public void ShouldReturnComputerFirstOrder() { //Arrange ComputerFirstPlayerTurn subject = new ComputerFirstPlayerTurn(); //Act IPlayerOrder actual = subject.Response(""); //Assert actual.Should().BeOfType <ComputerFirstOrder>(); }
public void ShouldReturnHumanFirstOrderGivenMatchingInput() { //Arrange FakePlayerTurnsOrderAction fakePlayerTurnsOrderAction = new FakePlayerTurnsOrderAction.Builder().Build(); HumanFirstPlayerTurn subject = new HumanFirstPlayerTurn(fakePlayerTurnsOrderAction); //Act IPlayerOrder actual = subject.Response("1"); //Assert actual.Should().BeOfType <HumanFirstOrder>(); }
public void ShouldReturnInvokeNextGivenNotHandled() { //Arrange FakePlayerOrder fakePlayerOrder = new FakePlayerOrder.Builder().Build(); FakePlayerTurnsOrderAction fakePlayerTurnsOrderAction = new FakePlayerTurnsOrderAction.Builder().Response(fakePlayerOrder).Build(); HumanFirstPlayerTurn subject = new HumanFirstPlayerTurn(fakePlayerTurnsOrderAction); //Act IPlayerOrder actual = subject.Response("2"); //Assert actual.Should().Be(fakePlayerOrder); }
public Stage(Queue <string> shuffledWords, IPlayerOrder playerOrder, TimeSpan timePerPlayer) { this.RemainingWords = shuffledWords; this.playerOrder = playerOrder; this.TimePerPlayer = timePerPlayer; }
public Stage(List <string> nonShuffledWords, IPlayerOrder playerOrder, TimeSpan timePerPlayer) { this.RemainingWords = ShuffleWords(nonShuffledWords); this.playerOrder = playerOrder; this.TimePerPlayer = timePerPlayer; }
private static IPlayersTurns PlayersTurns(IBoard board, IPlayerOrder order, IPlayer human, IPlayer computer) => order.HumanFirst() ? new PlayersTurns(board, human, computer) : new PlayersTurns(board, computer, human);
public Builder Response(IPlayerOrder expected) { _responseItem.UpdateInvocation(expected); return(this); }