public void CreateTurn_SetsPlayer()
        {
            // Arrange
            IList <IDiscardedCardState> roundDiscard = new List <IDiscardedCardState>();
            IDiscardableCardState       roundHand    = new CardState(0, 0);
            Guid playerId = Guid.Empty;
            IRoundPlayerState playerState = new PlayerState(playerId, roundDiscard, null, outOfRound: false, roundHand: roundHand);

            IList <IDiscardableCardState> turnHand               = new[] { roundHand };
            IDiscardedCardState           turnDiscard            = null;
            IDrawablePlayerState          initialTurnPlayerState = new PlayerState(playerId, null, turnHand, turnDiscard: turnDiscard);
            var expected = initialTurnPlayerState;

            _playerFactory
            .Setup(pf => pf.CreateTurnPlayer(playerState))
            .Returns(initialTurnPlayerState);
            IDrawableCardState turnDeck = new CardState(44, 55);

            // Act
            TurnStateFactory factory = this.CreateFactory();


            var turn   = factory.CreateTurn(playerState, turnDeck);
            var actual = turn.DrawablePlayerState;

            // Assert
            Assert.AreEqual(expected, actual);
        }
Ejemplo n.º 2
0
 public PlayerState(Guid id,
                    IList <IDiscardedCardState> roundDiscard,
                    IList <IDiscardableCardState> turnHand,
                    bool outOfRound = false,
                    int points      = 0,
                    IDiscardableCardState roundHand = null,
                    IDiscardedCardState turnDiscard = null,
                    bool isProtected = false)
 {
     Id           = id;
     OutOfRound   = outOfRound;
     Points       = points;
     RoundDiscard = roundDiscard;
     RoundHand    = roundHand;
     TurnDiscard  = turnDiscard;
     TurnHand     = turnHand;
     Protected    = isProtected;
 }