public void ShootInPlayer_InViewScope_Success()
        {
            //Arrange
            var player = new PlayerBody(new ShapeCircle(2, new Point(10, 10)),
                                        new Vector(0, 0), null, null, 0, 0, "Bob", 100, 1);

            var viewPort = Substitute.For <IActiveBodyEyesight>();

            viewPort.GetFrame(Arg.Any <Guid>(), Arg.Any <IMapTile>()).Returns(v =>
                                                                              new ViewFrame()
            {
                Bodies = new List <Body> {
                    player
                }
            });

            var mechanicEngine = Substitute.For <IMechanicEngine>();

            mechanicEngine.ViewPort.Returns(v => viewPort);

            var weapon = Substitute.For <WeaponBase>(10, 100, mechanicEngine, "Gun");

            var npc = new NPCAI(new ShapeCircle(2, new Point(20, 20)), mechanicEngine, 10, 10, 100, 1);

            npc.AddWeapon(weapon);

            //Act
            npc.UpdateState();

            //Assert
            weapon.Received().Shoot(Arg.Any <Point>(), Arg.Any <Vector>(), npc.Id);
        }