; } }

    public Ability Strength { get; set; }
    public Ability Dexterity { get; set; }
    public Ability Constitution { get; set; }
    public Ability Wisdom { get; set; }
    public Ability Intelligence { get; set; }
    public Ability Charisma { get; set; }

    public Character()
    {
        ArmorClass = 10;
        HitPoints = 5;
        Strength = 10;
        Dexterity = 10;
        Constitution = 10;
        Wisdom = 10;
        Intelligence = 10;
        Charisma = 10;
    }

    public bool Attack(Character enemy, int hitRoll)
    {
        var damage = 0;
        var modifier = IsCritHit(hitRoll) ? Strength.Modifier * 2 : Strength.Modifier;
        var isEnemyHit = IsCritHit(hitRoll) || (enemy.ArmorClass <= (hitRoll + modifier));

        if (!isEnemyHit) return false;

        damage = 1 + modifier;
        if (IsCritHit(hitRoll)) damage *= 2;
        enemy.TakeDamage(damage);

        return true;
    }

    private static bool IsCritHit(int hitRoll)
    {
        return hitRoll == 20;
    }

    public void TakeDamage(int damage)
    {
        HitPoints-= damage;
    }
}

public class Ability
{
    public int Score { get; private set; }
    public int Modifier { get; private set; }

    private Ability(int score)
    {
        Score = score;
        Modifier = (int)(Math.Floor((Score - 10) / 2.0));
    }

    public override string ToString()
    {
        return $"{Score} [{Modifier}]";
    }
    public static implicit operator int(Ability ability)
    {
        return ability.Score;
    }

    public static implicit operator Ability(int score)
    {
        return new Ability(score);
    }
}

修改

我忘了AC和HP的幻数分别是10和5。它们来自卡塔的规格。

EDIT 2.0

这是我的5个失败测试中的第一个的输出

Test Name:  Hero with Stength of 12 [1] rolling a 20 Should leave enemy with 2 Hit points
Test FullName:  EmptyProject.Tests.CharacterAbilityTests.Hero with Stength of 12 [1] rolling a 20 Should leave enemy with 2 Hit points
Test Source:    D:\Users\Robert\Source\Repos\EverCraft-Kata\dotNet\src\EmptyProject.Tests\CharacterAbilityTests.cs : line 14
Test Outcome:   Failed
Test Duration:  0:00:00.012

Result StackTrace:  
at NUnit.Framework.Internal.Commands.TestMethodCommand.Execute(TestExecutionContext context)
at NUnit.Framework.Internal.Commands.TestActionCommand.Execute(TestExecutionContext context)
Result Message: 
Expected: 2
  But was:  -1

有希望编辑最终

我想我的意思是问它应该是(baseDamage + strengthModifier)* 2,还是它(baseDamage * 2)+ strengthModifier?< / p>

2 个答案:

答案 0 :(得分:2)

您的MQQueueManager错了。它应该是-1。

这部分代码:

.LeavesEnemyWithHitPoints(2)

如果var damage = 0; var modifier = IsCritHit(hitRoll) ? Strength.Modifier * 2 : Strength.Modifier; var isEnemyHit = IsCritHit(hitRoll) || (enemy.ArmorClass <= (hitRoll + modifier)); if (!isEnemyHit) return false; damage = 1 + modifier; if (IsCritHit(hitRoll)) damage *= 2; enemy.TakeDamage(damage); 为1,那么您的Strength.Modifier计算会在重击时产生2。这意味着modifier是3.因为你已经击中一个致命一击,伤害加倍使你的总damage = 1 + modifier = 6.如果敌人的总HP为5而你打他6,他应该有-1 HP。

我不知道这是否是正确的DnD计算(不记得了)

答案 1 :(得分:1)

它是(baseDamage+strengthModifier) * 2

但是,当不重要时,如果“强度”小于10,且修改器为负,则您实际造成的损害为负或零,这听起来不合理。我的意思是,如果您有力量6并击中某人,您实际上是给该玩家1点生命值?如果很关键,您给2点生命值? :P该部分的问题描述不明确