public void MultipleEffects_OnlyEffectsWhoseConditionsAreMet_AreFired([Values(10, 20)] int restoreAmount)
        {
            _human.SetHealth(100, 10);
            _human.SetMana(100, 10);
            _restoreManaEffect   = new RestorationBattleMoveEffect(RestorationType.Mana, restoreAmount, BattleMoveEffectActivationType.OnAttackHit, new DanceBattleCondition(DanceEffectType.Soul));
            _restoreHealthEffect = new RestorationBattleMoveEffect(RestorationType.Health, restoreAmount, BattleMoveEffectActivationType.OnAttackHit, new DanceBattleCondition(DanceEffectType.Fire));
            BattleMove attackWithRestoreEffects = new AttackBattleMove("", TargetType.SingleEnemy, 100, 0, effects: new BattleMoveEffect[] { _restoreManaEffect, _restoreHealthEffect });

            _human.SetMove(attackWithRestoreEffects);
            _human.SetMoveTarget(_enemy);
            _chanceService.PushAttackHitsNotCrit(); //attack hits, not a crit

            TestHumanFighter dancer =
                (TestHumanFighter)TestFighterFactory.GetFighter(TestFighterType.TestHuman, 1, "dancer");

            TestDanceMove danceMove = new TestDanceMove("bar", TargetType.Field, 2);

            danceMove.SetDanceEffect(DanceEffectType.Fire);
            danceMove.AddMove(_doNothingMove);

            dancer.SetSpeed(1);
            dancer.SetMove(danceMove);
            dancer.SetMoveTarget(dancer);

            _humanTeam.Add(dancer, false);

            _enemy.SetMove(_doNothingMove);
            _enemy.SetMoveTarget(_enemy);

            _battleManager.Battle(_humanTeam, _enemyTeam);

            int expectedCurrentAmount = 10 + restoreAmount;

            Assert.AreEqual(10, _human.CurrentMana, "humman player's mana should not have been restored, the dance condition wasn't met!");
            Assert.AreEqual(expectedCurrentAmount, _human.CurrentHealth, $"humman player's health should have been restored by {restoreAmount} when the attack hit!");
        }