public void RedSettlerAt4x3_DoesNotBuildACity_WhenBlueIsInTurn(IGame game) { // :::: ARRANGE :::: game.EndTurn(); // :::: ACT :::: game.PerformUnitActionAt(RedSettlerTile); // :::: ASSERT :::: game.UnitAt(RedSettlerTile).Should().NotBeNull(); game.CityAt(RedSettlerTile).Should().BeNull(); }
public void RedSettlerAt4x3_BuildsARedCity_WhenRedIsInTurn(IGame game) { // :::: ACT :::: game.PerformUnitActionAt(RedSettlerTile); // :::: ASSERT :::: game.UnitAt(RedSettlerTile).Should().BeNull(); game.CityAt(RedSettlerTile).Should().NotBeNull(); }
public void RedArcherAt2x0_DoesNotFortify_WhenBlueIsInTurn(IGame game) { // :::: ARRANGE :::: game.EndTurn(); // :::: ACT :::: game.PerformUnitActionAt(RedArcherTile); // :::: ASSERT :::: game.UnitAt(RedArcherTile).RemainingMovement.Should().Be(1); }
public void BlueChariotAt4x1_DoesNotFortify_WhenRedIsInTurn(IGame game) { // :::: ARRANGE :::: game.EndTurn(); game.ChangeCityProductionProjectAt(BlueCityTile, Chariot); SkipRounds(game, 4); game.EndTurn(); // :::: ACT :::: game.PerformUnitActionAt(BlueCityTile); // :::: ASSERT :::: game.UnitAt(BlueCityTile).RemainingMovement.Should().Be(1); }
public void RedArcherAt2x0_Fortifies_WhenRedIsInTurn(IGame game) { // :::: ACT :::: game.PerformUnitActionAt(RedArcherTile); // :::: ASSERT :::: game.UnitAt(RedArcherTile).RemainingMovement.Should().Be(0); }