public void P4R4_deve_prendere_il_carico_paesano() { var sut = new GrappachuStrategy(); var briscola = new Card("Spade", 3); var state = StateFixture.Create4P(sut, briscola, new[] { new Card("Bastoni", 10), new Card("Coppe", 10), new Card("Spade", 2) }, new[] { new Card("Bastoni", 7), new Card("Danari", 1), new Card("Spade", 4) }); var me = state.Players.Single(x => x.Strategy == sut); var card = sut.Choose(me, state); card.Should().Be.EqualTo(new Card("Spade", 4)); }
public void P4R4_deve_andare_su_preferibilmente_di_carico() { var sut = new GrappachuStrategy(); var briscola = new Card("Spade", 3); var state = StateFixture.Create4P(sut, briscola, new[] { new Card("Bastoni", 2), new Card("Coppe", 1), new Card("Bastoni", 9) }, new[] { new Card("Spade", 1), new Card("Bastoni", 10), new Card("Spade", 5) }); var me = state.Players.Single(x => x.Strategy == sut); var card = sut.Choose(me, state); card.Should().Be.EqualTo(new Card("Bastoni", 10)); }
public void P4R4_per_pochi_punti_non_deve_sprecare_l_asso() { var sut = new GrappachuStrategy(); var briscola = new Card("Spade", 3); var state = StateFixture.Create4P(sut, briscola, new[] { new Card("Bastoni", 10), new Card("Coppe", 10), new Card("Spade", 2) }, new[] { new Card("Danari", 1), new Card("Spade", 1), new Card("Bastoni", 7) }); var me = state.Players.Single(x => x.Strategy == sut); var card = sut.Choose(me, state); card.Should().Be.EqualTo(new Card("Bastoni", 7)); }
public void P4R4_deve_andare_liscio_se_tagliano() { var sut = new GrappachuStrategy(); var briscola = new Card("Spade", 3); var state = StateFixture.Create4P(sut, briscola, new[] { new Card("Bastoni", 8), new Card("Bastoni", 10), new Card("Spade", 2) }, new[] { new Card("Bastoni", 7), new Card("Danari", 1), new Card("Spade", 5) }); var me = state.Players.Single(x => x.Strategy == sut); var card = sut.Choose(me, state); card.Should().Be.EqualTo(new Card("Bastoni", 7)); }
public P4R1HandlerTest() { _sut = new GrappachuStrategy(); }