我开始在 Everquest TDD Kata ( Github Link) 上编写代码,并且我正在参与
Feature: Character Ability Modifiers Modify Attributes
As a character I want to apply my ability modifiers improve my capabilities in combat so that I can vanquish my enemy with extreme prejudice
add Strength modifier to:
- attack roll and damage dealt
- double Strength modifier on critical hits
但我不知道我的数学在我的考试中是否正确。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;
}
}
}
我所有处理关键命中的测试都失败了(最后 5 个测试)问题是我不确定我的数学是否正确。这是我的攻击方法:(请注意,我之前的所有测试目前都通过了)
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);
}
}
编辑
我忘记了 AC 和 HP 的魔法数字分别是 10 和 5。它们来自 Kata 的规范。
编辑 2.0
这是我 5 次失败测试中第一个的输出
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
编辑希望最终
我想我的意思是问它应该是 (baseDamage
+strengthModifier
) * 2,还是 (baseDamage
*2 ) + strengthModifier
?
最佳答案
您的 .LeavesEnemyWithHitPoints(2)
是错误的。应该是-1。
这段代码:
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);
当 Strength.Modifier
为 1 时,您的 modifier
计算在重击时产生 2。这意味着 damage = 1 + modifier
是 3。因为你掷出了重击,所以伤害加倍使你的总 damage
= 6。如果敌人的总 HP 是 5你打了他 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)
关于c# - 不确定如何在 DnD Kata 中添加强度修饰符,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/34864142/